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<a href="#letters">Character Restrictions</a><br /> <a href="#difference_maya">Differences from the Maya Plug-in</a><br />
14</p>
15<h2><a name="letters">Restrictions on Usable Characters</a></h2>
16<ul>
17<li>Prohibited Characters<br /><br />
18<p>
19For 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 ( _ ).
20</p>
21<p>
22Use 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.
23</p>
24</li>
25<li>Duplicate Name Prohibition<br /><br />
26<p>
27If 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.
28</p>
29</li>
30</ul>
31<br />
32<h2><a name="axis">Coordinate Systems</a></h2>
33<br />
34<p>
35Because the coordinate systems differ between 3ds Max and NintendoWare, data is converted and then output.<BR>
36<table class="arguments"><tbody>
37<tr><td></td><td>Coordinate System</td><td>Horizontal direction</td><td>Up</td><td>Depth direction</td></tr>
38<tr><td>3ds Max</td><td>Right-hand system</td><td>X</td><td>Z</td><td>Y</td></tr>
39<tr><td>NintendoWare</td><td>Right-hand system</td><td>X</td><td>Y</td><td>-Z</td></tr>
40</tbody></table>
41<center><img src="images/billboard-axis.gif"border="0"></center>
42</p>
43<h2><a name="difference_maya">Differences with the Maya Plug-Ins</a></h2>
44<p>
45Here is a rundown of the main differences between the 3ds Max plug-ins and the Maya plug-ins.
46</p>
47<ul>
48<li>Animation Curve Key and Data Output<BR><BR>
49<p>
50In 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.
51</p>
52</li><br /><br />
53</ul>
54<h2><a name="problems">Known Issues</a></h2>
55<ul>
56<li>Sometimes &quot;system exception&quot; is displayed in the middle of batch export and export fails.<br /><br />
57<p>
58Sometimes 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.
59</p>
60</li>
61<li>In 3ds Max 2009 (32bit), the bounding box is sometimes exported in a size larger than the optimal size.<br /><br />
62</li>
63<li>If the <B>Convert To Model</B> option is set ON for a scene that contains a skinning model, in some cases it may not be correctly exported.<BR>
64</li>
65<hr><p>CONFIDENTIAL</p></body>
66</html>
67