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>Scene Node</title> 8</head> 9<body> 10 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> 13 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> 35 36 37 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> 40 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> 62 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> 66 67 68 69<br/><br/> 70<hr><p>CONFIDENTIAL</p></body> 71</html>