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Model validation: Ogre Bonecrusher

Ogre_Bonecrusher.mdx

0 errors 41 severe 55 warnings 42 unused
  • 1 1 Geoset 3
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 135700); 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 135700); 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 135700); 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 135700); 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 135700); 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 135700); 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 135700); 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 135700); 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 135700); 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 13
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 14
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 15
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 16
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 17
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 18
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 19
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 20
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 21
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 22
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 23
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 24
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 25
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 26
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 27
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 28
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 29
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 30
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 31
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 32
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 33
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 34
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 35
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 36
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 37
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 38
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 39
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 40
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 41
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 42
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); 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 43
    • Alpha is 1.000 at end of "Decay Bone" (frame 135700); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 7 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_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_collision_00_BB_BB" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
  • 1 Geoset 0
    • This geoset has both skin/weights and vertex groups
  • 1 Geoset 1
    • This geoset has both skin/weights and vertex groups
  • 1 Geoset 2
    • This geoset has both skin/weights and vertex groups
  • 1 Bone 0 - "root_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 20 - "koukuan_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 30 - "L_kneecap_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 101 - "weapon_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 4 - "R_bk_hipClth_01_bind_jnt"
    • 1 Rotation
      • Track 73 at frame 8067 has roughly the same value as tracks 72 and 74
  • 1 Bone 6 - "cn_ft_hipClth_01_bind_jnt"
    • 1 Rotation
      • Track 118 at frame 8067 has roughly the same value as tracks 117 and 119
  • 1 Bone 16 - "R_kuijia_bind_jnt"
    • 1 Translation
      • Track 486 at frame 132333 has roughly the same value as tracks 485 and 487
  • 1 Bone 32 - "bone_leg_right"
    • 1 Rotation
      • Track 102 at frame 7667 has roughly the same value as tracks 101 and 103
  • 1 Bone 37 - "cn_bk_hipClth_01_bind_jnt"
    • 1 Rotation
      • Track 121 at frame 8067 has roughly the same value as tracks 120 and 122
  • 2 Bone 41 - "cn_ft_hipClth_02_bind_jnt"
    • 2 Rotation
      • Track 49 at frame 4933 has roughly the same value as tracks 48 and 50
      • Track 235 at frame 13033 has roughly the same value as tracks 234 and 236
  • 1 Bone 52 - "left_R_upr_eyelid_bind_jnt"
    • 1 Rotation
      • Track 197 at frame 14567 has roughly the same value as tracks 196 and 198
  • 2 Bone 77 - "L_lwr_arm_bind_jnt"
    • 2 Rotation
      • Track 13 at frame 2300 has roughly the same value as tracks 12 and 14
      • Track 231 at frame 12000 has roughly the same value as tracks 230 and 232
  • 1 Bone 78 - "L_lwr_arm_twist_01_bind_jnt"
    • 1 Rotation
      • Track 110 at frame 7800 has roughly the same value as tracks 109 and 111
  • 3 Bone 79 - "bone_hand_left"
    • 3 Translation
      • Track 23 at frame 6900 has roughly the same value as tracks 22 and 24
      • Track 31 at frame 8900 has roughly the same value as tracks 30 and 32
      • Track 32 at frame 9200 has roughly the same value as tracks 31 and 33
  • 1 Bone 80 - "L_tmb_01_bind_jnt"
    • 1 Rotation
      • Track 117 at frame 8200 has roughly the same value as tracks 116 and 118
  • 4 Bone 81 - "L_tmb_02_bind_jnt"
    • 4 Rotation
      • Track 103 at frame 8667 has roughly the same value as tracks 102 and 104
      • Track 131 at frame 10733 has roughly the same value as tracks 130 and 132
      • Track 143 at frame 13667 has roughly the same value as tracks 142 and 144
      • Track 144 at frame 13700 has roughly the same value as tracks 143 and 145
  • 3 Bone 82 - "L_tmb_03_bind_jnt"
    • 3 Rotation
      • Track 90 at frame 8667 has roughly the same value as tracks 89 and 91
      • Track 133 at frame 13667 has roughly the same value as tracks 132 and 134
      • Track 134 at frame 13700 has roughly the same value as tracks 133 and 135
  • 3 Bone 83 - "L_ind_finger_01_bind_jnt"
    • 3 Rotation
      • Track 104 at frame 8667 has roughly the same value as tracks 103 and 105
      • Track 159 at frame 13667 has roughly the same value as tracks 158 and 160
      • Track 160 at frame 13700 has roughly the same value as tracks 159 and 161
  • 3 Bone 85 - "L_mid_finger_01_bind_jnt"
    • 3 Rotation
      • Track 105 at frame 8667 has roughly the same value as tracks 104 and 106
      • Track 155 at frame 13667 has roughly the same value as tracks 154 and 156
      • Track 156 at frame 13700 has roughly the same value as tracks 155 and 157
  • 1 Bone 89 - "R_lwr_arm_bind_jnt"
    • 1 Rotation
      • Track 277 at frame 136200 has roughly the same value as tracks 276 and 278
  • 1 Bone 90 - "R_lwr_arm_twist_01_bind_jnt"
    • 1 Rotation
      • Track 169 at frame 15000 has roughly the same value as tracks 168 and 170
  • 2 CollisionShape 0 - "B_KGS_Torso"
    • 2 Rotation
      • Track 30 at frame 3500 has roughly the same value as tracks 29 and 31
      • Track 31 at frame 3533 has roughly the same value as tracks 30 and 32
  • 9 CollisionShape 1 - "B_KGS_Arm_L"
    • 9 Rotation
      • Track 3 at frame 967 has roughly the same value as tracks 2 and 4
      • Track 4 at frame 1000 has roughly the same value as tracks 3 and 5
      • Track 5 at frame 1067 has roughly the same value as tracks 4 and 6
      • Track 6 at frame 1200 has roughly the same value as tracks 5 and 7
      • Track 7 at frame 1267 has roughly the same value as tracks 6 and 8
      • Track 8 at frame 1333 has roughly the same value as tracks 7 and 9
      • Track 9 at frame 1400 has roughly the same value as tracks 8 and 10
      • Track 10 at frame 1433 has roughly the same value as tracks 9 and 11
      • Track 11 at frame 1467 has roughly the same value as tracks 10 and 12
  • 1 CollisionShape 4 - "B_KGS_Leg_R"
    • 1 Rotation
      • Track 25 at frame 5033 has roughly the same value as tracks 24 and 26
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