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11<h1>Scene Node</h1>
12<p>This chapter describes procedures and precautions regarding the use of 3ds Max to create scenes for NintendoWare.</p>
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14<p>
15<a href="#light">Light</a><br/> <a href="#camera">Camera</a><br/>
16</p>
17<h2><a name="light">Lights</a></h2>
18
19<h3>Light Types</h3>
20<p>Output of standard lighting is supported as shown below.<br/>
21</p>
22<ul>
23<li>Omni-light</li>
24<li>Spot light (Target Spot Light or Free Spot Light)</li>
25<li>Directional light (Directional Light or Target Directional Light)</li>
26<li>Environment: ambient light (Ambient Light on the Environment dialog)</li>
27</ul>
28
29<h3>Color</h3>
30<p>A value where intensity has been applied to the color is output.</p>
31<p>This is set for the diffuse of the light if [Diffuse reflected light] under [Diffuse effects] is ON, or for the specular of the light if [Specular reflected light] is ON.</p>
32<br/>
33<h3>Hotspot and Fall-off</h3>
34<p>A lookup table is created based on hotspot and fall-off values.</p>
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38<br/>
39<p><STRONG>Global coordinate space</STRONG> values are output for the light position and direction. If a light has a parent node, the Position and Rotate for the parent node are also applied.</p>
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41
42<h2><a name="camera">Camera</a></h2>
43<h3>Camera Types</h3>
44  <p>
45Free cameras and target cameras are supported.<br/> Targets cameras are output as <CODE>Aim</CODE> type, whereas free cameras are output as <CODE>Rotate</CODE> type.<br/>
46
47As the projection methods, both perspective camera and orthographic camera are supported. Orthographic cameras are configured by turning ON <strong>orthogonal projection</strong> on the Camera Parameter Panel.</p>
48<h3>Aspect Ratio</h3>
49  <p>The aspect ratio is output by calculating it based on the rendering resolution.</p>
50<h3>Angle of View</h3>
51<p>
52The angle of view is configured using the <B>Field of View</B> on the <B>Camera Parameter Panel</B>.<br/> This is converted to the vertical angle of view and output to the intermediate file.<br/>
53</p>
54<h3>Orthographic Camera View Volume</h3>
55  <p>
56  When using an orthographic camera, the height of the orthogonal projection is calculated based on the distance to the target using the expression below.<br/>
57  <pre>
58tdist = Distance to target
59fovY = View angle in vertical direction
60ortho_height = tan( fovY / 2) * tdist * 2</pre>
61  </p>
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63<br/>
64
65<p><STRONG>Global coordinate space</STRONG> values are output for the camera position and direction. If camera or target (equivalent to <CODE>Aim</CODE>) nodes have parent nodes, the Translate and Rotate settings of the parent node are also applied.</p>
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70<hr><p>CONFIDENTIAL</p></body>
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