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| [[Category:Test Plans]]
| | Mesh shape assets will not be a supported feature. We will only be supporting Object assets that have mesh shapes. |
| [[Category:Mesh]]
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| | | Contents deleted. |
| = Purpose =
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| Test all methods of changing the Mesh shape of an object which is already rezzed in-world.
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| == Choosing a mesh shape from the Sculpt Texture swatch ==
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| * Edit your mesh object
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| * In the Object tab of the Edit tools, click the Sculpt Texture swatch and choose a different mesh shape.
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| <span style="background:#FFFF33">This doesn't work. This opens a texture picker, not a mesh picker.</span>
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| * '''Verify''' the object changes to the new mesh shape for all observers.
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| == Test dragging mesh assets onto mesh objects. ==
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| === Dragging a mesh asset onto a object does the appropriate physics checks if the object is physical ===
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| * Upload a simple mesh that has a physics cost < 32 and a complex mesh that has a physics cost > 32
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| * Rez the simple mesh object and set it physical.
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| * Drag the complex mesh asset onto the simple mesh object
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| * '''Verify''' the object is no longer physical
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| * Link two meshes that have physics cost > 32 to a mesh that has a physics cost < 32, so the root prim is < 32.
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| * Set the Physics shape to None. This will make the physics cost of the linked set < 32.
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| * Set the linked set physical.
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| * Drag some other mesh asset onto one of the child prims.
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| * '''Verify''' that child object still has the Physics shape set to None.
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| * <span style="background:#FFFF33">(is this a realistic expectation?)</span> '''Verify''' the linked set is still physical.
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| === Mesh Shape changes for all observers ===
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| * If possible do the following steps while another viewer observes and verify both viewers see the same thing. Note: Try to have both viewers observe from roughly the same camera angle because some meshes are invisible from one side.
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| * Drag a mesh shape onto a prim.
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| ** '''Verify''' the object changes to the new mesh shape for all observers.
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| * Bump into the object.
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| ** '''Verify''' the physical shape of the object changed.
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| * Drag a mesh shape onto a root and child mesh objects in a linked set.
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| ** '''Verify''' the object changes to the new mesh shape for all observers.
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| * Bump into the object.
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| ** '''Verify''' the physical shape of the object changed.
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| * Attempt to drag a mesh shape onto an attachment.
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| ** Verify you are not allowed to do this.
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| * Attach a mesh object, edit it, open the Object tab of the Edit tools, then drag a mesh onto the Sculpt Texture swatch.
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| ** '''Verify''' the object changes to the new mesh shape for all observers.
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| * Link 2 meshes together and wear it.
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| * Drag a mesh shape onto the the Sculpt Texture swatch of the attachment root object.
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| ** '''Verify''' the object changes to the new mesh shape for all observers.
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| * Drag a mesh shape onto the the Sculpt Texture swatch of the attachment child object.
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| ** '''Verify''' the object changes to the new mesh shape for all observers.
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| * Upload a mesh that has Skin weights
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| * Wear the Mesh
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| ** '''Verify''' the attachment animates with your avatar.
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| * Drag a mesh shape (that does not have skin weights) onto the the Sculpt Texture swatch of the attachment.
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| ** '''Verify''' the attachment does not animate with your avatar.
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| * Drag a mesh shape that has Skin weights onto the the Sculpt Texture swatch of the attachment.
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| ** '''Verify''' the attachment animates with your avatar.
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Mesh shape assets will not be a supported feature. We will only be supporting Object assets that have mesh shapes.
Contents deleted.