Mesh Import Mods Test
Revision as of 09:36, 20 August 2014 by Dan Linden (talk | contribs)
Purpose
Verify that models with properly named LOD and Phys content upload correctly and that new features for debugging mesh upload function correctly.
Test Plan
- Optional? We can start at whatever point in the art pipeline that makes sense so this may be overkill...
- some.mb
- Load into Maya DCC tool.
- Verify the Maya binary contains a main mesh, LOD meshes,
and a mesh for the Phys rep of the object.
- some.dae
- Upload with default options and rez it.
- Verify it looks like a duck, is sitting upright, and is about 1.5m tall.
- Seymour.dae
- Check the "Include: Textures, Skin weight, and Joint positions" check boxes in the Modifiers tab.
- Verify the Upload button will not enable (because some joints are invalid)
- Uncheck the "Include: Skin weight, and Joint positions" check boxes in the Modifiers tab.
- Upload and rez the model, taking care to note where you rez it because it will be very small.
- Scale the model up to avatar size.
- Verify it looks like a boy with goggles.
- Click "Select Face" in the edit tools, then click the goggles, then pick a different color in the Texture tab of the edit tools.
- Verify you can change the color of the goggles while the rest of the model remains white.
- simplebot.dae
- Check the "Include: Skin weight, and Joint positions" check boxes in the Modifiers tab.
- Upload and rez the model.
- Attach the model to your avatar.
- Hide your avatar skin by wearing "Library/Body Parts/Alpha Masks/Invisible Avatar"
- Verify the simplebot model is the size of your avatar.
- Walk forward and verify the simplebot model animates just as your avatar does.
- (You can restore your avatar skin by opening the Current Outfit folder, right clicking "Invisible Avatar" and Take Off.)