Difference between revisions of "Mesh Shape Changing test"

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(Replaced content with "Mesh shape assets will not be a supported feature. We will only be supporting Object assets that have mesh shapes. Contents deleted.")
 
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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]]


 
Contents deleted.
= Purpose =
Test all methods of changing the Mesh shape of an object which is already rezzed in-world.
 
== Choosing a mesh shape from the Sculpt Texture swatch ==
* Edit your mesh object
* In the Object tab of the Edit tools, click the Sculpt Texture swatch and choose a different mesh shape.
<span style="background:#FFFF33">This doesn't work. This opens a texture picker, not a mesh picker.</span>
* '''Verify''' the object changes to the new mesh shape for all observers.
 
== Test dragging mesh assets onto mesh objects. ==
 
=== Dragging a mesh asset onto a object does the appropriate physics checks if the object is physical ===
 
* Upload a simple mesh that has a physics cost < 32 and a complex mesh that has a physics cost > 32
* Rez the simple mesh object and set it physical.
* Drag the complex mesh asset onto the simple mesh object
* '''Verify''' the object is no longer physical
* Link two meshes that have physics cost > 32 to a mesh that has a physics cost < 32, so the root prim is < 32.
* Set the Physics shape to None. This will make the physics cost of the linked set < 32.
* Set the linked set physical.
* Drag some other mesh asset onto one of the child prims.
* '''Verify''' that child object still has the Physics shape set to None.
* <span style="background:#FFFF33">(is this a realistic expectation?)</span> '''Verify''' the linked set is still physical.
 
=== Mesh Shape changes for all observers ===
* 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.
 
* Drag a mesh shape onto a prim.
** '''Verify''' the object changes to the new mesh shape for all observers.
** '''Verify''' the object cost displayed in the edit tool updates after dragging a different mesh asset onto a mesh object.
** '''Verify''' the prims on parcel displayed in the About Land > Objects window updates after dragging a different mesh asset onto a mesh object.
* Bump into the object.
** '''Verify''' the physical shape of the object changed.
* Drag a mesh shape onto a root and child mesh objects in a linked set.
** '''Verify''' the object changes to the new mesh shape for all observers.
* Bump into the object.
** '''Verify''' the physical shape of the object changed.
* Attempt to drag a mesh shape onto an attachment.
** Verify you are not allowed to do this.
* Attach a mesh object, edit it, open the Object tab of the Edit tools, then drag a mesh onto the Sculpt Texture swatch.
** '''Verify''' the object changes to the new mesh shape for all observers.
* Link 2 meshes together and wear it.
* Drag a mesh shape onto the the Sculpt Texture swatch of the attachment root object.
** '''Verify''' the object changes to the new mesh shape for all observers.
* Drag a mesh shape onto the the Sculpt Texture swatch of the attachment child object.
** '''Verify''' the object changes to the new mesh shape for all observers.
 
* Upload a mesh that has Skin weights
* Wear the Mesh
** '''Verify''' the attachment animates with your avatar.
* Drag a mesh shape (that does not have skin weights) onto the the Sculpt Texture swatch of the attachment.
** '''Verify''' the attachment does not animate with your avatar.
* Drag a mesh shape that has Skin weights onto the the Sculpt Texture swatch of the attachment.
** '''Verify''' the attachment animates with your avatar.

Latest revision as of 15:00, 3 June 2011

Mesh shape assets will not be a supported feature. We will only be supporting Object assets that have mesh shapes.

Contents deleted.