Mesh Import Mods Test

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Revision as of 10:36, 20 August 2014 by Dan Linden (talk | contribs)
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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.)