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Model validation: Jungle dire troll

dire_jungletroll.mdx

0 errors 13 severe 37 warnings 36 unused
  • 1 1 Geoset 0
    • Alpha is 1.000 at end of "Decay Bone" (frame 135967); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 1
    • Alpha is 1.000 at end of "Decay Bone" (frame 135967); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 2
    • Alpha is 1.000 at end of "Decay Bone" (frame 135967); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 3
    • Alpha is 1.000 at end of "Decay Bone" (frame 135967); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 4
    • Alpha is 1.000 at end of "Decay Bone" (frame 135967); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 5
    • Alpha is 1.000 at end of "Decay Bone" (frame 135967); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 6
    • Alpha is 1.000 at end of "Decay Bone" (frame 135967); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 7
    • Alpha is 1.000 at end of "Decay Bone" (frame 135967); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 8
    • Alpha is 1.000 at end of "Decay Bone" (frame 135967); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 9
    • Alpha is 1.000 at end of "Decay Bone" (frame 135967); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 10
    • Alpha is 1.000 at end of "Decay Bone" (frame 135967); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 11
    • Alpha is 1.000 at end of "Decay Bone" (frame 135967); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 12
    • Alpha is 1.000 at end of "Decay Bone" (frame 135967); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 10 Model
    • Collision shape "B_KGS_Torso" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Head" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Arm_L" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Arm_R" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Leg_L" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Leg_R" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Root" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Tail" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Weapon1" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Weapon" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
  • 1 Bone 49 - "L_pauldron_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 50 - "R_pauldron_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 51 - "L_armpad_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 52 - "R_armpad_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 53 - "ponytail_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 54 - "ponytail_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 107 - "bone_head"
    • There are no vertices attached to this bone
  • 1 Bone 108 - "ponytail_03_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 109 - "ponytail_04_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 110 - "ponytail_05_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 111 - "weapon_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 112 - "weapon_01_stretch_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 113 - "weapon_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 114 - "weapon_02_stretch_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 5 - "jaw_bind_jnt"
    • 1 Translation
      • Track 81 at frame 101834 has roughly the same value as tracks 80 and 82
  • 2 Bone 8 - "L_lwr_arm_bind_jnt"
    • 2 Rotation
      • Track 11 at frame 1300 has roughly the same value as tracks 10 and 12
      • Track 12 at frame 1367 has roughly the same value as tracks 11 and 13
  • 2 Bone 9 - "L_lwr_arm_twist_01_bind_jnt"
    • 2 Rotation
      • Track 34 at frame 3001 has roughly the same value as tracks 33 and 35
      • Track 42 at frame 3267 has roughly the same value as tracks 41 and 43
  • 2 Bone 10 - "L_lwr_arm_twist_02_bind_jnt"
    • 2 Rotation
      • Track 34 at frame 3001 has roughly the same value as tracks 33 and 35
      • Track 42 at frame 3267 has roughly the same value as tracks 41 and 43
  • 2 Bone 12 - "L_tmb_01_bind_jnt"
    • 2 Rotation
      • Track 129 at frame 7801 has roughly the same value as tracks 128 and 130
      • Track 234 at frame 45133 has roughly the same value as tracks 233 and 235
  • 1 Bone 13 - "L_tmb_02_bind_jnt"
    • 1 Rotation
      • Track 99 at frame 7801 has roughly the same value as tracks 98 and 100
  • 2 Bone 14 - "L_tmb_03_bind_jnt"
    • 2 Rotation
      • Track 105 at frame 7801 has roughly the same value as tracks 104 and 106
      • Track 148 at frame 12734 has roughly the same value as tracks 147 and 149
  • 1 Bone 20 - "L_pnk_finger_03_bind_jnt"
    • 1 Rotation
      • Track 176 at frame 12101 has roughly the same value as tracks 175 and 177
  • 2 Bone 24 - "R_lwr_arm_twist_01_bind_jnt"
    • 2 Rotation
      • Track 69 at frame 4868 has roughly the same value as tracks 68 and 70
      • Track 79 at frame 5501 has roughly the same value as tracks 78 and 80
  • 2 Bone 25 - "R_lwr_arm_twist_02_bind_jnt"
    • 2 Rotation
      • Track 69 at frame 4868 has roughly the same value as tracks 68 and 70
      • Track 79 at frame 5501 has roughly the same value as tracks 78 and 80
  • 1 Bone 27 - "R_tmb_01_bind_jnt"
    • 1 Rotation
      • Track 70 at frame 4601 has roughly the same value as tracks 69 and 71
  • 4 Bone 29 - "R_tmb_03_bind_jnt"
    • 4 Rotation
      • Track 11 at frame 1133 has roughly the same value as tracks 10 and 12
      • Track 37 at frame 3334 has roughly the same value as tracks 36 and 38
      • Track 58 at frame 4601 has roughly the same value as tracks 57 and 59
      • Track 59 at frame 4868 has roughly the same value as tracks 58 and 60
  • 1 Bone 30 - "R_ind_finger_01_bind_jnt"
    • 1 Rotation
      • Track 159 at frame 10301 has roughly the same value as tracks 158 and 160
  • 1 Bone 35 - "R_pnk_finger_03_bind_jnt"
    • 1 Rotation
      • Track 111 at frame 7668 has roughly the same value as tracks 110 and 112
  • 1 Bone 44 - "R_leg_04_bind_jnt"
    • 1 Rotation
      • Track 31 at frame 5668 has roughly the same value as tracks 30 and 32
  • 2 Bone 82 - "tongue_01_bind_jnt"
    • 2 Translation
      • Track 15 at frame 1033 has roughly the same value as tracks 14 and 16
      • Track 226 at frame 62000 has roughly the same value as tracks 225 and 227
  • 1 Bone 84 - "lwr_teeth_bind_jnt"
    • 1 Translation
      • Track 352 at frame 101834 has roughly the same value as tracks 351 and 353
  • 1 Bone 85 - "L_lip_corner_bind_jnt"
    • 1 Translation
      • Track 336 at frame 101834 has roughly the same value as tracks 335 and 337
  • 1 Bone 86 - "L_lwr_lip_01_bind_jnt"
    • 1 Translation
      • Track 343 at frame 101834 has roughly the same value as tracks 342 and 344
  • 1 Bone 87 - "L_lwr_lip_02_bind_jnt"
    • 1 Translation
      • Track 356 at frame 101834 has roughly the same value as tracks 355 and 357
  • 1 Bone 88 - "M_lwr_lip_bind_jnt"
    • 1 Translation
      • Track 361 at frame 101834 has roughly the same value as tracks 360 and 362
  • 1 Bone 89 - "R_lwr_lip_02_bind_jnt"
    • 1 Translation
      • Track 362 at frame 101834 has roughly the same value as tracks 361 and 363
  • 1 Bone 90 - "R_lwr_lip_01_bind_jnt"
    • 1 Translation
      • Track 354 at frame 101834 has roughly the same value as tracks 353 and 355
  • 1 Bone 91 - "R_lip_corner_bind_jnt"
    • 1 Translation
      • Track 345 at frame 101834 has roughly the same value as tracks 344 and 346
  • 1 Bone 102 - "R_skirt_A_02_02_bind_jnt"
    • 1 Rotation
      • Track 16 at frame 1700 has roughly the same value as tracks 15 and 17
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