This chapter describes procedures and precautions for creating cameras or lights using NintendoWare in Maya.
One-node, two-node (Camera and Aim), and three-node cameras (Camera, Aim, and Up) are supported.
As the projection methods, both perspective camera and orthographic camera are supported. Set orthographic camera by selecting the Orthographic attribute for the camera node.
A camera is not output if the Visibility attribute of the camera's transform node is cleared or the Template attribute is selected. (If an animation has been set, this is determined by the value of Start frame.)
For single-node cameras, the zxy value is recommended for the transform node's Rotate Order attribute.
Set the camera node's Camera Scale attribute to 1.0.
The aspect ratio is configured using the camera node's Horizontal/Vertical Film Aperture attribute, or the Attribute Editor's Film Aspect Ratio.
To configure the angle of view, use the following: the camera node's Focal Length attribute, the Attribute Editor's Angle of View attribute data, or the NW4C Set Camera Fovy plug-in.
Note that Angle of View is the angle of view in the horizontal direction. It differs from the fovy, which is the angle of view in the vertical direction output to the intermediate file.
If you want the Fovy as configured with CreativeStudio to be reflected in Maya, use the NW4C Set Camera Fovy plug-in.
The relationship between the angle of view in the horizontal direction and the angle of view in the vertical direction is determined by the aspect ratio.
The equation below describes Fovy's dependence on Vertical Film Aperture and Focal Length:
Fovy = 2 * atan(verticalFilmAperture * 0.5 / (focalLength * 0.03937))
where 0.03937 is a coefficient used to convert focalLength, expressed in millimeters, to verticalFilmAperture, expressed in inches.)
When Fit Resolution Gate is other than Vertical, the Orthographic Width attribute is taken as the width of the view frustum, and the height (height in the intermediate file) is calculated from the aspect ratio and output. When Fit Resolution Gate is Vertical, the Orthographic Width attribute is taken as the view frustum's height and output without modification.
The following attributes are reflected in the intermediate files.
transform node (Rotate is only for a one-node camera)transform node (for two- and three-node cameras)transform node (for three-node camera)LookAt node (for two-node camera)camera nodeGlobal coordinate values are output for the camera translate and rotate. If the camera's transform node, the Aim locator, and the Up locator have a parent node, the Translate/Rotate/Scale of the parent node are also reflected.
Ambient light, directional light, point light, and spot light are supported.
A light is are not output if the Template attribute of the light's transform node is selected. (If n animation has been set, this is determined by the value of Start frame.
The following attributes are reflected in the intermediate files.
transform nodeshape node (except for ambient lights)shape node (except ambient lights)shape node (spotlights only)Global coordinate values are output for light movement and direction. If the light's transform node has a parent node, the translate and rotate settings of the parent node will also be reflected. Visibility of the parent node will also be reflected in these settings.
CONFIDENTIAL