Difference between revisions of "Animesh Test"
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* Verify the Animated Mesh checkbox can only be modified if you are modifying the whole linkset. If you are editing component prims ("Edit linked"), the box should be disabled. | * Verify the Animated Mesh checkbox can only be modified if you are modifying the whole linkset. If you are editing component prims ("Edit linked"), the box should be disabled. | ||
** Test this with a copy of boxes2 at secondlife://Aditi/secondlife/Animesh2/95/248/23 | ** Test this with a copy of boxes2 at secondlife://Aditi/secondlife/Animesh2/95/248/23 | ||
===Animated mesh can be rezzed from object inventory.=== | |||
* Go to secondlife://Aditi/secondlife/Animesh2/101/248/23 | |||
* Take a copy of the popgun. | |||
* Attach the popgun, press M to enter mouselook mode, and left-click to fire. | |||
* Verify you see Raptors drop out of the gun and walk around. | |||
===Selection and Editing=== | ===Selection and Editing=== |
Revision as of 13:49, 11 June 2018
NOTE: This test supports the new features of the Animesh viewer currently (March 2018) available for testing at Linden_Lab_Official:Alternate_Viewers.
Purpose
Test all functionality of the Animesh viewer.
Test Plan
Stop / Start animation with LSL
Test is at secondlife://Aditi/secondlife/Animesh2/7/247/23
- Click the black monolith and choose to start animations from the menu.
- Verify the Animesh model animates.
- Click the black monolith and choose to stop animations
- Verify the Animesh model stops animating.
- Click the black monolith and choose to start animations.
- Relog.
- Verify the Animesh model is animating.
- Move to an adjacent region
- Verify the Animesh model is still animating.
- Relog.
- Verify the Animesh model is animating when viewed from an adjacent region.
- Click the black monolith and choose to stop animations
- Verify Animesh model stops animating.
- Click the black monolith and choose to start animations.
- Verify Animesh model animates.
Non-root prims in an animated object should be able to start and stop animations
Test is at secondlife://Aditi/secondlife/Animesh2/23/249/23
- Click the black monolith and choose to start animations.
- Verify the Animesh model animates.
- Click the black monolith and choose to stop animations
- Verify the Animesh model stops animating.
Any animation triggered by any prim can drive any bone in the skeleton
Test is at secondlife://Aditi/secondlife/Animesh2/37/249/23
- Click the black monolith and choose to start animations.
- Verify the man animates typing and turning at the same time. (Two scripts in the 2 boxes are playing animations on the skeleton.)
- Click the black monolith and choose to stop animations
- Verify the man stops animating.
Animated objects should play only requested animations
Test is at secondlife://Aditi/secondlife/Animesh2/37/249/23
- Enable Develop menu -> Avatar -> Animation info
- Click the black monolith and choose to start animations.
- Verify only 2 animations appear above the Animesh, then disappear, then repeat.
Wear an animesh
- Test is at secondlife://Aditi/secondlife/Animesh2/65/247/23
- Take 3 copies of the Teddy bear to your inventory.
- Attempt to add the 3 Teddy bears to different attachment points of your avatar.
- Verify this fails with an error that explains you cannot attach more animated objects. (Current limit is 1 - 2017/11/9)
Teleport while wearing an animesh
- Wear an animesh that animates. (e.g. the Teddy bear)
- Teleport to a far region, one that is not adjacent or kitty corner.
- Verify the animesh attachment continues to animate as expected. (e.g. the Teddy bear hold your hand and nods its head)
- Log an observer in and verify the attached animesh looks the same to them.
- Wait 1 minute before teleporting back.
- Teleport back to the original location.
- Verify the animesh attachment continues to animate as expected. (e.g. the Teddy bear hold your hand and nods its head)
Log in while wearing an animesh
- While wearing an animesh that animates (e.g. the Teddy bear), log out.
- Log an observer in.
- Log in the avatar wearing the animesh
- Verify the animesh attachment continues to animate as expected. (e.g. the Teddy bear hold your hand and nods its head)
- Verify the observe sees the same thing.
- Sit on an animesh
- Go to secondlife://Aditi/secondlife/Animesh2/78/247/23
- Take a copy of the animesh raptor.
- Rez the raptor.
- Right-click it and select Ride.
- Verify your avatar sits on the raptor.
Sit on an animesh while wearing an animesh
- While sitting on an animating animesh, attach an animating animesh.
- Verify the two animesh are animating.
- Log in an observer on an adjacent region
- Verify the observer sees the same thing.
- Log in an observer with a viewer that does not support Animesh (eg. http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Release/5.1.2.512803 ).
- Verify the observer sees the two animesh are but they are not animating.
- Verify the avatar is bent to to the shape of the animesh they are wearing. This is expected.
Get list of currently playing animations
Go to secondlife://Aditi/secondlife/Animesh2/7/247/23
- Take a copy of an Animesh object that is playing animations
- Rez the Animesh object.
- Add the following script to the Animesh object.
default { state_entry() { llSay(0, "Hello, Avatar!"); llSetTimerEvent(1); } timer() { list curr_anims = llGetObjectAnimationNames(); llOwnerSay("curr_anims are " + (string) curr_anims); } }
- Verify all playing animations are listed while it is animating and none are listed while animations not playing
- Cleanup: delete the animesh object.
Enabling and Disabling Animated Mesh
- Rez a copy of the bear from secondlife://Aditi/secondlife/Animesh2/90/247/23
- If the bear is not already dancing, click it to make it dance.
- Edit your bear, and uncheck the Animated Mesh checkbox
- Verify the bear stops dancing and is now in a T-pose.
- Verify observers see the same thing you do.
- Wear the default male avatar from Library / Clothing / Older Outfits / Boy Next Door
- Wear the bear on your right hand and walk around.
- Verify your avatar looks like a bear.
- Verify observers see the same thing you do.
- Edit the bear you are wearing and check the Animated Mesh checkbox.
- Verify the bear now appears attached to your hand and starts dancing
- Verify observers see the same thing you do.
- Edit the bear you are wearing and uncheck the Animated Mesh checkbox. Deselect the mesh.
- Verify your avatar looks like a bear again.
- Verify observers see the same thing you do.
- Detach the bear to Inventory
- Rez the bear on the ground.
- Verify the bear is in a T-pose, arms stretched to the sides.
- Edit your bear, and check the Animated Mesh checkbox
- If the bear is not already dancing, click it to make it dance.
- Verify observers see the same thing you do.
- Verify the Animated Mesh checkbox can only be modified if you have modify permissions for the object.
- Test this with a copy of box1 at secondlife://Aditi/secondlife/Animesh2/92/247/23
- Verify the Animated Mesh checkbox can only be modified if you are modifying the whole linkset. If you are editing component prims ("Edit linked"), the box should be disabled.
- Test this with a copy of boxes2 at secondlife://Aditi/secondlife/Animesh2/95/248/23
Animated mesh can be rezzed from object inventory.
- Go to secondlife://Aditi/secondlife/Animesh2/101/248/23
- Take a copy of the popgun.
- Attach the popgun, press M to enter mouselook mode, and left-click to fire.
- Verify you see Raptors drop out of the gun and walk around.
Selection and Editing
- Verify you can select an animating Animesh by dragging a selection box around it while the Edit Tools (ctrl+3) are open.
- Verify all selected animated objects pause all of their animations for the person selecting them.
- Verify observers see the selected Animesh continue to animate.
- Unselecting any animated object should resume its animations.
- Verify you can select an animating Animesh with left-click while the Edit Tools (ctrl+3) are open. (known issue MAINT-7709)
- Verify you can select an animating Animesh with right-click. The standard object right-click menu will appear and the object will be shown with a wireframe.
- Verify selecting an animated object via the Build menu -> Region Objects floater behaves similarly - the animation is stopped. (This is only testable if you are estate owner or manager or parcel owner)
- Editing the translation and rotation of an animated object should work.
- Editing the scale of an animated object will not work.
- Moving an Animesh object across region boundaries while editing should work.