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Model validation: Leader of Ashigaru

Leader of Ashigaru.mdx

0 errors 23 severe 2 warnings 23 unused
  • 1 Geoset 0
    • Alpha is 1.000 at end of "Decay Bone" (frame 140083); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 1
    • Alpha is 1.000 at end of "Decay Bone" (frame 140083); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 2
    • Alpha is 1.000 at end of "Decay Bone" (frame 140083); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 3
    • Alpha is 1.000 at end of "Decay Bone" (frame 140083); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 4
    • Alpha is 1.000 at end of "Decay Bone" (frame 140083); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 5
    • Alpha is 1.000 at end of "Decay Bone" (frame 140083); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 6
    • Alpha is 1.000 at end of "Decay Bone" (frame 140083); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 7
    • Alpha is 1.000 at end of "Decay Bone" (frame 140083); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 8
    • Alpha is 1.000 at end of "Decay Bone" (frame 140083); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 9
    • Alpha is 1.000 at end of "Decay Bone" (frame 140083); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 10
    • Alpha is 1.000 at end of "Decay Bone" (frame 140083); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 11
    • Alpha is 1.000 at end of "Decay Bone" (frame 140083); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 12
    • Alpha is 1.000 at end of "Decay Bone" (frame 140083); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 13
    • Alpha is 1.000 at end of "Decay Bone" (frame 140083); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 14
    • Alpha is 1.000 at end of "Decay Bone" (frame 140083); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 15
    • Alpha is 1.000 at end of "Decay Bone" (frame 140083); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 16
    • Alpha is 1.000 at end of "Decay Bone" (frame 140083); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 17
    • Alpha is 1.000 at end of "Decay Bone" (frame 140083); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 18
    • Alpha is 1.000 at end of "Decay Bone" (frame 140083); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 19
    • Alpha is 1.000 at end of "Decay Bone" (frame 140083); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 20
    • Alpha is 1.000 at end of "Decay Bone" (frame 140083); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 21
    • Alpha is 1.000 at end of "Decay Bone" (frame 140083); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 2 GeosetAnimation 21
    • 1 2 Alpha
      • Track 1 at frame 0 is lower than the track before it at 13900
      • Track 2 at frame 13901 has exactly the same value as tracks 1 and 3
      • Track 3 at frame 13973 has exactly the same value as tracks 2 and 4
  • 2 1 Model
    • Expected 22 pivot points, got 24
    • No collision shapes — in-game selection may be unreliable for this unit; thin geometry can become hard to click. Add a sphere (units/heroes) or box (buildings).
    • Both "Walk" and "Walk Fast" sequences exist — consider renaming Walk → "Cinematic Walk" and Walk Fast → "Walk" so the default in-game pace is correct.
  • 1 Bone 0 - "Bone_Foot_L"
    • 1 Rotation
      • Track 84 at frame 16055 has exactly the same value as tracks 83 and 85
  • 2 Bone 1 - "Bone_Foot_R"
    • 2 Rotation
      • Track 31 at frame 6190 has roughly the same value as tracks 30 and 32
      • Track 83 at frame 16055 has exactly the same value as tracks 82 and 84
  • 1 Bone 3 - "Bone_Pelvis"
    • 1 Rotation
      • Track 50 at frame 16055 has exactly the same value as tracks 49 and 51
  • 2 Bone 4 - "Bone_Chest"
    • 1 Translation
      • Track 38 at frame 16055 has exactly the same value as tracks 37 and 39
    • 1 Rotation
      • Track 78 at frame 16055 has exactly the same value as tracks 77 and 79
  • 1 Bone 7 - "Bone_Arm2_R"
    • 1 Rotation
      • Track 78 at frame 16055 has exactly the same value as tracks 77 and 79
  • 1 Bone 8 - "Bone_Arm1_L"
    • 1 Rotation
      • Track 71 at frame 16055 has exactly the same value as tracks 70 and 72
  • 1 Bone 9 - "Bone_Arm1_R"
    • 1 Rotation
      • Track 73 at frame 16055 has exactly the same value as tracks 72 and 74
  • 1 Bone 10 - "Bone_Head"
    • 1 Rotation
      • Track 71 at frame 16055 has exactly the same value as tracks 70 and 72
  • 1 Bone 12 - "Bone_Leg1_R"
    • 1 Rotation
      • Track 90 at frame 16055 has exactly the same value as tracks 89 and 91
  • 1 Bone 13 - "Bone_Leg1_L"
    • 1 Rotation
      • Track 89 at frame 16055 has exactly the same value as tracks 88 and 90
  • 2 Bone 14 - "BigKatana"
    • 1 Translation
      • Track 10 at frame 16055 has exactly the same value as tracks 9 and 11
    • 1 Rotation
      • Track 81 at frame 16055 has exactly the same value as tracks 80 and 82
  • 2 Bone 17 - "Sheath"
    • 1 Translation
      • Track 13 at frame 16055 has exactly the same value as tracks 12 and 14
    • 1 Rotation
      • Track 12 at frame 16055 has exactly the same value as tracks 11 and 13
  • 1 Bone 18 - "Bone_Arm2_L"
    • 1 Rotation
      • Track 67 at frame 16055 has exactly the same value as tracks 66 and 68
  • 2 Helper 0
    • 1 Translation
      • Track 86 at frame 16055 has exactly the same value as tracks 85 and 87
    • 1 Rotation
      • Track 51 at frame 16055 has exactly the same value as tracks 50 and 52
  • 1 Helper 1
    • 1 Rotation
      • Track 26 at frame 16055 has exactly the same value as tracks 25 and 27
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