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Model validation: Ogre Bonecrusher
Ogre_Bonecrusher.mdx
0errors41severe55warnings42unused
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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