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Adding deforming-objects-workflows (#56)
* Adding deforming-objects-workflows Signed-off-by: Jakub Skorupka <[email protected]> * Update testing-guidance/workflow-tests/animation/deforming-objects-workflows.md Adding a new line between an MD title and body. Signed-off-by: Fuzzy Carter <[email protected]> --------- Signed-off-by: Jakub Skorupka <[email protected]> Signed-off-by: Fuzzy Carter <[email protected]> Co-authored-by: Fuzzy Carter <[email protected]>
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# Deforming Objects Workflow Tests
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Testing in this area should focus on the Deforming Objects.
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## General Docs
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* [O3DE Animation Editor Concepts and Terms](https://www.o3de.org/docs/user-guide/visualization/animation/character-editor/concepts-and-terms/)
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* [O3DE Animation Editor User Interface](https://www.o3de.org/docs/user-guide/visualization/animation/animation-editor/user-interface/)
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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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## Common Issues to Watch For
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Test guidance will sometimes note specific issues to watch for. The common issues below should be watched for through all testing, even if unrelated to the current workflow being tested.
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- Asset processor errors when saving animation settings.
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- Warnings or Errors that appear in the Editor Console Log while setting up or running scenes.
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- Errors appearing in the Animation Editor's Log Window view.
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- Broken Animation behaviors.
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## Workflows
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### Area: Morphing
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**Project Requirements**
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Any project that has the following Gems enabled:
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* O3DE\Gems\EMotionFX
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* O3DE\Gems\ScriptedEntityTweener
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* O3DE\Gems\PrimitiveAssets
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Assets:
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* Actor with morph targets and morph animation is present in the project.
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* Alternatively - Actor included in AutomatedTesting project - [morphActor](https://github.com/o3de/o3de/tree/development/AutomatedTesting/Objects/MorphTargets)
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**Platforms:**
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* Windows
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* Linux
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**Docs:**
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* [Using Morph Targets to Deform Characters](https://www.o3de.org/docs/user-guide/visualization/animation/animation-editor/using-morph-targets-to-deform-characters/)
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**Product:**
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Actor with morph targets plays morph animation in the Animation Editor.
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**Suggested Time Box:** 30 minutes per platform.
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| Workflow | Requests | Things to Watch For |
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|------------------------------|--------------------|---------------------|
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| **Import Actor with morph targets and morph animation to the Animation Editor** | <ol><li>Load imported Actor in the Animation Editor: <br/> File -> Open Actor</li><li>Create a Motion Set with imported actor motions in the Motion Sets tab.</li></ol> | <ul><li>Actor is imported without any issues.</li><li>Motion Sets can be created, updated, deleted.</li><li>Motions can be added, updated, and deleted to/from motion sets.</li><li>Motion Sets are saved and processed in the Asset Processor.</li></ul> |
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| **Play morph motion** | <ol><li>Select morph motion in the Motions window inside the Motion Sets tab.</li><li>In the Time View tab, press Play button.</li></ol> | <ul><li>Actor mesh is distorted while the motion is active.</li><li>Error messages appear in the Animation Editor.</li><li>Editor stability issues, performance drops.</li></ul>
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| **Manipulate Morph Targets** | <ol><li>Switch the Animation Editor layout to "Character" in the upper-right corner of the Animation Editor.</li><li>Select Actor instance in the Actor Manager tab.</li><li>In the Morph Targets tab, check the desired morph targets.</li><li>Edit morph target by pressing the Edit button, set Range Min. and Range Max. to various values.</li><li>Manipulate morph targets by using the sliders or the value fields.</li><br/>![Morph Targets Tab](images/morph-targets-tab.png)</ol> | <ul><li>Stability issues when switching the Animation Editor layout.</li><li>Morph targets of the actor are not displayed in the Morph Targets tab.</li><li>Morph targets Range Min and Range Max cannot be edited.</li><li>Manipulating morph targets does not modify the actors mesh in the Animation Editor Viewport.</li><li>Manipulating morph targets causes the actor mesh disruption in the Animation Editor Viewport.</li></ul>
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### Area: Level of Detail
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**Project Requirements**
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Any project that has the following Gems enabled:
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* O3DE\Gems\EMotionFX
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* O3DE\Gems\ScriptedEntityTweener
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* O3DE\Gems\PrimitiveAssets
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Assets:
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* Actor with Level of Detail is present in the project.
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**Platforms:**
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* Windows
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* Linux
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**Docs:**
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* [Scene Settings](https://www.o3de.org/docs/user-guide/assets/scene-settings/scene-settings/)
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* [Using Actor LODs to Optimize Game Performance](https://www.o3de.org/docs/user-guide/visualization/animation/using-actor-lods-optimize-game-performance/)
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**Product:**
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Actor with Level of Detail setup working in the Editor.
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**Suggested Time Box:** 30 minutes per platform.
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| Workflow | Requests | Things to Watch For |
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|------------------------------|--------------------|---------------------|
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| **Import actor with Level of Detail setup** | <ol><li>Open Scene Settings for the imported actor - In the Asset Browser find the imported actor, press RMB on it and select the Edit Scene Settings.</li><li>In the Meshes tab, add Level of Detail modifier.</li><li>Add a LOD in Level of Detail modifier and assign a desired LOD mesh in each added LOD.</li></ol> <br/> ![Scene Settings tool LOD Modifier](images/scene-settings-lod-modifier.png) | <ul><li>Actor is imported without any issues.</li><li>Scene Settings tool opens without issues for the imported actor.</li><li>Level of Detail modifier can be added to the actor in Scene Settings tool.</li><li>LODs can be added in Level of Detail modifier.</li></ul> |
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| **Create an entity with Level of Detail** | <ol><li>Create a new entity with Actor and Simple LOD Distance components.</li><li>In the Actor component assign previously modified actor with Level of Detail modifier.</li><li>In Simple LOD Distance component, define distance from camera at which particular LOD meshes should be displayed.</li></ol> | <ul><li>The actors mesh is not modified when the camera is zoomed out for a certain distance.</li><li>Errors appear in Editor Console.</li><li>Editor stability issues, performance drops.</li></ul>
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| **Activate Level of Detail in Editor** | <ol><li>Zoom camera away from LOD entity.</li><li>Zoom camera towards LOD entity.</li><li>Modify the LOD distance in Simple LOD Distance component for each LOD element.</li><li>Zoom camera in and out again.</li><br/>![Simple LOD Distance Component](images/simple-lod-distance-component.png)</ol> | <ul><li>Mesh of LOD entity does not update.</li><li>Errors appear in Editor Console.</li><li>Editor stability issues, performance drops.</li></ul>
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