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<META name="GENERATOR" content="IBM WebSphere Studio Homepage Builder Version 9.0.3.0 for Windows"> 7<link rel="stylesheet" href="css/manpage.css" type="text/css"> 8<title>Export Plug-In</title> 9</head> 10<body> 11<h1>Export Plug-In</h1> 12<p>This chapter describes the use and features of the Export plug-in.</p> 13<p> 14<a href="#function">Export Plug-In Features</a><br> <a href="#process_mode">Single Output Mode and Animation Range Output Mode</a><br> <a href="#usage">Methods for Use</a><br> <a href="#error_warning">Errors and Warnings</a><br> <a href="batch_export.html">Batch Export</a><br> 15</p> 16 17<h2 id="function">Export Plug-In Features</h2> 18<p>The Export plug-in has the following features:</p> 19<ul> 20<li>Output intermediate files to specified folders</li> 21<li>Transfer data to Creative Studio</li> 22<li>Output one or multiple scenes at once to intermediate files (<a href="batch_export.html">Batch Export</a>)</li> 23</ul> 24 25<h2><a name="process_mode">Single Output Mode and Animation Range Output Mode</a></h2> 26<p>The Export plug-in has two processing modes: single output mode and animation range output mode.<br> Animation Range is a feature for setting animation sequences in scenes for export.</p> 27<p>Whereas single output mode only allows a single model and single animation (up to one for each type of intermediate file) to be output, animation range output mode allows multiple models and multiple animations to be output at once.</p> 28<table class="members"> 29<tbody> 30<tr> 31 <td width="10%"></td> 32 <td width="45%"><strong>Single Output Mode</strong></td> 33 <td width="45%"><strong>Animation Range Output Mode</strong></td> 34</tr> 35<tr> 36 <td valign="top">Model</td> 37 <td valign="top">Allows output of a single model.<br> If there is more than one root node in Maya, they will be gathered together under the <CODE><B>nw4c_root</B></CODE> node and output as a single model.</td> 38 <td valign="top">More than one model can be output at once.<br> Separate models are output for each root node under Maya.</td> 39</tr> 40<tr> 41 <td valign="top" nowrap>Animation</td> 42 <td valign="top">A single animation can be output.<br> The animation range is set using the Export options <strong>Start / End Frame</strong>.</td> 43 <td valign="top">More than one animation can be output at once.<br> By setting animation ranges to root nodes, animation data will be exported for each animation range.</td> 44</tr> 45<tr> 46 <td valign="top">Filename</td> 47 <td valign="top">Filename and extension specified in the Export option <STRONG>Output File Name</STRONG>.</td> 48 <td valign="top">Model file names use the form <strong><root node name>.cmdl</strong>, while animation file names use the form <strong><root node name>__<animation range name>.<extension></strong> (where two underscores follow the root node name).<br> However, if an animation range is not set for the root node, the name takes the form <strong><root node name>.<extension></strong>. 49</td> 50</tr> 51</tbody> 52</table> 53 54<p><br>Toggle between single output mode and animation range output mode using the Export option <strong>Process Mode</strong>.<br> Animation ranges are set using the <a href="NW4C_SetAnimRange.html">NW4R Set Animation Range plug-in</a>. <br></p> 55<p> 56In animation range output mode, if an animation range has not been set for a root node, the settings specified by the Export options <strong>Start / End Frame</strong> and <strong>Loop</strong> are applied to that root node.<br> Even if the Export option for node compression is enabled, <strong>the root node name used in Maya</strong> is always used for the file name when the mode is animation range output mode. Illegal characters are converted to underscores.</p> 57<table border="1" class="arguments"><tbody><tr><td> 58In animation range output mode, skinning shapes and skeletons must exist within the <B>same </B>hierarchical structure. 59</td></tr></tbody></table> 60<p><br>Scene animation objects (cameras, lights) do not support animation ranges. Even when the mode is animation range output mode, only one CCAM file or CLGT file is exported with the name as given by the Export option <strong>Output File Name</strong> (i.e., specified name.ccam or specified name.clgt).</p> 61<p>The following figure illustrates an example of a possible node configuration in Maya and the result of output (node configuration and list of files).</p> 62 63<table class="table"> 64<tbody> 65<tr> 66 <td><strong>Node Configuration In Maya</strong></td> 67</tr> 68<tr> 69 <td> <img src="images/AnimRangeMaya1.gif" width="618" height="175" border="0"> </td> 70</tr> 71</tbody> 72</table> 73 74<!-- table class="table"> <tbody> <tr> <td colspan="2"><strong>シングル出力モードの出力結果</strong></td> <td colspan="2"><strong>アニメーションレンジ出力モードの出力結果</strong></td> </tr> <tr> <td nowrap valign="top"> <img src="images/ActTreeViewS1.gif" width="155" height="120" align="top"> </td> <td nowrap align="left" valign="top"> <p align="left"> <strong>output.cmdl</strong><br> output.cskla <br> </p> </td> <td nowrap valign="top"> <img src="images/ActTreeViewA1.gif" width="155" height="120" align="top"> </td> <td nowrap align="left" valign="top"> <p align="left"> <strong>rootA.cmdl</strong><br> rootA__run.cskla <br> rootA__jump.cskla <br> <strong>rootB.cmdl</strong><br> rootB__walk.cskla <br> rootB__attack.cskla <br> </p> </td> </tr> </tbody> </table --> 75<p>The <B>nw4c_AnimRangeCtrl</B> node saves the animation range settings and is not output.</p> 76 77 78<h2 id="usage">Using the Tool</h2> 79<p>To output specific nodes only, select the nodes to output in Maya. Even nodes below the selected node are output.<br> When outputting the entire scene, it is not necessary to select nodes.</p> 80<p>To display the NW4C Export option window, click <B>NW4C</B> → <B>NW4C Export with Setting</B>. <br> To output an intermediate file, specify the appropriate options and click on the <strong>Export</strong> or <strong>Apply</strong> button. Unlike the <B>Export</B> button, the <B>Apply</B> button does not close the option window after output.</p> 81<p>Maya internally records option settings used at the time of output as its current options. You can also save option settings by scene and input/output option settings using a C3ES (CTR 3D Export Settings) file. (For details, see <a href="#manage_options">Managing Option Settings</a>.)<br></p> 82<p>To output the file using the current options without opening the Options window, click NW4C → NW4R Export.</p> 83<p>By executing <B>Edit</B> → <B>Save Settings</B> in the Option window you can save the option settings without exporting the intermediate file. (Scenes are also saved if <a href="#manage_options">Save / Load Scene Settings</a> is selected). Option settings can be returned to their default values by executing <B>Edit</B> → <B>Reset Settings</B>.</p> 84 85<h3 id="options">Option Settings</h3> 86 87<h4 id="options_oputput">Output Options</h4> 88<p>Options related to outputting intermediate files.</p> 89<p><!-- img src="images/OutputOpt1.gif" border="0" --></p> 90<ul> 91<li><strong>Process Mode</strong> 92<p>Specifies the processing mode.<br> Select <strong>Single</strong> for single output mode, or <strong>Animation Range</strong> for animation range output mode.</p> 93</li> 94<li><strong>Export Target</strong> 95<p>Specifies the output target.<br> Selecting <strong>All</strong> outputs all active nodes in the scene.<br> <strong>Selection</strong> outputs only the selected nodes and nodes below them.</p></li> 96<li><strong>Output File Name</strong> 97 <p>Specifies the name of intermediate file (excluding the extension). Characters that cannot be used in file names are double-byte characters, half-space kana characters, equals signs (=), and semicolons (;). <br> When <CODE><STRONG>@node</STRONG></CODE> is entered, the selected node's name is used in the intermediate file name. If multiple selections are made, the top node's name in the hierarchy is used.<br> To set the current scene name, click the <strong>Scene</strong> button on the right. To set the name of the selected node or, if more than one node is selected, the top node in the hierarchy, click <B>Node</B>. Clicking the <B>Node</B> button without selecting a node will set the name of top node in alphabetical order.</p></li> 98 99<li><strong>Output 3D Intermediate Files</strong> 100 <p>Select this option when outputting an intermediate file to a particular folder. <br> Specify the folder to which the intermediate file should be output using the option <B>Output Folder</B>. <br> Texture files are output to the <CODE>Textures</CODE> folder located inside the folder specified under <B>Output Folder</B>. <br> Double-byte characters, half-space kana characters, equal signs (=), and semicolons (;) cannot be used when specifying output folder. <br> If the specified folder is not in <B>Output Folder</B>, that folder is created and output.<br> If <B>Output Folder</B> is not specified as a full path, the folder will be created beneath the current project folder.<br> Environment variables can be used for <B>Output Folder</B>. The environmental variable will be written as <strong>%NAME%</strong> or <strong>$NAME</strong>. 101 </p></li> 102 103<li><strong>Use CreativeStudio</strong> 104 <p>Select this option when transferring intermediate file data to CreativeStudio. It is not possible to select <B>Output Intermediate Files</B> and <B>Use Creative Studio</B> at the same time. <br> For details on using CreativeStudio, see the <EM>NintendoWare for CTR CreativeStudio Manual</EM>.</p> 105 </li> 106<li><strong>Merge cmdl File</strong> 107<p>Enable this option and specify the path of a CMDL file to merge that file.<br> You cannot use double-byte characters, half-space kana characters, equal signs (=), and semicolons (;) when specifying the CMDL file path. If the specified CMDL file path is not a full file path, it will be relative from the current project folder.<br> Environmental variables can be used in the path for <B>Merge cmdl File</B>. The environmental variable will be written as <strong>%NAME%</strong> or <strong>$NAME</strong>.<br> 108 109<p> 110In animation range output mode, what gets used is the <B>Merge cmdl File</B> configured for each root node by the <a href="NW4C_SetAnimRange.html">NW4C Set Animation Range plug-in</a>.<br> If this configured <B>Merge cmdl File</B> has been de-selected, the Export option <B>Merge cmdl File</B> is used instead. </a> 111</p> 112 113<!--CreativeStudio に転送する場合、<strong>Auto</strong> を ON にすると、自動的にすべての要素をマージします。Auto を OFF にすると、CreativeStudio 上でマージ方法の詳細を指定するダイアログが表示されます。<br> CreativeStudio に転送しない場合、常にすべての要素をマージします。その際、ウィンドウを表示しないコンソールモードで CreativeStudio を起動してマージを行います。--> 114</p> 115<p>The following information gets merged: 116<ul> 117 <li>The general material information</li> 118 <li>The mesh information (Visibility, Priority)</li> 119 <li>The model information (Visibility, User data, Animation member settings)</li> 120 <li>Dependent files (Textures, lookup tables, etc. These are copied to the Output Folder.)</li> 121</ul> 122</p> 123</li> 124</ul> 125 126<h4 id="options_general">General Options</h4> 127<p>These are general options available for intermediate files.</p> 128<p><!-- img src="images/GeneralOpt1.gif" border="0" --></p> 129<ul> 130<li><strong>Magnify</strong> 131<p>Specifies the magnification ratio by which the model's vertex coordinates and Translate value should be multiplied.</p></li> 132<li><strong>Start / End Frame</strong> 133<p>Specifies the range (start frame and end frame) of the animation to be output. <br> Selecting <strong>All</strong> outputs the full range of animation on Maya (Animation Start/End).<br> Selecting <strong>Playback</strong> outputs the playback range of animation in Maya (Playback Start/End). Selecting <strong>Range</strong> allows the start frame and end frame to be entered as numeric values.</p> 134<p>If attributes are animated, the value specified here for the position of the Start Frame is output to the CMDL file.</p> 135<p>Be sure to specify the same mode for the end frame of a loop animation as for the start frame.</p> 136<p>Animation playback for the frame before the Start Frame and the frame after the End Frame is not guaranteed.</p></li> 137<li><strong>Remove Namespace</strong> 138<p>If this option is selected, the namespace part of node names and material names is removed and then data is output. In animation range output mode, the namespace part of the file name is also removed.<br> If this option is cleared, the namespace part is output. Each colon (:) is converted to an underscore (_).<br> For example, if the node name under Maya is <CODE>model:final:head</CODE> and this option is selected, data is output using the name <CODE>head</CODE>; however, if this option is cleared, data is output using the name <CODE>model_final_head</CODE>.<br> If duplicate names arise as a result of removing the namespace part, names will be changed according to the same rule used when more than one node (or material) has the same name.</p></li> 139</ul> 140 141<h4 id="options_file_selection">Output File Selection</h4> 142<p>This option specifies the type of intermediate file to be output.</p> 143<p><!-- img src="images/OutFileSel1.gif" border="0" --></p> 144<!-- p><strong>Search Animation</strong> ボタンをクリックすると、出力対象に設定されているアニメーションに対応する中間ファイルのみ ON になります。その際、アニメーションカーブが接続されていれば、値が変化しなくてもアニメーションが設定されているとみなします。Export Target が Selection の場合は、ノードを選択してから Search Animation ボタンをクリックしてください。</p --> 145<p>The value of <CODE>HasSkinningMatrix</CODE> in the intermediate file will differ depending on whether the CMDL file and the CSKLA file are output at the same time, or only the CSKLA file is output. This is because vertex processing is omitted when the CMDL file is not output in order to shorten the processing time. Nothing is affected by the differing values for <CODE>HasSkinningMatrix</CODE>. 146</p> 147 148<h4 id="options_optimization">Optimization Options</h4> 149<!-- p>(現在は使用できません)</p --> 150<p>You can optimize data using CreativeStudio when outputting intermediate files from Maya. Optimization-related options are specified here. <!--<br> 最適化の詳細については、<a href="../../../../CommandLineTools/docs/3DOptimizer.pdf" target="_top">CreativeStudio のマニュアル</a>を参照してください。--></p> 151<p><!-- img src="images/OptimizeOpt1.gif" border="0" --></p> 152<ul> 153<li id="options_compress_node"><strong>Compress Node</strong> 154<p>Specifies the node compression mode to use for the entire model. The load due to both the matrix computations and the amount of memory used can be reduced by lowering the number of nodes. <br> Nodes (bones) output to the intermediate file will be compressed, but data saved in Maya will not be changed. <br> Currently, node compression is supported for CMDL files only.<BR> 155<table class="list_table"><tbody> 156<tr><td>Mode</td><td>Description</td></tr> 157<tr> 158<td valign="top"><strong>None</strong></td> 159<td valign="top">Do not compress nodes. Outputs the hierarchical structure used in Maya as-is.</td> 160</tr> 161<tr> 162<td valign="top" nowrap><strong>Cull Useless Node</strong></td> 163<td valign="top">Deletes the nodes that are not required to display the model located at the end of the hierarchical structure and then exports. This is useful for models that use skinning.</td> 164</tr> 165<tr> 166<td valign="top" nowrap><strong>Cull Uninfluential Node</strong></td> 167<td valign="top">In addition to the processing performed when <B>Cull Useless Node</B> is specified, nodes whose matrices can be merged are merged and output. <br> Generally, the number of nodes are reduced even more than with <B>Cull Useless Node</B>, but the following limit is placed on the Scale value. <br> <B>An uneven Scale value (a scale value where X, Y, and Z are not the same) must not be set for nodes that have children.</B><br><br> <strong>Segment Scale Compensate must be set for the node.</strong><br> A model may not be displayed correctly if compression is performed on a node that does not observe this limitation or on any children of such a node. All frames must respect the limitation described above when a scale value is being animated.</td> 168</tr> 169<tr> 170<td valign="top"><strong>Unite Compressible Node</strong></td> 171<td valign="top">Nodes for which the uncompressible flag has been set are gathered.<br> Do not select this mode when using skinning<!--, visibility animation, or shape animation.-->.<br> <strong>The same scale-related limitations apply here as they do for Cull Uninfluential Node.</strong><br></td> 172</tr> 173<tr> 174<td valign="top"><strong>Unite All Node</strong></td> 175<td valign="top">Gathers nodes and outputs all polygons using global coordinates. (Name of the root node is used for node name.) Do not select this mode when using skinning<!--, visibility animation, or shape animation.-->.<br> <strong>The same scale-related limitations apply here as they do for Cull Uninfluential Node.</strong><br></td> 176</tr> 177</tbody></table> 178<br> 179<table class="list_table"><tbody><tr><td>Nodes for which the compression disable flag has been set using the <a href="NW4C_SetNoCompressNode.html">NW4C Set No Compress Node plug-in</a> are not compressed, even if <B>Cull Useless Node</B> or <B>Cull Uninfluential Node</B> has been selected.</td></tr></tbody></table> 180 </li> 181<!--li id="options_unite_below_node"><strong>Unite Below Node</strong> <p>ON にすると、階層構造の末端に位置するポリゴンを持ったノードを1つにまとめて出力します。Compress Node が Unite 以外の場合に有効です。<br> <a href="NW4C_SetNoCompressNode.html">NW4C Set No Compress Node プラグイン</a>で圧縮不可フラグを設定したノードの子ノードがすべて圧縮可能で、スキニングに影響していない場合に圧縮されます。圧縮不可フラグを設定したノードが1つもない場合、このオプションは機能しません。</li--> <!--li id="options_combine_polygon"><strong>Combine Polygon</strong> <p>ON にすると、ノードが圧縮された際に、マテリアルが同じポリゴン(cmdl ファイルの <SeparateDataShapeCtr>)を1つにまとめて出力します。<br> OFF にすると、別のノードに所属していたポリゴンはマテリアルが同じでも個別に出力します。<br> Compress Node が None 以外の場合または Unite Below Node が ON の場合に有効です。</p></li--> 182<li id="options_compress_mat"><strong>Compress Material</strong> 183<p>Specifies that the material be compressed. <br> No compression is performed if <B>None</B> is specified. If <B>Compress Same Material</B> is specified, materials that have the same attribute are compressed and gathered for output. <br> 184<table class="list_table"><tbody><tr><td>Even if Compress Same Material has been specified, materials will not be compressed if Compress has been set to <strong>Don’t compress</strong> by the <a href="NW4C_SetMaterialAttr.html">NW4C Set Material Attribute plug-in (NW4C Set Material Attribute)</a>.</td></tr></tbody></table> 185</li> 186<li><strong>Optimize Primitive</strong> 187<p>Optimize Primitive optimizes polygon primitives and then outputs. This reduces the drawing process load compared to when set to OFF.</p></li> 188<li><strong>Disable SkeletalModel-Simplification</strong> 189<p>Automatic conversion from a skeletal model (skin model) to a model is not performed if set to ON.<BR> Use this option when you do not want to change to model format such as when using a skeletal animation. 190 191<p> 192 <strong>Automatic conversion from a skeletal model (or skin model) to a model</strong><br> 193 <p> 194 The exporter converts skeletal models into models when the conditions are met. 195 <ul> 196 <li>Benefits 197 <p>Models have a simpler structure than skeletal models and can be handled more efficiently by the actual hardware.</p> 198 </li> 199 <li>Conversion conditions 200 <p>The transform information for all bones is an identity transform (Rotate and Translate are 0, Scale is 1). 201 <p> 202 It is applied to simple single bone items located at the origin or terrain models for which <B>Unite All Node</B> has been selected. 203 </p> 204 </p> 205 </li> 206 <li>Notes 207 <p><strong>Skeleton information is destroyed, making it impossible to use skeletal animation and billboarding.</strong></p> 208 </li> 209 </ul> 210 </p> 211</p> 212 213</p></li> 214<!--li><strong>Delete Useless Vertex Data</strong> <p>ON にすると、不要な頂点データを削除します。</p></li--> 215</ul> 216 217<h4 id="options_quantization">Quantization Options</h4> 218<p>This option is for setting the precision and format to use when converting vertex data to binary data.</p> 219<p><!-- img src="images/QuantizeOpt1.gif" border="0" --></p> 220 221<ul> 222<li><strong>Position</strong>, <strong>Normal</strong>, and <strong>Tex Coord</strong> 223 <p>Specifies the precision of vertex coordinates, the normal vector, and texture coordinates.<br> Setting <B>Float</B> stores the position as a 32-bit floating-point number. <br> Setting <B>Short</B> stores the position as a 16-bit integer number. <br> Setting <B>Byte</B> stores the position as an 8-bit integer number. <br> <!-- Setting <strong>Auto</strong> automatically selects the best option for the binary converter.<br> -->The tangent is stored using the same precision specified for the normal.</p></li> 224</ul> 225 226<h4 id="options_model">Model Options</h4> 227<p>These are model-related options.</p> 228<p><!-- img src="images/ModelOpt1.gif" border="0" --></p> 229<ul> 230 231<li><strong>Adjust Skinning</strong> 232<p> 233Selects how the skinning mode for export is determined. 234<table class="list_table"><tbody> 235<br> 236<tr><td>Mode</td><td>Description</td></tr> 237<tr> 238<td valign="top"><strong>None If Possible</strong></td> 239<td valign="top"><strong>Behaves the same as 1.0.0 and previous versions. (Default value)</strong><BR>For meshes that are to be skinned, the skinning is not performed if all vertices reference only a single bone. Otherwise, Rigid Skinning is performed if each vertex references only a single bone, and Smooth Skinning is performed if each vertex references two or more bones.</td> 240</tr> 241<tr> 242<td valign="top" nowrap><strong>Rigid Skinning</strong></td> 243<td valign="top"><strong>New behavior introduced from 1.1.0. This can be more efficient, but problems of compatibility can also arise.</strong><BR> For meshes that are to be skinned, Smooth Skinning is performed if each vertex references two or more bones, and otherwise Rigid Skinning is performed.</td> 244</tr> 245</tbody></table><br> 246<p> 247 <strong>Selection Criteria (for deciding which would be the better selection)</strong> 248 <p> 249 If there no problems with compatibility, try the Rigid Skinning mode.<BR> If you can confirm that drawing is more efficient, select Rigid Skinning mode.<BR> 250 </p> 251 <ul> 252 <li>The various modes only influence skinning meshes.</li> 253 <li>Rigid Skinning mode tends to improve the efficiency of drawing. 254 <ul> 255 <li>Mesh merging becomes easier in the intermediate file.</li> 256 <li>It is particularly effective for data that fully satisfy the following conditions:</li> 257 <ul> 258 <li>Comprised from multiple models on a DCC tool.</li> 259 <li>Materials are being shared.</li> 260 <li>Weight is influenced by a single bone (100% of weight is set to a single bone).</li> 261 </ul> 262 <li>Since it all depends on the data to some extent, we recommend you actually compare them before ultimately deciding which to use.</li> 263 <ul> 264 <li>For a simple comparison, just compare the number of meshes.</li> 265 <li>For a precise comparison, conduct load measurements on the hardware.</li> 266 </ul> 267 </ul> 268 </li> 269 <li>In Rigid Skinning mode you might not be able to use visibility animation created on the past. 270 <ul> 271 <li><strong>The number of meshes may be less than before so there may be a disagreement with the number-associated mesh visibility animations.</strong></li> 272 <li>In order to maintain compatibility, the default mode is None If Possible.</li> 273 </ul> 274 </li> 275 </ul> 276 277 <table class="table"> 278 <tbody> 279 <tr> 280 <td colspan="2"><strong>Example of valid data: Node configuration In Maya</strong><br> $(NW4C_ROOT)/SampleData/Graphics/DccPlugin/Maya/ForDocument/RigidSkinning_Box.mb</td> 281 </tr> 282 <tr> 283 <td> <img src="images/rigidskin_preview.gif" height="200" border="0"> </td> 284 <td> <img src="images/rigidskin_structure.gif" border="0"> </td> 285 </tr> 286 </tbody> 287 </table> 288</p> 289 290<li><strong>Mesh Visibility Mode</strong> 291<p> 292Selects how to apply visibility animations. 293<table class="list_table"><tbody> 294<br> 295<tr><td>Mode</td><td>Description</td></tr> 296<tr> 297<td valign="top"><strong>Bind By Index</strong></td> 298<td valign="top">Applies visibility animations based on numbers. The visibility animations may not be applied correctly if node compression has been conducted.</td> 299</tr> 300<tr> 301<td valign="top" nowrap><strong>Bind By Name</strong></td> 302<td valign="top">Applies visibility animations based on names.</td> 303</tr> 304</tbody></table><br> 305<table class="list_table"><tbody><tr><td>If you need to maintain compatibility with older intermediate files, specify <strong>Bind By Index</strong>. If compatibility is not required, specify <strong>Bind By Name</strong>. 306 307</td></tr></tbody></table> 308</p></li> 309<!-- li><strong>Skinning Mode</strong> <p> スキニングが適用されているメッシュのスキニングモードを設定します。スキニングが適用されていないメッシュに対しては影響しません。 <table class="list_table"><tbody> <br> <tr><td>モード</td><td>説明</td></tr> <tr> <td valign="top"><strong>None If Possible</strong></td> <td valign="top">スキニングが適用されているメッシュで影響を与えているボーンが1つのみの場合はスキニングモードを None にして中間ファイルに出力します。</td> </tr> <tr> <td valign="top" nowrap><strong>Rigid Skinning</strong></td> <td valign="top">スキニングが適用されているメッシュで影響を与えているボーンが1つのみの場合はスキニングモードを RigidSkinning にして中間ファイルに出力します。</td> </tr> <tr> <td valign="top" nowrap><strong>Smooth Skinning</strong></td> <td valign="top">スキニングが適用されているメッシュのスキニングモードを全て Smooth Skinning にして中間ファイルに出力します。</td> </tr> </tbody></table> </p></li --> 310 311<li><strong>Non-Uniform Scale</strong> 312 <p>Enabling this option allows correct lighting of models whose XYZ scaling is non-uniform, but increases the drawing process load. Because the maximum number of matrix palettes goes down, the drawing process load ultimately increases when using skin models with many nodes that are being influenced. If disabled, the drawing process load decreases, but models whose XYZ scaling is non-uniform cannot be lighted correctly.</p></li> 313<li><strong>Max Reserved Uniform Registers</strong> 314 <p>This setting specifies the number of uniform registers used for vertex lighting and user uniform. The setting value ranges from 0 to 57 (0 to 54 if Non-Uniform Scale is ON).<BR> 315 <table class="list_table"><tbody><tr><td>Because the number of uniform registers is limited, they are shared by skinning, vertex lighting and user uniforms. The number of uniform registers that can be used for skinning is therefore determined based on the number of lights used for vertex lighting and the number of user uniforms.<BR> The larger the value specified, the lower the number of uniform registers available for skinning and the higher the load associated with drawing skin models.<BR> <br>The specific value to set is given by <strong>Number of vertex lights × 6 + Number of user uniforms</strong>. <strong>Vertex lights are not included in the case of hemispherical lighting.</strong><br> Check with the lead project programmer for the number of vertex lights and user uniforms. <br> Set 0 when not using vertex lighting and user uniforms.</td></tr></tbody></table> 316 </p></li> 317</ul> 318 319<h4 id="options_anim">Animation Options</h4> 320<p>These are animation-related options.</p> 321<p><!-- img src="images/AnimOpt1.gif" border="0" --></p> 322<ul> 323<li><strong>Bake All Animation</strong> 324 <p>If this option is selected, animation curve data is created automatically from baked data and output for all animations.<br> If this option is cleared, the animation curve in Maya is output as-is whenever possible. Parts that cannot be output as is are automatically created and output from baked data.</p></li> 325<li><strong>Frame Precision</strong> 326 <p>Specifies frame precision when animation curve data is automatically created from baked data. <br> If <B>1.0</B> is set, data is baked at the integer frame level. <br> If <strong>0.5</strong> is set, data is baked at the 0.5 fractional frame level. <br> If <strong>0.2</strong> is set, data is baked at the 0.2 fractional frame level. <br> If <strong>0.1</strong> is set, data is baked at the 0.1 fractional frame level. <br> Increasing precision can more accurately reproduce animations that vary discontinuously at a fractional frame timing, but the amount of time required for output increases.</p></li> 327<li><strong>Loop</strong> 328 <p>If this is selected, the data are exported as looped playback data.<br> If this is cleared, the data are exported as one-time playback data.<!-- <br> アニメーションレンジ出力モードでは、アニメーションレンジで指定したループ設定が使用されます。<strong>アニメーションレンジが設定されていないモデルと csca ファイルのみ</strong>このオプションが使用されます。--></p></li> 329<li><strong>Frame Format</strong> 330<p>If selected, skeletal animations are stored in frame format.<br> If cleared, skeletal animations are stored in key format.<br> The playback process load is lower with frame format than key format, but the amount of data is greater than usual.</p></li> 331<li><strong>Scale Quantize Quality</strong><br> <strong>Rotate Quantize Quality</strong><br> <strong>Translate Quantize Quality</strong><br> 332 <p>For skeletal animation, the quantization precision can be set to one of 10 levels, ranging from 0 to 9.<br> 333 <ul> 334 <li>When 0 is specified, the animation precision is lowest but the amount of data is small.</li> 335 <li>When 9 is specified, no quantization is conducted so precision is the highest, but the amount of data is large.</li> 336 </ul> 337 </p> 338 <p>The quantization setting only influences the content of the binary file.<br> The animation curve data output to the intermediate file is not affected.<br> You thus need to be remember that <B>the result cannot be evaluated until it is checked on the actual hardware viewer</B>.<br> 339 </p> 340</li> 341 <p><strong>Acceptable Tolerance Values for Scale / Translate</strong></p> 342 <table class="table"> 343 <thead> 344 <tr> 345 <th>Compression Quality</th> 346 <th>Acceptable Tolerance Values</th> 347 <th>Comments</th> 348 </tr> 349 </thead> 350 <tbody class="center"> 351 <tr> 352 <td>0</td> 353 <td>∞</td> 354 <td>Always quantize to minimum volume format.</td> 355 </tr> 356 <tr> 357 <td>1</td> 358 <td>0.40</td> 359 <td>--</td> 360 </tr> 361 <tr> 362 <td>2</td> 363 <td>0.30</td> 364 <td>--</td> 365 </tr> 366 <tr> 367 <td>3</td> 368 <td>0.20</td> 369 <td>--</td> 370 </tr> 371 <tr> 372 <td>4</td> 373 <td>0.10</td> 374 <td>Recommended value for start of adjustment</td> 375 </tr> 376 <tr> 377 <td>5</td> 378 <td>0.06</td> 379 <td>--</td> 380 </tr> 381 <tr> 382 <td>6</td> 383 <td>0.03</td> 384 <td>--</td> 385 </tr> 386 <tr> 387 <td>7</td> 388 <td>0.01</td> 389 <td>--</td> 390 </tr> 391 <tr> 392 <td>8</td> 393 <td>0.005</td> 394 <td>--</td> 395 </tr> 396 <tr> 397 <td>9</td> 398 <td>0</td> 399 <td>Never quantize.</td> 400 </tr> 401 </tbody> 402 </table> 403 <ul> 404 <p> 405 The acceptable tolerance value is set the same for the NW4R exporter. 406 </p> 407 <p> 408 Acceptable tolerance for Scale/Translate is determined in proportion to the maximum amplitude of the curve (the difference between the maximum and minimum values).</br> In other words, the greater the variation in values for an animation, the easier it is to tolerate large errors in actual values. 409 </p> 410 </ul> 411 <p><strong>Acceptable Tolerance Values for Rotate</strong></p> 412 <table class="table"> 413 <thead> 414 <tr> 415 <th>Compression Quality</th> 416 <th>Acceptable Tolerance Values</th> 417 <th>NW4R conversion</th> 418 <th>Comments</th> 419 </tr> 420 </thead> 421 <tbody class="center"> 422 <tr> 423 <td>0</td> 424 <td>∞</td> 425 <td>∞</td> 426 <td>Always quantize to minimum volume format.</td> 427 </tr> 428 <tr> 429 <td>1</td> 430 <td>0.50</td> 431 <td>0.025</td> 432 <td>--</td> 433 </tr> 434 <tr> 435 <td>2</td> 436 <td>0.40</td> 437 <td>0.020</td> 438 <td>--</td> 439 </tr> 440 <tr> 441 <td>3</td> 442 <td>0.30</td> 443 <td>0.015</td> 444 <td>--</td> 445 </tr> 446 <tr> 447 <td>4</td> 448 <td>0.20</td> 449 <td>0.010</td> 450 <td>Recommended value for start of adjustment</td> 451 </tr> 452 <tr> 453 <td>5</td> 454 <td>0.10</td> 455 <td>0.005</td> 456 <td>--</td> 457 </tr> 458 <tr> 459 <td>6</td> 460 <td>0.05</td> 461 <td>0.0025</td> 462 <td>--</td> 463 </tr> 464 <tr> 465 <td>7</td> 466 <td>0.01</td> 467 <td>0.0005</td> 468 <td>--</td> 469 </tr> 470 <tr> 471 <td>8</td> 472 <td>0.005</td> 473 <td>0.00025</td> 474 <td>--</td> 475 </tr> 476 <tr> 477 <td>9</td> 478 <td>0</td> 479 <td>0</td> 480 <td>Never quantize.</td> 481 </tr> 482 </tbody> 483 </table> 484 <ul> 485 <p> 486 For Rotate, the acceptable tolerance is determined not in terms of proportion, but by actual values. </br> It takes the value specified by the NW4R exporter. This is done so the setting is the same as for NW4R conversion, 487 </p> 488 </ul> 489 <p><strong><font color=#ff0000>Note: The settings values shown in the table may change in the future.</font></strong></p> 490</ul> 491 492 493<h4 id="options_tolerance">Tolerance Options</h4> 494<p>This option specifies the allowable range of errors when animation curve data is optimized.</p> 495<p><!-- img src="images/ToleranceOpt1.gif" border="0" --></p> 496<p>If the maximum difference between the value for start frame and the value used for every other frame remains below the allowable value specified here, the animation is assumed to be fixed and output is made using only the value for the start frame. <br> When automatically creating animation curve data from baked data, a key for each frame is created in the units specified by <B>Frame Precision</B>, and the key used for the <B>allowable value</B> as specified here by the <B>maximum value for errors during Hermite correction</B> is deleted. The smaller the allowable value for differentials, the greater the animation precision; however, as the number of keys grows larger, the amount of animation curve data also increases.</p> 497<ul> 498<li><B>Node Translate</B>, <B>Node Rotate</B>, <B>Node Scale</B> 499 <p>This is the allowable value for errors related to the Translate, Rotate, and Scale values used for skeletal animation. <br> <B>Node Rotate</B> is specified in units of degree. <br> <B>Node Translate</B> is the allowable value for errors related to the <B>value prior to multiplying by Magnify</B>.</p></li> 500<li><B>Texture Translate</B>, <B>Texture Rotate</B>, <B>Texture Scale</B> 501 <p>This is the allowable value for errors related to the <B>Translate</B>, <B>Rotate</B>, and <B>Scale</B> values used for texture and SRT animation. <br> <B>Texture Rotate</B> is specified in degrees.</p> 502 </li> 503<li><strong>Color</strong> 504 <p>This is the tolerance value for errors in each color value and alpha value of a color animation. <br> This value is the allowable value for errors for color values between 0 and 1 in Maya <strong>after they have been multiplied by 255</strong>.</p> 505 </li> 506</ul> 507 508<h3 id="manage_options">Managing Option Settings</h3> 509<p>Use the item in the option window's <strong>NW4C Settings</strong> menu to save option settings by scene or input/output option settings using a c3es (CTR 3D Export Settings) file.</p> 510<p><img src="images/SettingsMenu1.gif" border="0"></p> 511 512<h4 id="scene_settings">Saving Option Settings for a Scene</h4> 513<p>If <B>Save / Load Scene Settings</B> is selected (the default), the option settings used the last time an intermediate file was output will be saved as scene data when a scene is saved. (Internally, these option settings are saved to the <I>script</I> node named <CODE>nw4cExpDialog_Setting1</CODE>.) Option settings saved for scene data are loaded when a scene is opened. (Be sure to select the Open Scene... option <strong>Execute Script Nodes</strong>.) The current option settings remain if option settings were not saved with the scene data. Furthermore, an option setting is loaded when a scene for which option settings have been saved is imported. If <strong>Save / Load Scene Settings</strong> is cleared, no option settings are saved as scene data. Furthermore, option settings are not loaded when scene data is opened.<br> Clicking <strong>Delete Scene Settings</strong> deletes the script node used to save option settings.</p> 514 515<h4 id="c3es_file">Loading/Saving Option Settings Using C3ES Files</h4> 516<p>To output option settings to a C3ES file, click <B>Save Settings to r3es File</B>. Option settings will be output when an output file name is specified on the file selection window. If the extension of the output file is other than <CODE>.c3es</CODE>, <CODE>.c3es</CODE> will be added automatically.<br> Click <B>Load Settings from c3es File</B> to enter option settings from a C3ES file. Option settings will be input when an input file name is specified on the file selection window. Option settings are saved in the scene if <B>Save / Load Scene Settings</B> has been selected in the <B>NW4C Settings </B>menu.</p> 517 518<h2 id="error_warning">Errors and Warnings</h2> 519 520<h3 id="errors">Error Types and Handling Errors</h3> 521<p>The error that occurs during the output will be displayed in Output Window and in Script Editor.<br> Errors that deserve particular attention are described in alphabetical order.</p> 522<ul> 523<li><strong>CreativeStudio cannot be found</strong> 524<p>CreativeStudio has not been correctly installed.<br> CreativeStudio must be installed in the folder <CODE>tools\CreativeStudio</CODE>, located beneath the folder defined by the environment variable <CODE>NW4C_ROOT</CODE>. If the environment variable <strong><CODE>NW4C_ROOT</CODE></strong> is not defined correctly, correct it and restart Maya.</p></li> 525<li><strong>Animation range file name is not unique</strong> 526<p>The animation range output mode file name (<root node name>__<animation range name>) is duplicated.</p> 527</li> 528<li><strong>Animation range name is not unique</strong> 529<p>The animation range name for one model is duplicated.</p> 530</li> 531<li><strong>Blend shape in-between target is not supported</strong> 532<p>Serial blend processing cannot be used for blend shapes. Be sure to clear the In-Between option when creating blend shapes.</p> 533</li> 534<li><strong>Blend shape target is duplicate</strong> 535<p>More than one target object has been registered with the same name for blend shape. Configure it such that the base object and all target objects have unique names. To register the same shape as a separate target object, use a target object with a different name.</p> 536</li> 537<li><strong>Blend shape target topology is different from original mesh</strong> 538<p>This error is generated when the blend shape target object and the base object differ in terms of the number of vertices, number of surfaces, or number of vertices per surface.</p> 539</li> 540<li><strong>Can't get texture size</strong> 541<p>Cannot get the size of image due to invalid data in the texture file.</p></li> 542<li><strong>Can't open file</strong> 543<p>This error occurs when the file does not exist, cannot be opened, or cannot be overwritten.</p></li> 544<!-- li><strong>Face number is different from original mesh</strong> <p>ブレンドシェイプを設定したオブジェクトの面数がオリジナル mesh ノード(~Orig)の面数と異なっています。</p> </li --> <!-- li><strong>Component type of user attribute is not identical</strong> <p>同じマテリアルを割り当てたオブジェクトで、ユーザー頂点属性用のカラーセットのコンポーネントタイプ(A、RGB、RGBA)が統一されていません。</p> </li --> 545<li><strong>Failed to start CreativeStudio</strong> 546<p>CreativeStudio has failed to start. Be sure to check CreativeStudio error output.</p></li> 547<li><strong>Frame extension list is not set for animation layer</strong> 548 <p>This error is generated when animation layers are being used with texture pattern animation, but the list of textures to be output by the <a href="NW4C_SetFrameExtensionList.html">NW4C Set Frame Extension List plug-in</a> has not been set. When using animation layers, be sure to set the list of textures to be output by the <A>NW4C Set Frame Extension List plug-in</A>.</p> 549 </li> 550<li><strong>Frame extension list is not set for expression</strong> 551 <p>This error is generated when expressions are being used with texture pattern animation, but the list of textures to be output by the <a href="NW4C_SetFrameExtensionList.html">NW4C Set Frame Extension List </a> plug-in has not been set. When using expressions, always be sure to set the list of textures to be output by the <A>NW4C Set Frame Extension List plug-in</A>.</p> 552 </li> 553<li><strong>Frame extension list is wrong</strong> 554 <p>This error occurs when the list of textures output for texture pattern animation as set using the <a href="NW4C_SetFrameExtensionList.html">NW4C Set Frame Extension List plug-in</a> is incorrect. Be sure to correct the list using the <a href="NW4C_SetFrameExtensionList.html">NW4C Set Frame Extension List plug-in</a>.</p> 555 </li> 556<li><strong>Holed polygon exists</strong> 557<p>A polygon with holes in it exists. Divide into triangles under Maya and output.</p></li> 558<li><strong>Influence object is not outputted</strong> 559 <p>Nodes affected by skinning are not output. This error is issued in the following cases (1) the Export option <B>Export Target</B> is set to <B>Selection</B> but nodes affected by skinning have not been selected; (2) the <B>Template </B>attribute is selected for the node affected by skinning; (3) the nodes are hidden in the display layer. Furthermore, in animation range output mode, skinning shapes and skeletons must exist within the <B>same </B>hierarchical structure.</p></li> 560<li><strong>Multiple bind poses are not supported</strong> 561<p>Multiple bind poses are in use. Detach the skin and use a common bind pose to re-bind each object.</p></li> 562<li><strong>No effective node</strong> 563<p>There is no active node to be output. If you want to output only the locator, use the <a href="NW4C_SetNoCompressNode.html">NW4C Set No Compress Node</a> plug-in to set the node compression disable flag.</p></li> 564<li><strong>No output file</strong> 565<p>This error occurs when all output specifications for the intermediate file are cleared, or when only the output specification for texture data is selected but there is no texture to output.</p></li> 566<li><strong>No shading group</strong> 567<p>A shading group has not been connected to the object. Be sure to allocate a material.</p></li> 568<li><strong>Node for Output File Name is not selected</strong> 569<p>This error occurs when the Export option Output File Name is <CODE>@node</CODE>, but no nodes are selected.<br> When using batch export, you must specify the -Node option for keyword Scene in the c3be file.</p></li> 570<li><strong>Output File Name is wrong</strong> 571<p>This error occurs if the Export option <B>Output File Name</B> is left blank or contains illegal characters.</p></li> 572<li><strong>Output Folder is wrong</strong> 573<p>This error occurs if the Export option <B>Output Folder</B> is left blank or contains illegal characters.</p></li> 574<!-- li><strong>Path of cmdl file to merge is wrong</strong> <p>マージする cmdl ファイルのパスが空の場合や、禁止文字が含まれる場合に発生します。</p></li --> 575<li><strong>Same user attribute exists</strong> 576<p>More than one color set corresponding to user vertex attributes having the same number exist. This may be issued, for example, when color sets having the names "nw4cUser0" and "nw4cUser0_b" both exist for the same object. Either delete unnecessary color sets or change their names.</p></li> 577<li><strong>Texture image name is wrong</strong> 578<p>This error occurs if the file node's image name is empty, or if the file name of the texture to be used for the texture pattern animation is not in the <CODE>name.#.ext</CODE> format (where <CODE>#</CODE> is a numeric value, and <CODE>ext</CODE> is a file extension). <br> Be sure to specify an appropriate texture file.</p></li> 579<!-- li><strong>Texture is used for color and normal mapping</strong> <p>1つのテクスチャがカラー用と法線マップ用の両方に使用されています。</p></li --> <!-- li><strong>Texture mipmap level is not identical</strong> <p>同じ法線マップ用テクスチャのミップマップレベル数が file ノードによって異なっています。</p></li --> 580<li><strong>Texture size is wrong</strong> 581<p>A texture has a size whose height and width cannot be handled by CTR. Height and width must both be set to a power of two equal to or greater than 8 and equal to or less than 1024.</p></li> 582<li><strong>TGA file is wrong</strong> 583<p>TGA file contents are invalid.</p></li> 584<li><strong>The number of composite texture is over 3</strong> 585<p>This error occurs when three or more textures are being used with a single material.</p></li> 586<li><strong>The number of vertices exceeds the limitation</strong> 587<p>After this message a set of mesh and material names is specified. If this combination were drawn the number of vertices would exceed the limit (of 65,535 vertices). If this error occurs, divide up the pertinent mesh to get the appropriate size.</p></li> 588<li><strong>UV linking is not identical</strong> 589<p>The combination of textures and UV sets differs depending on the object. For details, refer to the description of <a href="modeling.html#multi_uv">Multi UV</a>.</p></li> 590<li><strong>Vertex number is different from original mesh</strong> 591<p>This error occurs when the number of vertices of an object for which skinning or blend shape animation is set differs from the number of vertices of the original mesh node (~Orig) as a result of an operation that changed the number of vertices. For skinning, either re-bind after detaching and deleting the history, or use <B>Edit</B> → <B>Delete by Type</B> → <B>Non-Deformer History</B>.</p></li> 592<li><strong>Wrong weighted vertices exist</strong> 593<p>This error occurs when there are vertices whose total skinning weight is less than 1.0. Be sure to correct the weight value.<br> Note that if the <B>Normalize Weights</B> attribute of the <CODE>skinCluster </CODE>node is selected, the total is automatically adjusted to 1.0 when the weight value is changed.</p></li> 594<li><strong>Polygon bone size is over</strong> 595<p>The number of bones used by a polygon exceeds the maximum number of bones that can be referenced by a primitive.<BR> If an error occurs, adjust the <a href="export.html#options_model">Max Reserved Uniform Registers option</a> to decrease the number of uniform registers being reserved.</p></li> 596<li><strong>Max Reserved Uniform Registers is wrong</strong> 597<p>An out-of-bounds value has been specified for the <a href="export.html#options_model">Max Reserved Uniform Registers option</a>.<br> The setting value must range from 0 to 57 (from 0 to 54 when the <a href="export.html#options_model">Non-Uniform Scale option</a> is ON.</p></li> 598</ul> 599 600 601 602 603<h3 id="warnings">Warning Types and Handling Warnings</h3> 604<p>If a warning occurs during the output, it will be displayed in the Output Window and in Script Editor.<br> Warnings which should be paid particular attention are described in alphabetical order.</p> 605<ul> 606<li><strong>Animation curve or expression is not connected to frame extension</strong> 607<p>This warning occurs when <B>Use Frame Extension</B> is selected for a <CODE>file </CODE>node and something other than an animation curve or expression is connected to the frame extension. The texture pattern animation is not output.</p></li> 608<!-- li><strong>Blend shape has no member</strong> <p>ブレンドシェイプのデフォーマセットのメンバが1つもありません。シェイプアニメーションは出力されません。</p></li --> <!-- li><strong>Blend shape has no target</strong> <p>ブレンドシェイプのターゲットオブジェクトが設定されていません。シェイプアニメーションは出力されません。</p></li --> <!-- li><strong>Blend shape normal and color can't be animated when target is deleted</strong> <p>ブレンドシェイプのターゲットオブジェクトが削除されているため、法線と頂点カラーはアニメーションできません。</p></li --> 609<li><strong>Can't combine shapes because of texture-tangent settings</strong> 610<p>There is a mesh without the required texture-tangent settings among meshes being applied by the same material. Revise code so that meshes being applied by the same material have the same vertex attributes.</p></li> 611<li><strong>Can't combine shapes because of vertex-color settings</strong> 612<p>There is a mesh without the required vertex color among meshes being applied by the same material. Revise code so that meshes being applied by the same material have the same vertex attributes.</p></li> 613<li><strong>Can't export NURBS surface</strong> 614<p>NURBS surfaces cannot be output. Output as a locator.</p></li> 615<li><strong>Can't export Subdivision surface</strong> 616<p>Subdivision surfaces cannot be exported. Output as a locator.</p></li> 617<li><strong>Can't get UV</strong> 618<p>UV coordinates have not been set for the surface to which the texture has been bound. UV coordinates for each vertex of the surface are output as U = 0, V = 0.</p></li> 619<li><strong>Deformer is not effective</strong> 620<p>The deformer is disabled. (The <B>Node State</B> attribute is <B>HasNoEffect</B>.) Animation using the deformer cannot be output.</p></li> 621<!-- li><strong>End frame is wrong</strong> <p>指定された終了フレームが Maya 上のアニメーション開始(Animation Start)より前に設定されています。Maya 上のアニメーション終了(Animation End)を終了フレームとして出力します。</p></li --> <!-- li><strong>Failed to merge cmdl file</strong> <p>cmdl ファイルのマージに失敗した場合に発生します。Export オプションの Merge cmdl File で指定したパスを確認してください。</p></li --> 622<li><strong>File texture is not connected</strong> 623<p>Not even one file node is connected to the <CODE>layeredTexture</CODE> node. Output is made as if no texture has been bound.</p></li> 624<li><strong>Frame extension is wrong</strong> 625<p>This warning is output when a texture corresponding to the value of Frame Extension has not been output for a particular frame. Of the textures files to output, the one closest to the Frame Extension value is used as pattern animation data.<br> To stop this warning from appearing, either correct the animation curve or forcibly specify the texture to be output using the <a href="NW4C_SetFrameExtensionList.html">NW4C Set Frame Extension List</a> plug-in.</p></li> 626<li><strong>Frame offset is not zero</strong> 627<p>The animation includes frames whose Frame Offset attribute for the file node is other than 0. Note that texture pattern animation is not output correctly in this case.</p></li> 628<li><strong>Inherits transform of non-skinned object is off</strong> 629<p>The <CODE>transform</CODE> node is something other than a skinned shape but the <B>Inherits Transform </B>attribute is cleared. Objects will not display correctly if this is not selected.</p></li> 630<li><strong>Material name is changed</strong> 631<p>A material name output to the intermediate file was changed because two or more materials had the same name. This warning is generated when a single material has been connected to more than one shading group.</p></li> 632<!-- li><strong>No color animation</strong> <p>ccla ファイル出力が指定されていますが、出力対象にカラーアニメーションが設定されていません。</p></li --> 633<li><strong>No shader</strong> 634<p>No materials are connected to the shading group. When this warning occurs, the plug-in performs output by automatically adding the default material (named <strong>DummyMaterial</strong>) to the intermediate file.</p></li> 635<!-- li><strong>No shape animation</strong> <p>csha ファイル出力が指定されていますが、出力対象にシェイプアニメーションが設定されていません。すべてのターゲットのウェイト値が常に 0 である場合も発生します。</p></li --> <!-- li><strong>No texture pattern animation</strong> <p>cmata ファイル出力が指定されていますが、出力対象にテクスチャパターンアニメーションが設定されていません。</p></li --> <!-- li><strong>No texture SRT animation</strong> <p>cmata ファイル出力が指定されていますが、出力対象にテクスチャ SRT アニメーションが設定されていません。</p></li --> 636<li><strong>Node name is changed</strong> 637<p>This warning occurs when two or more nodes have the same name, when illegal characters are included in a node name, or when the node name to be output to the intermediate file is changed.</p></li> 638<!-- li><strong>Normal mapping polygon's vertex weight is wrong</strong> <p>法線マッピングを使用するマテリアルが割り当てられているポリゴン群について、すべての頂点のウェイト値が同じノードに 1.0 になっていないため、正しく表示できません。</p></li --> 639<li><strong>Output File Name is changed</strong> 640<p>The filename to be output is changed when the output filename includes illegal characters.</p></li> 641<li><strong>Procedural texture is ignored</strong> 642<p>Procedural textures such as checker and ramp cannot be output as is, so they are ignored. First, convert to a file using <B>Convert to File Texture</B>, then output.</p></li> 643<li><strong>Projection mapping is not supported</strong> 644<p>Projection mapping with a Projection utility is used. The texture is not output.</p></li> 645<li><strong>PSD file texture is ignored</strong> 646<p>PSD file textures (psdFileTex nodes) are not output, so they are ignored.</p></li> 647<li><strong>Shader is not supported</strong> 648<p>A shader not supported by the Export plug-in is being used. When this warning occurs, the plug-in performs output by automatically adding default material to the intermediate file.</p></li> 649<li><strong>Shear is not zero</strong> 650<p>Because the Shear attribute of the transform node has a value other than 0, correct output is impossible. Be sure to either execute Freeze Transformations or to set the Shear attribute to (0, 0, 0).</p></li> 651<!-- li><strong>Start frame is wrong</strong> <p>指定された開始フレームが Maya 上のアニメーション終了(Animation End)より後に設定されています。Maya 上のアニメーション開始(Animation Start)を開始フレームとして出力します。</p></li --> 652<li><strong>Stencil mapping is not supported</strong> 653<p>Stencil mapping is being used. The texture is not output.</p></li> 654<li><strong>Texture file for texture pattern animation is not found</strong> 655<p>For the texture pattern animation, there is no texture file corresponding to Frame Extension. Of the texture files to output, the one closest to the Frame Extension value is used as the pattern animation data.</p></li> 656<li><strong>Texture name is changed</strong> 657<p>The texture name contains illegal characters. Illegal characters are converted to an underscore (<CODE>_</CODE>) and output as such.</p></li> 658<li><strong>There are multiple shapes</strong> 659<p>Two or more mesh nodes exist below the transform node. Only one mesh node is output.</p></li> 660<li><strong>There are multiple texture files with the same name</strong> 661<p>There are two or more texture files with the same filename as the export target, but in different folders or with a different extension. Make sure that there is only one RTEX file to be output.</p></li> 662<li><strong>Zero normal exists</strong> 663<p>A normal vector that has length 0 exists. Lighting effects will not be carried out normally. Be sure to correct this using <B>Set Vertex Normal</B> or <B>Set to Face</B>.</p></li> 664</ul> 665 666<p><br><br></p> 667<hr><p>CONFIDENTIAL</p></body> 668</html>