Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Implement tests for node animation #414

Closed
16 of 19 tasks
bghgary opened this issue May 21, 2018 · 5 comments
Closed
16 of 19 tasks

Implement tests for node animation #414

bghgary opened this issue May 21, 2018 · 5 comments

Comments

@bghgary
Copy link
Collaborator

bghgary commented May 21, 2018

Infrastructure

Runtime

  • Add runtime layer for animation

Screenshots (later):

  • Generate animated gifs

Validation:

  • Add data somewhere to store the animation data
  • Figure out how to validate the data

Tests

For all tests:

  • Add a point of reference cube with a texture that has labels for each side

Properties (using linear interpolation):

  • Translation
  • Rotation
  • Scale

Interpolation (using translation and rotation specifically for cubic spline):

  • Translation with STEP
  • Translation with CUBICSPLINE
  • Rotation with CUBICSPLINE

Misc:

  • Cover Make sure to cover this case when implementing animation tests #404 by creating one curve that doesn't start at zero
  • One model with multiple channels (translation, rotation, and scale)
  • Two different channels (one with no transforms) that have different start and end times
  • Has only one key
  • One animation, two channels for two nodes
  • Transform the model, then apply the same target animation (constant value) to it
  • Rotate the model, and then apply an translation animation to it (doesn't override rotation)
  • Two animations (not channels). One translates, the other rotates. They should not interact or bleed across.
@stevk stevk mentioned this issue May 30, 2018
5 tasks
@stevk
Copy link
Contributor

stevk commented Jun 7, 2018

@bghgary To do "One animation, two channels for two nodes" we'll need a model with multiple nodes. Do we want to create something specifically for this, or duplicate the original node? Duplicating will be easier, as it probably isn't worth the effort of making another model just for this one case.

@bghgary
Copy link
Collaborator Author

bghgary commented Jun 7, 2018

Having two cubes seems fine to me.

@donmccurdy
Copy link

A suggested addition: an animation with two channels, where one channel omits node. Per spec:

When node isn't defined, channel should be ignored. Valid path names are "translation", "rotation", "scale", and "weights".

... an implementation should ignore one channel and be able to play the other.

/cc KhronosGroup/glTF#1301 (comment)

@bghgary
Copy link
Collaborator Author

bghgary commented Sep 20, 2018

A suggested addition: an animation with two channels, where one channel omits node

Sure. It might be better to open another issue for this as this issue has been merged except for the screenshots with animated gifs and the validation parts, which we might split into other issues as well.

@donmccurdy
Copy link

Thanks, done: #453

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

3 participants