|
| 1 | +# Deforming Objects Workflow Tests |
| 2 | + |
| 3 | +Testing in this area should focus on the Deforming Objects. |
| 4 | + |
| 5 | +## General Docs |
| 6 | + |
| 7 | +* [O3DE Animation Editor Concepts and Terms](https://www.o3de.org/docs/user-guide/visualization/animation/character-editor/concepts-and-terms/) |
| 8 | +* [O3DE Animation Editor User Interface](https://www.o3de.org/docs/user-guide/visualization/animation/animation-editor/user-interface/) |
| 9 | +* [O3DE Getting Started With Animation Editor](https://www.o3de.org/docs/user-guide/visualization/animation/animation-editor/quick-start/) |
| 10 | + |
| 11 | +## Common Issues to Watch For |
| 12 | + |
| 13 | +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. |
| 14 | +- Asset processor errors when saving animation settings. |
| 15 | +- Warnings or Errors that appear in the Editor Console Log while setting up or running scenes. |
| 16 | +- Errors appearing in the Animation Editor's Log Window view. |
| 17 | +- Broken Animation behaviors. |
| 18 | + |
| 19 | +## Workflows |
| 20 | + |
| 21 | +### Area: Morphing |
| 22 | + |
| 23 | +**Project Requirements** |
| 24 | + |
| 25 | +Any project that has the following Gems enabled: |
| 26 | + |
| 27 | +* O3DE\Gems\EMotionFX |
| 28 | +* O3DE\Gems\ScriptedEntityTweener |
| 29 | +* O3DE\Gems\PrimitiveAssets |
| 30 | + |
| 31 | +Assets: |
| 32 | +* Actor with morph targets and morph animation is present in the project. |
| 33 | +* Alternatively - Actor included in AutomatedTesting project - [morphActor](https://github.com/o3de/o3de/tree/development/AutomatedTesting/Objects/MorphTargets) |
| 34 | + |
| 35 | +**Platforms:** |
| 36 | +* Windows |
| 37 | +* Linux |
| 38 | + |
| 39 | +**Docs:** |
| 40 | +* [Using Morph Targets to Deform Characters](https://www.o3de.org/docs/user-guide/visualization/animation/animation-editor/using-morph-targets-to-deform-characters/) |
| 41 | + |
| 42 | +**Product:** |
| 43 | +Actor with morph targets plays morph animation in the Animation Editor. |
| 44 | + |
| 45 | +**Suggested Time Box:** 30 minutes per platform. |
| 46 | + |
| 47 | +| Workflow | Requests | Things to Watch For | |
| 48 | +|------------------------------|--------------------|---------------------| |
| 49 | +| **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> | |
| 50 | +| **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> |
| 51 | +| **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/></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> |
| 52 | + |
| 53 | +### Area: Level of Detail |
| 54 | + |
| 55 | +**Project Requirements** |
| 56 | + |
| 57 | +Any project that has the following Gems enabled: |
| 58 | + |
| 59 | +* O3DE\Gems\EMotionFX |
| 60 | +* O3DE\Gems\ScriptedEntityTweener |
| 61 | +* O3DE\Gems\PrimitiveAssets |
| 62 | + |
| 63 | +Assets: |
| 64 | +* Actor with Level of Detail is present in the project. |
| 65 | + |
| 66 | +**Platforms:** |
| 67 | +* Windows |
| 68 | +* Linux |
| 69 | + |
| 70 | +**Docs:** |
| 71 | +* [Scene Settings](https://www.o3de.org/docs/user-guide/assets/scene-settings/scene-settings/) |
| 72 | +* [Using Actor LODs to Optimize Game Performance](https://www.o3de.org/docs/user-guide/visualization/animation/using-actor-lods-optimize-game-performance/) |
| 73 | + |
| 74 | +**Product:** |
| 75 | +Actor with Level of Detail setup working in the Editor. |
| 76 | + |
| 77 | +**Suggested Time Box:** 30 minutes per platform. |
| 78 | + |
| 79 | +| Workflow | Requests | Things to Watch For | |
| 80 | +|------------------------------|--------------------|---------------------| |
| 81 | +| **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/>  | <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> | |
| 82 | +| **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> |
| 83 | +| **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/></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> |
| 84 | +--- |
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