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Model validation: Necromancer [COLOR VARIATIONS]

Necromancer.mdx

0 errors 23 severe 110 warnings 79 unused
  • 1 Geoset 0
    • Alpha is 1.000 at end of "Decay Swim" (frame 592000); 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 Swim" (frame 592000); 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 Swim" (frame 592000); 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 Swim" (frame 592000); 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 Swim" (frame 592000); 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 Swim" (frame 592000); 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 Swim" (frame 592000); 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 Swim" (frame 592000); 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 Swim" (frame 592000); 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 Swim" (frame 592000); 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 Swim" (frame 592000); 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 Swim" (frame 592000); 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 Swim" (frame 592000); 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 Swim" (frame 592000); 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 Swim" (frame 592000); 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 Swim" (frame 592000); 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 Swim" (frame 592000); 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 Swim" (frame 592000); 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 Swim" (frame 592000); 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 Swim" (frame 592000); 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 Swim" (frame 592000); 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 Swim" (frame 592000); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 22
    • Alpha is 1.000 at end of "Decay Swim" (frame 592000); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 7 1 Model
    • 2 cameras present — Warcraft 3 only uses one Portrait camera; the extras inflate filesize and may be leftover defaults from model conversion.
    • Attachment 5 "Unk1 Left Ref" — non-standard ref name; in-game effects (Bloodlust, Rejuvenation, etc.) may not bind. Use canonical names like "Hand Left Ref" or "Chest Ref".
    • Attachment 19 "Back Left Ref" — non-standard ref name; in-game effects (Bloodlust, Rejuvenation, etc.) may not bind. Use canonical names like "Hand Left Ref" or "Chest Ref".
    • Attachment 20 "Back Right Ref" — non-standard ref name; in-game effects (Bloodlust, Rejuvenation, etc.) may not bind. Use canonical names like "Hand Left Ref" or "Chest Ref".
    • Attachment name "Hand First Right Ref" is duplicated by attachments 1, 13, 24; only one will be reachable in-game.
    • Attachment name "Hand First Left Ref" is duplicated by attachments 2, 14; only one will be reachable in-game.
    • 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 Sequence 31 - "Cinematic 892"
    • Sequence name "Cinematic 892" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 39 - "Cinematic 843"
    • Sequence name "Cinematic 843" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 40 - "Cinematic 834"
    • Sequence name "Cinematic 834" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 41 - "Cinematic 825"
    • Sequence name "Cinematic 825" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 42 - "Cinematic 816"
    • Sequence name "Cinematic 816" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 43 - "Cinematic 807"
    • Sequence name "Cinematic 807" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 45 - "Cinematic 798"
    • Sequence name "Cinematic 798" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 46 - "Cinematic 789"
    • Sequence name "Cinematic 789" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 47 - "Cinematic 7710"
    • Sequence name "Cinematic 7710" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 48 - "Cinematic 7611"
    • Sequence name "Cinematic 7611" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 49 - "Cinematic 7512"
    • Sequence name "Cinematic 7512" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 50 - "Cinematic 7413"
    • Sequence name "Cinematic 7413" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 51 - "Cinematic 7314"
    • Sequence name "Cinematic 7314" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 52 - "Cinematic 9615"
    • Sequence name "Cinematic 9615" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 53 - "Cinematic 9816"
    • Sequence name "Cinematic 9816" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 56 - "Cinematic 12817"
    • Sequence name "Cinematic 12817" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 57 - "Cinematic 12318"
    • Sequence name "Cinematic 12318" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 58 - "Cinematic 12920"
    • Sequence name "Cinematic 12920" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 61 - "Cinematic 9022"
    • Sequence name "Cinematic 9022" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 65 - "Cinematic 9723"
    • Sequence name "Cinematic 9723" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 66 - "Cinematic 10224"
    • Sequence name "Cinematic 10224" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 67 - "Cinematic 10325"
    • Sequence name "Cinematic 10325" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 68 - "Cinematic 10426"
    • Sequence name "Cinematic 10426" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 98 - "Cinematic 11427"
    • Sequence name "Cinematic 11427" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 99 - "Cinematic 11529"
    • Sequence name "Cinematic 11529" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 100 - "Cinematic 11631"
    • Sequence name "Cinematic 11631" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 112 - "Cinematic 9934"
    • Sequence name "Cinematic 9934" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 113 - "Cinematic 10136"
    • Sequence name "Cinematic 10136" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 114 - "Cinematic 13337"
    • Sequence name "Cinematic 13337" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 115 - "Cinematic 13438"
    • Sequence name "Cinematic 13438" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 124 - "Cinematic 9139"
    • Sequence name "Cinematic 9139" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 125 - "Cinematic 9140"
    • Sequence name "Cinematic 9140" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 126 - "Cinematic 9141"
    • Sequence name "Cinematic 9141" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 129 - "Cinematic 18742"
    • Sequence name "Cinematic 18742" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 130 - "Cinematic 19543"
    • Sequence name "Cinematic 19543" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 131 - "Cinematic 18544"
    • Sequence name "Cinematic 18544" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 Sequence 132 - "Cinematic 18645"
    • Sequence name "Cinematic 18645" looks auto-generated by a model converter — Warcraft 3 won't reference it.
  • 1 GlobalSequence
    • Zero length
  • 1 Bone 0 - "bone_b0"
    • There are no vertices attached to this bone
  • 1 Bone 1 - "bone_b1"
    • There are no vertices attached to this bone
  • 1 Bone 36 - "bone_b36"
    • There are no vertices attached to this bone
  • 1 Bone 37 - "bone_b37"
    • There are no vertices attached to this bone
  • 1 Bone 38 - "bone_b38"
    • There are no vertices attached to this bone
  • 1 Bone 39 - "bone_b39"
    • There are no vertices attached to this bone
  • 1 Bone 40 - "bone_b40"
    • There are no vertices attached to this bone
  • 1 Bone 41 - "bone_b41"
    • There are no vertices attached to this bone
  • 1 Bone 42 - "bone_b42"
    • There are no vertices attached to this bone
  • 1 Bone 43 - "bone_b43"
    • There are no vertices attached to this bone
  • 1 Bone 44 - "bone_b44"
    • There are no vertices attached to this bone
  • 1 Bone 45 - "bone_b45"
    • There are no vertices attached to this bone
  • 1 Bone 46 - "bone_b46"
    • There are no vertices attached to this bone
  • 1 Bone 47 - "bone_b47"
    • There are no vertices attached to this bone
  • 1 Bone 48 - "bone_b48"
    • There are no vertices attached to this bone
  • 1 Bone 49 - "bone_b49"
    • There are no vertices attached to this bone
  • 1 Bone 50 - "bone_b50"
    • There are no vertices attached to this bone
  • 1 Bone 51 - "bone_b51"
    • There are no vertices attached to this bone
  • 1 Bone 52 - "bone_b52"
    • There are no vertices attached to this bone
  • 1 Bone 53 - "bone_b53"
    • There are no vertices attached to this bone
  • 1 Bone 54 - "bone_b54"
    • There are no vertices attached to this bone
  • 1 Bone 55 - "bone_b55"
    • There are no vertices attached to this bone
  • 1 Bone 56 - "bone_b56"
    • There are no vertices attached to this bone
  • 1 Bone 57 - "bone_b57"
    • There are no vertices attached to this bone
  • 1 Bone 58 - "bone_b58"
    • There are no vertices attached to this bone
  • 1 Bone 59 - "bone_b59"
    • There are no vertices attached to this bone
  • 1 Bone 60 - "bone_b60"
    • There are no vertices attached to this bone
  • 1 Bone 61 - "bone_b61"
    • There are no vertices attached to this bone
  • 1 Bone 62 - "bone_b62"
    • There are no vertices attached to this bone
  • 1 Bone 63 - "bone_b63"
    • There are no vertices attached to this bone
  • 1 Bone 64 - "bone_b64"
    • There are no vertices attached to this bone
  • 1 Bone 65 - "bone_b65"
    • There are no vertices attached to this bone
  • 1 Bone 66 - "bone_b66"
    • There are no vertices attached to this bone
  • 1 Bone 67 - "bone_b67"
    • There are no vertices attached to this bone
  • 1 Bone 68 - "bone_b68"
    • There are no vertices attached to this bone
  • 1 Bone 69 - "bone_b69"
    • There are no vertices attached to this bone
  • 1 Bone 70 - "bone_b70"
    • There are no vertices attached to this bone
  • 1 Bone 71 - "bone_b71"
    • There are no vertices attached to this bone
  • 1 Bone 72 - "bone_b72"
    • There are no vertices attached to this bone
  • 1 Bone 73 - "bone_b73"
    • There are no vertices attached to this bone
  • 1 Bone 74 - "bone_b74"
    • There are no vertices attached to this bone
  • 1 Bone 75 - "bone_b75"
    • There are no vertices attached to this bone
  • 1 Bone 76 - "bone_b76"
    • There are no vertices attached to this bone
  • 1 Bone 77 - "bone_b77"
    • There are no vertices attached to this bone
  • 1 Bone 78 - "bone_b78"
    • There are no vertices attached to this bone
  • 1 Bone 79 - "bone_b79"
    • There are no vertices attached to this bone
  • 1 Bone 80 - "bone_b80"
    • There are no vertices attached to this bone
  • 1 Bone 81 - "bone_b81"
    • There are no vertices attached to this bone
  • 1 Bone 82 - "bone_b82"
    • There are no vertices attached to this bone
  • 1 Bone 83 - "bone_b83"
    • There are no vertices attached to this bone
  • 1 Bone 84 - "bone_b84"
    • There are no vertices attached to this bone
  • 1 Bone 85 - "bone_b85"
    • There are no vertices attached to this bone
  • 1 Bone 86 - "bone_b86"
    • There are no vertices attached to this bone
  • 1 Bone 87 - "bone_b87"
    • There are no vertices attached to this bone
  • 1 Bone 88 - "bone_b88"
    • There are no vertices attached to this bone
  • 1 Bone 89 - "bone_b89"
    • There are no vertices attached to this bone
  • 1 Bone 90 - "bone_b90"
    • There are no vertices attached to this bone
  • 1 Bone 91 - "bone_b91"
    • There are no vertices attached to this bone
  • 1 Bone 92 - "bone_b92"
    • There are no vertices attached to this bone
  • 1 Bone 93 - "bone_b93"
    • There are no vertices attached to this bone
  • 1 Bone 94 - "bone_b94"
    • There are no vertices attached to this bone
  • 1 Bone 95 - "bone_b95"
    • There are no vertices attached to this bone
  • 1 Bone 96 - "bone_b96"
    • There are no vertices attached to this bone
  • 1 Bone 97 - "bone_b97"
    • There are no vertices attached to this bone
  • 1 Bone 98 - "bone_b98"
    • There are no vertices attached to this bone
  • 1 Sequence 10 - "Cinematic HandsClosed"
    • Sequence "Cinematic HandsClosed" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 14 - "Cinematic JumpStart"
    • Sequence "Cinematic JumpStart" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 15 - "Cinematic JumpEnd"
    • Sequence "Cinematic JumpEnd" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 16 - "Cinematic Fall"
    • Sequence "Cinematic Fall" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 30 - "Cinematic Jump"
    • Sequence "Cinematic Jump" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 33 - "Cinematic EmoteBow"
    • Sequence "Cinematic EmoteBow" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 34 - "Cinematic EmoteWave"
    • Sequence "Cinematic EmoteWave" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 35 - "Cinematic EmoteCheer"
    • Sequence "Cinematic EmoteCheer" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 37 - "Cinematic ShuffleLeft"
    • Sequence "Cinematic ShuffleLeft" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 38 - "Cinematic ShuffleRight"
    • Sequence "Cinematic ShuffleRight" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 44 - "Cinematic Stop"
    • Sequence "Cinematic Stop" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 59 - "Cinematic EmoteLaugh"
    • Sequence "Cinematic EmoteLaugh" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 62 - "Cinematic SwimBackward"
    • Sequence "Cinematic SwimBackward" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 104 - "Cinematic Eat"
    • Sequence "Cinematic Eat" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 118 - "Cinematic EmoteDance"
    • Sequence "Cinematic EmoteDance" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 119 - "Cinematic EmoteDance 2"
    • Sequence "Cinematic EmoteDance 2" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 120 - "Cinematic EmoteDance 3"
    • Sequence "Cinematic EmoteDance 3" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 121 - "Cinematic EmoteDance 4"
    • Sequence "Cinematic EmoteDance 4" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 122 - "Cinematic EmoteDance 5"
    • Sequence "Cinematic EmoteDance 5" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 123 - "Cinematic WalkBackward"
    • Sequence "Cinematic WalkBackward" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 9 Bone 2 - "bone_b2"
    • 9 Rotation
      • Track 598 at frame 233967 has roughly the same value as tracks 597 and 599
      • Track 599 at frame 234967 has roughly the same value as tracks 598 and 600
      • Track 600 at frame 235000 has roughly the same value as tracks 599 and 601
      • Track 602 at frame 235100 has roughly the same value as tracks 601 and 603
      • Track 753 at frame 259167 has roughly the same value as tracks 752 and 754
      • Track 1712 at frame 487633 has roughly the same value as tracks 1711 and 1713
      • Track 1882 at frame 564633 has roughly the same value as tracks 1881 and 1883
      • Track 2318 at frame 652333 has roughly the same value as tracks 2317 and 2319
      • Track 2327 at frame 656333 has roughly the same value as tracks 2326 and 2328
  • 9 Bone 3 - "bone_b3"
    • 9 Rotation
      • Track 413 at frame 259233 has roughly the same value as tracks 412 and 414
      • Track 895 at frame 453933 has roughly the same value as tracks 894 and 896
      • Track 1184 at frame 550033 has roughly the same value as tracks 1183 and 1185
      • Track 1185 at frame 550100 has roughly the same value as tracks 1184 and 1186
      • Track 1186 at frame 550133 has roughly the same value as tracks 1185 and 1187
      • Track 1187 at frame 550167 has roughly the same value as tracks 1186 and 1188
      • Track 1188 at frame 550200 has roughly the same value as tracks 1187 and 1189
      • Track 1480 at frame 607433 has roughly the same value as tracks 1479 and 1481
      • Track 1672 at frame 660467 has roughly the same value as tracks 1671 and 1673
  • 6 Bone 5 - "bone_b5"
    • 6 Rotation
      • Track 1199 at frame 279700 has roughly the same value as tracks 1198 and 1200
      • Track 1667 at frame 373633 has roughly the same value as tracks 1666 and 1668
      • Track 2637 at frame 550133 has roughly the same value as tracks 2636 and 2638
      • Track 2638 at frame 550167 has roughly the same value as tracks 2637 and 2639
      • Track 2639 at frame 550200 has roughly the same value as tracks 2638 and 2640
      • Track 3254 at frame 634733 has roughly the same value as tracks 3253 and 3255
  • 4 Bone 6 - "bone_b6"
    • 4 Rotation
      • Track 6 at frame 4933 has roughly the same value as tracks 5 and 7
      • Track 508 at frame 121500 has roughly the same value as tracks 507 and 509
      • Track 3317 at frame 634800 has roughly the same value as tracks 3316 and 3318
      • Track 3402 at frame 645200 has roughly the same value as tracks 3401 and 3403
  • 1 Bone 7 - "bone_b7"
    • 1 Translation
      • Track 227 at frame 550233 has exactly the same value as tracks 226 and 228
  • 1 Bone 8 - "bone_b8"
    • 1 Translation
      • Track 227 at frame 550233 has exactly the same value as tracks 226 and 228
  • 6 Bone 11 - "bone_b11"
    • 6 Rotation
      • Track 819 at frame 316100 has roughly the same value as tracks 818 and 820
      • Track 820 at frame 316633 has roughly the same value as tracks 819 and 821
      • Track 1384 at frame 567033 has roughly the same value as tracks 1383 and 1385
      • Track 1609 at frame 622700 has roughly the same value as tracks 1608 and 1610
      • Track 1676 at frame 651067 has roughly the same value as tracks 1675 and 1677
      • Track 1694 at frame 656633 has roughly the same value as tracks 1693 and 1695
  • 6 Bone 12 - "bone_b12"
    • 6 Rotation
      • Track 8 at frame 4933 has roughly the same value as tracks 7 and 9
      • Track 121 at frame 20033 has roughly the same value as tracks 120 and 122
      • Track 648 at frame 153500 has roughly the same value as tracks 647 and 649
      • Track 2068 at frame 427500 has roughly the same value as tracks 2067 and 2069
      • Track 2723 at frame 507600 has roughly the same value as tracks 2722 and 2724
      • Track 3478 at frame 651733 has roughly the same value as tracks 3477 and 3479
  • 3 Bone 13 - "bone_b13"
    • 3 Rotation
      • Track 529 at frame 121600 has roughly the same value as tracks 528 and 530
      • Track 2165 at frame 433667 has roughly the same value as tracks 2164 and 2166
      • Track 3040 at frame 578100 has roughly the same value as tracks 3039 and 3041
  • 5 Bone 17 - "bone_b17"
    • 5 Rotation
      • Track 5 at frame 4933 has roughly the same value as tracks 4 and 6
      • Track 1105 at frame 258567 has roughly the same value as tracks 1104 and 1106
      • Track 1136 at frame 265567 has roughly the same value as tracks 1135 and 1137
      • Track 2661 at frame 504000 has roughly the same value as tracks 2660 and 2662
      • Track 3330 at frame 634800 has roughly the same value as tracks 3329 and 3331
  • 5 Bone 18 - "bone_b18"
    • 5 Rotation
      • Track 6 at frame 4967 has roughly the same value as tracks 5 and 7
      • Track 860 at frame 216733 has roughly the same value as tracks 859 and 861
      • Track 2789 at frame 550133 has roughly the same value as tracks 2788 and 2790
      • Track 2790 at frame 550233 has roughly the same value as tracks 2789 and 2791
      • Track 3445 at frame 634833 has roughly the same value as tracks 3444 and 3446
  • 2 Bone 24 - "bone_b24"
    • 2 Rotation
      • Track 595 at frame 467300 has roughly the same value as tracks 594 and 596
      • Track 846 at frame 640167 has roughly the same value as tracks 845 and 847
  • 1 Bone 26 - "bone_b26"
    • 1 Rotation
      • Track 422 at frame 228633 has roughly the same value as tracks 421 and 423
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