For a skeleton model, the nodes that comprise the hierarchy structure on the DCC tool are output as bones.
There is always one bone that serves as the root and it is output first.
The rest are output in order of depth priority.
If there are many bones that all have the same parent bone, they are output in alphabetical order of bone name.
For example, if the hierarchy structure on the DCC tool is like this:
nodeA
+ nodeB
+ nodeC
+ nodeY
+ nodeX
+ nodeD
Then the bones are output in order like this:
nodeA nodeB nodeC nodeX nodeY nodeD
When a bone's translation, rotation and scale are being animated, the values for the starting frames as specified in the Export plug-in options are output to the CMDL file.
But note that the values of the bind pose states will be output for the translate, rotate, and scale of nodes which are affected by skinning.
In Softimage, the setting for Hierarchical Scaling can be changed in units of nodes from inside Local Transform properties. However, NintendoWare only supports settings that are shared by the entire model.
If the ScalingRule attribute of <Skeleton> is On for hierarchical scaling of all nodes being output, that is Softimage. If the attribute is Off, that is Standard.
An error will occur is there is a mixture of nodes with hierarchical scaling turned On and Off.
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