Hmm, I think there may be a misunderstanding here.
If I understand correctly, you're using my Model Optimizer tool, but that doesn't have an option to remove duplicate keyframes (yet)
[edit: actually, the Delete Invalid Keyframes option does remove them].
So I think you might be referring to the option to Delete Same-ish Keyframes, which is currently bugged and sometimes removes the wrong frames, leading to the no opening/closing keyframes stuff.
But when I say duplicate keyframes, I mean the same frame being in multiple tracks of the same animation, so for example a bone's Translation containing something like:
Code:
100: { 1, 2, 3 }
100: { 3, 4, 5 }
In such a case, one of those two lines should be removed (probably the first), while keeping the other, so it shouldn't cause a no opening/closing keyframe warning.
AFAIK there's no tool that does this automatically (maybe GhostWolf's MDX Squisher?).
[edit: same as the previous edit^]
Or maybe I'm misunderstanding and I'm wrong about this?
Well, either way, maybe I'm being too strict here. I guess as long as the model works fine ingame, it shouldn't matter. It's certainly better to have a model with duplicate frames that works properly than to have a model without them that is buggy or doesn't work as intended.
Edit:
Kharazim's HotS animator made this claim by duplicating all the animation frames it made it look like everything hit harder (in his case 'more punchy' because of how the keyframes are being asked, it hits the keyframes again for an emphasized movement). You tend to see this used in a lot of the later models.
Interesting, didn't know that. This is about HotS itself probably? Not sure if the same applies to WC3.
Anyway, go ahead and reupload the previous version of the model. I'll retest it later and approve it.
Edit2:
I've also asked some feedback to other reviewers about the footprints. I'm gonna see what they think about it, maybe I'm being too strict about that as well.