1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<html> 3<head> 4<meta http-equiv="Content-Type" content="text/html; charset=utf-8"> 5<meta http-equiv="Content-Style-Type" content="text/css"> 6<link rel="stylesheet" href="css/manpage.css" type="text/css"> 7<title>Notes</title> 8</head> 9<body> 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 /> 15</p> 16 17 18 19 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 ( _ ). 25</p> 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. 28</p> 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. 34</p> 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> 60 61<ul> 62 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 /> 69 70 71</ul> 72 73<h2><a name="problems">Known Issues</a></h2> 74<ul> 75<li>Sometimes "system exception" 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> 88</html>