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Workflow Tests for Animation editor updates (#22)
Merging in Workflow test updates from the Animation Editor updates. * Adding Animation Editor Workflows with references to separator Widget. Signed-off-by: FuzzyCarterAWS <[email protected]> * Adding Animation Editor Workflows with references to separator Widget. Signed-off-by: FuzzyCarterAWS <[email protected]> * Added the Animation Graph Creation area to Animation Editor Workflows. Workflow is still in progress. Signed-off-by: FuzzyCarterAWS <[email protected]> * Completed the Creation Animation Graph workflow and a dependent setup workflow. Signed-off-by: FuzzyCarterAWS <[email protected]> * Improving expectations for Anim Graph workflow. Signed-off-by: FuzzyCarterAWS <[email protected]> * Adding workflow for EMFX Skeleton Outliner. Signed-off-by: FuzzyCarterAWS <[email protected]> * Added LKG workflow modifications to capture Motion Event EMFX changes. o3de/o3de#10964 Signed-off-by: FuzzyCarterAWS <[email protected]> * o3de/o3de#11314: Added workflow modifications for the Joint Properties Widget Inspector updates. Also improved the linking to GHI in another repository following GH MD standards. Signed-off-by: FuzzyCarterAWS <[email protected]> * o3de/o3d3#11315 Added workflow updates to reference actor manager. Signed-off-by: FuzzyCarterAWS <[email protected]> * o3de/o3de#11689 Added workflow update to reference color icons next to nodes in right-click node pallet. Signed-off-by: FuzzyCarterAWS <[email protected]> * Removing deprecated reference to Joint Outliner Signed-off-by: FuzzyCarterAWS <[email protected]> * Updating legacy references to Node Palette due to name unification. Signed-off-by: FuzzyCarterAWS <[email protected]> * Added in references to Parameter details info relocation to Inspector widget. Signed-off-by: FuzzyCarterAWS <[email protected]> * Missed a reference to the parameter's for validtion Signed-off-by: FuzzyCarterAWS <[email protected]> * Added references to node group management to animation editor workflows. Signed-off-by: FuzzyCarterAWS <[email protected]> * Added reference to parameter modification. Signed-off-by: FuzzyCarterAWS <[email protected]> * Added in references to the Ragdoll, Hit Detection, and Cloth Colliders getting moved to the Inspector widget to be viewed as related property components. Signed-off-by: FuzzyCarterAWS <[email protected]> * Adding in reference to validating node groups behaviors from a previously created node group in an existing AnimGraph from disk. Signed-off-by: FuzzyCarterAWS <[email protected]> * Add reference to removing nodes from groups using the assign to group selector. Signed-off-by: FuzzyCarterAWS <[email protected]> * Addressing feedback from @LB-ArturZieba Signed-off-by: FuzzyCarterAWS <[email protected]> * Adding example files and an example files image reference store to workflows. Signed-off-by: FuzzyCarterAWS <[email protected]> * Addressing feedback. Signed-off-by: FuzzyCarterAWS <[email protected]> * Moving GHI 10962 from Worflow section to Things to Watch for. Signed-off-by: FuzzyCarterAWS <[email protected]> Signed-off-by: FuzzyCarterAWS <[email protected]>
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testing-guidance/workflow-tests/animation/animation-editor-workflows.md

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testing-guidance/workflow-tests/animation/animation-lkg-workflows.md

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testing-guidance/workflow-tests/animation/footik-workflow.md

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Testing in this area should focus on the FootIK.
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## General Docs
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* [Animation Editor User Interface](https://www.o3de.org/docs/user-guide/visualization/animation/animation-editor/user-interface/)
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* [Animation Editor Concepts and Terms](https://www.o3de.org/docs/user-guide/visualization/animation/character-editor/concepts-and-terms/)
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| **Verify FootIK functionality in Atom Render Window** | <ol><li>In **AnimGraph** Blend Tree, select the Motion node and check the "In Place" box.</li><li>Click the Play button on top of the **AnimGraph** window.</li> <li>In **Parameters** window, increase the value of _FootIK_ parameter to 1.0.</li> <ul><li>Move the camera in Atom Renderer window so the Actor is visible.</li> <li>Use the transform gizmo to move the Actor up and down. Notice that the knees of the Actor are bending while feet are not clipping through the ground.</li></ul><li>In **Parameters** window, set the value of the _FootLock_ parameter to true.</li><ul><li>Notice that the Actor's feet have stopped moving while other joints of the Actor are still moving.</li></ul> <li>Move the Actor slightly above the ground, then in **Parameters** window set the value of the _Hips_ parameter to true.</li><ul><li>Notice that the Actor is moved down after setting _Hips_ value to true; The Actor's feet touch the ground.</li></ul></ol> | <ul><li>Motion is played in place if "In Place" option is checked in the Motion node.<li>Actor instance needs to be selected to play the AnimGraph, if AnimGraph is not played after clicking the Play button, go to the **Actor Manager** window and select the Actor instance.</li><li>Parameters can be modified when the AnimGraph is being played.</li><li>The Actor's feet are not clipping through the ground when the FootIK parameter is set to 1.0.</li><li>The Actor is lowered so its feet touch the ground if the Actor is slightly above the ground and Hips parameter is set to true.</li></li></ul> |
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# Final Product
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![](images/footik-disabled.png)</br>![](images/footik-enabled.png)<br>
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testing-guidance/workflow-tests/animation/root-motion-extraction-workflow.md

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Testing in this area should focus on the Root Motion Extraction to provide data driven animation events.
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## General Docs
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* FEATURE DOCS UNDER DEVELOPMENT
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* [O3DE Data Driven Root Motion](https://www.o3de.org/docs/learning-guide/tutorials/animation/data-driven-root-motion/)
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* [O3DE Animation Overview](https://www.o3de.org/docs/user-guide/visualization/animation/)
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* [O3DE Getting Started With Animation Editor](https://www.o3de.org/docs/user-guide/visualization/animation/animation-editor/quick-start/)
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**Project Requirements**
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A project set up with the following gems:
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* EMotion FX Animation
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* Scene Processing
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* _O3DE\Gems\EMotionFX_
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* _O3DE\Gems\SceneProcessing_
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Assets:
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* FBX source file that contains an actor and at least one motion.
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| Workflow | Requests | Things to Watch For |
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|---------------------------------------------------------------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
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| **Add Root Motion Modifier to an Actor.** | <ol><li>Launch the Editor</li><li>Navigate to Asset browser, find the source file (EG: Main_Player_Non_Mix.fbx).</li><li>Right click, edit settings</li><li>In the Motions Tab Add a Root Motion Extraction modifier and update the actor.</li></ol><br/>![](images/AssetEditor-RootMotionExtraction.png) | <ul><li>Root Motion Extraction rule showing up properly.</li><li>You can change the settings of the rule.</li><li>After update, motion file generated correctly in AP without any warnings / errors.</li></ul> |
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| **Add Root Motion Modifier to an Actor.** | <ol><li>Launch the Editor</li><li>Navigate to Asset browser, find the source file (EG: Main_Player_Non_Mix.fbx).</li><li>Right-Click, Edit Scene Settings</li><li>In the Motions Tab Add a Root Motion Extraction modifier and update the actor.</li></ol><br/>![](images/AssetEditor-RootMotionExtraction.png) | <ul><li>Root Motion Extraction rule showing up properly.</li><li>You can change the settings of the rule.</li><li>After update, motion file generated correctly in AP without any warnings / errors.</li></ul> |
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| **Set up Root Motion Extraction and play it in EMFX Editor.** | **Prerequisite:** <ol><li>Completed **Add Root Motion Modifier to an Actor** workflow on your actor asset under test.</li><li>Make sure the actor file also exported correctly.</li></ol> **Steps:** <ol><li>Launch the Editor.</li><li>Launch Animation Editor.</li><li>Open the modified actor file from **Add Root Motion Modifier to an Actor** workflow.</li><li>Open the motion.<ul><li>Switch to Animation Layout.</li><li>Select the default motionset.</li><li>Open Motion in the MotionSet window (EG: Main_Player_Non_Mix.fbx).</li></ul></li><li>Open Actor Manager (Toolbar → View → Actor Manager).</li><li>From the **Actor Manager** view set the **Motion Extraction Joint** by clicking **Find Best Match**</li></ol> | The movement of the root joint is a projected position of the hip / pelvis joint on the ground.<br/><br/>Before setting Motion Extraction Joint the motion should play like this gif. Notice that the root of the character is moving along with the character, and the character is popping back to the origin.<br/><br/>![](images/root_motion_before.gif)<br/><br/>After setting Motion Extraction Joint the motion should play like this gif. Notice that the root of the character is moving along with the character, and the character is NOT popping back to the origin, which is an indication that root motion extraction is activated in runtime.<br/><br/>![](images/root_motion_activated.gif) |
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