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 "system exception" 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