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7<title>Notes</title>
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10<h1>Notes</h1>
11<p>This chapter describes general precautions.</p>
12<p>
13
14<a href="#letters">Restrictions on Usable Characters</a><br /> <a href="#nwcs">Installing Creative Studio</a><br> <a href="#difference_maya">Differences with the Maya Plug-Ins</a><br />
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20<h2><a name="letters">Restrictions on Usable Characters</a></h2>
21<ul>
22<li>Prohibited Characters<br /><br />
23<p>
24For node names, material names, texture names and any other names reflected in the 3D intermediate file, the only allowed characters are single-byte alphabet letters (uppercase and lower case), numerals, the hyphen ( - ) and the underscore ( _ ).
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26<p>
27Use of any other character or symbol is prohibited. Japanese characters and other double-byte characters are not supported. If prohibited characters exist within the model data that will be exported, a warning will display and the characters will be replaced with the underscore ( _ ) in the intermediate file.
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29</li>
30
31<li>Duplicate Name Prohibition<br /><br />
32<p>
33If multiple items share the same name in 3ds Max, the names will be altered so there are no duplicate names when the intermediate file is output.
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35</li>
36</ul>
37<br />
38
39<h2 id="nwcs">Installing Creative Studio</h2>
40<p>
41Creative Studio must be installed in order to use the merge and optimization operations of the Export plug-in because these processes are linked to Creative Studio.
42</p>
43
44<h2><a name="axis">Coordinate Systems</a></h2>
45<br />
46<p>
47Because the coordinate systems differ between 3ds Max and NintendoWare, data is converted and then output.<BR>
48<table class="arguments"><tbody>
49<tr><td></td><td>Coordinate System</td><td>Horizontal direction</td><td>Up</td><td>Depth direction</td></tr>
50<tr><td>3ds Max</td><td>Right-hand system</td><td>X</td><td>Z</td><td>Y</td></tr>
51<tr><td>NintendoWare</td><td>Right-hand system</td><td>X</td><td>Y</td><td>-Z</td></tr>
52</tbody></table>
53<center><img src="images/billboard-axis.gif"border="0"></center>
54</p>
55<h2><a name="difference_maya">Differences with the Maya Plug-Ins</a></h2>
56
57<p>
58Here is a rundown of the main differences between the 3ds Max plug-ins and the Maya plug-ins.
59</p>
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61<ul>
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63
64<li>Animation Curve Key and Data Output<BR><BR>
65<p>
66In the NintendoWare 3D development environment, animation curves are calculated using keys and data formats based on Hermite interpolation.<br> With the Maya plug-ins, when animation data is output, you can select to either output the keys and data as they were in Maya or to bake them inside the Export plug-in.<br /> 3ds Max uses a different calculation method for animation interpolation, so with the 3ds Max plug-ins there is no selection, and the keys and data are always baked inside the Export plug-in for output.
67</p>
68</li><br /><br />
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71</ul>
72
73<h2><a name="problems">Known Issues</a></h2>
74<ul>
75<li>Sometimes &quot;system exception&quot; is displayed in the middle of batch export and export fails.<br /><br />
76<p>
77Sometimes some of the files will fail to export during a batch export.<br /> In some cases this can be rectified by restarting 3ds Max and executing the batch export process again.
78</p>
79</li>
80
81<li>In 3ds Max 2009 (32bit), the bounding box is sometimes exported in a size larger than the optimal size.<br /><br />
82</li>
83
84<li>Tangent information is not exported anisotropic reflection is used.<br /><br />
85</li>
86
87<hr><p>CONFIDENTIAL</p></body>
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