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>Export Plug-In</title>
8</head>
9<body>
10
11<h1>Export Plug-In</h1>
12
13<p>This chapter describes the use and features of the Export plug-in.</p>
14<p>
15<a href="#function">Export Plug-in Features</a><br> <a href="#usage">Usage</a><br> <a href="#scene_settings">Setting the Automatic Save Destination of the Dialog Box</a><br><a href="#export_script">Script Command Output</a><br> <a href="#export_batch_export">Batch Export</a><br> <a href="#error_warning">Errors and Warnings</a><br>
16</p>
17
18<h2><a name="function">Export Plug-In Features</a></h2>
19
20<p>
21The Export plug-in includes a feature for outputting intermediate files to a specified folder.
22</p>
23
24<h2><a name="usage">Using the Tool</a></h2>
25
26<p>
27To output data for particular nodes only (including lower nodes in the hierarchy), select the nodes you want to output. Node selection is not required to output the entire scene.<br> To display the NW4C Export option window, click <B>NW4C</B> &gt; <B>NW4C Export with Setting...</B>.<br> Setting the appropriate options and clicking <B>OK</B> outputs an intermediate file.
28</p>
29<p>
30To output the file using the current options without opening the Options window, click NW4C &gt; NW4C Export.
31</p>
32
33<h3><a name="options">Option Settings</a></h3>
34
35<h4><a name="options_oputput">Output Options</a></h4>
36
37<p>This option specifies the output method for the intermediate file.</p>
38<p><img src="images/OutputOpt1.gif" border="0"></p>
39<ul>
40<li><strong>Export Target</strong>
41 <p>Selects the target to be output to the intermediate file.<br> Specifying <B>All</B> outputs all nodes in the Softimage scene.<br> <br>Specifying <B>Selection</B> outputs nodes located in the hierarchy below the currently selected node.<br> If an envelope model is output with <B>Selection</B> specified, weighted nodes must be output to the intermediate file.</p>
42  </li>
43<li><strong>Output File Name</strong>
44  <p>Specifies the name of the intermediate file to be output (excluding the extension).<br> Clicking the <B>Scene</B> button sets the current scene name. Clicking the <B>Node</B> button sets the name of the selected node (node at the top of the hierarchy). If there are more than one node in the same hierarchical level, the name of the node that is first alphabetically is set. If a node has not been selected, the name of the node that is first alphabetically in the scene is set.</p>
45  </li>
46<li><strong>Output 3D Intermediate Files</strong>
47  <p>Select this option when outputting an intermediate file to a particular folder. <br> <B>Output Folder</B> specifies the folder used to output the intermediate file.<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-width katakana, equal signs (=), and semicolons (;) cannot be used when specifying the <B>Output Folder</B>.<br> If <B>Output Folder</B> is not specified as a full path, a folder is created in the current project folder.</p>
48  </li>
49<li><strong>Use Creative Studio</strong>
50  <p>Select this option when transferring intermediate file data to CreativeStudio. You cannot select both <B>File path</B> and <B>Use Creative Studio</B> at the same time. <br /> For details on using Creative Studio, see the <I>NintendoWare for CTR CreativeStudio </I>manual.
51  </p>
52</li>
53<li><strong>Merge cmdl File</strong>
54<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.
55</p>
56<p>The following information gets merged:
57<ul>
58	<li>The general material information</li>
59	<li>The mesh information (Visibility, Priority)</li>
60	<li>The model information (Visibility, User data, Animation member settings)</li>
61	<li>Dependent files (Textures, lookup tables, etc. These are copied to the Output Folder.)</li>
62</ul>
63</p>
64</ul>
65<h4><a name="options_general">General Options</a></h4>
66
67<p>These are general options available for intermediate files.</p>
68<p><img src="images/GeneralOpt1.gif"  border="0"></p>
69<ul>
70<!-- li><strong>Magnify</strong>   <p>モデルの頂点座標やノードの Translation 値に掛ける倍率です。モデル全体の大きさを変えることができます。</p>    </li -->
71<li><strong>Magnify</strong>
72  <p>Specifies the magnification ratio by which the model's vertex coordinates and Translate value should be multiplied.</p>
73  </li>
74<li><strong>Select Frame</strong>
75  <p>
76  Selecting <B>All</B> outputs the full range of animation on Softimage (<CODE>PlayControl.GlobalIn/Out</CODE>).<br> Selecting <B>Playback</B> outputs the playback range of animation on Softimage (<CODE>PlayControl.In/Out</CODE>).<br> Selecting <B>Range</B> allows the start frame and end frame to be entered as numeric values. Note, however, that if the entered start frame is lower than <CODE>Global.In</CODE> used on Softimage, the <CODE>GlobalIn</CODE> value is used for the start frame. If the end frame entered is greater than <CODE>GlobalOut</CODE> used on Softimage, the <CODE>GlobalOut</CODE> value is used for the end frame.<br> If attributes are being animated, the start frame value will be output to the CMDL file.</p>
77<li><strong>Start / End Frame</strong>
78  <p>Specifies the range of animation to output (that is, the start frame and end frame).</p>
79  </li>
80<!-- li><strong>Texture Matrix</strong> <p>テクスチャ行列の計算方法を指定します。<br> テクスチャ行列の計算方法は cmdl ファイルと rtsa ファイルに影響します。<br> <strong>Softimage</strong> を選択すると、Softimage 方式の計算方法となります。 Softimage 方式では、Scale と Rotate の中心の UV 座標は共に (0, 0) です。<br> <strong>3dsmax</strong> を選択すると、3dsmax 方式の計算方法となります。 3dsmax 方式では、Scale と Rotate の中心の UV 座標は共に (0.5, 0.5) です。<br> 3dsmax 方式を指定しても、Softimage の画面上には反映されません(Softimage 上と Wii 上でテクスチャの表示が異なる場合があります)。</p> </li -->
81</ul>
82
83<h4><a name="options_file_selection">Output File Selection</a></h4>
84
85<p>
86This option specifies the type of intermediate file to be output.<br> Set output on/off for the following files.
87</p>
88<p><img src="images/OutFileSel1.gif" border="0"></p>
89
90<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>.
91</p>
92
93<h4><a name="options_quantization">Quantization Options</a></h4>
94<p>This option is for setting the degree of precision to use for vertex data when converting to binary data. <br> If a fixed-point number is used, the amount of data is less than when a floating-point number is used, but precision is lowered.</p>
95<p><img src="images/QuantizeOpt1.gif"></p>
96
97<ul>
98<li><strong>Position</strong><br><br>
99  <p>Specifies the precision to use for vertex coordinates.</p>
100  <p>
101  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 fixed point number. <br> Setting <B>Short</B> stores the position as a 8-bit fixed point number. <br>
102  </p>
103  </li>
104
105<li><strong>Normal</strong><br><br>
106  <p>Specifies the precision to use for normal vector.</p>
107  <p>
108  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>
109  </p>
110  </li>
111
112<li><strong>Tex Coord</strong><br><br>
113  <p>Specifies the precision to use for texture coordinates.</p>
114  <p>
115  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>
116  </p>
117  </li>
118</ul>
119
120<h4><a name="options_model">Model Options</a></h4>
121<p>These are model-related options.</p>
122<p><img src="images/ModelOpt1.gif"></p>
123<ul>
124
125<li><strong>Adjust Skinning</strong>
126<p>
127Selects how the skinning mode for export is determined. <br>
128<table class="list_table"><tbody>
129<tr><td>Mode</td><td>Description</td></tr>
130<tr>
131<td valign="top"><strong>None If Possible</strong></td>
132<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>
133
134</tr>
135<tr>
136<td nowrap="nowrap" valign="top"><strong>Rigid Skinning</strong></td>
137<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>
138</tr>
139</tbody></table><br>
140</p><p>
141	<strong>Selection Criteria (for deciding which would be the better selection)</strong>
142	</p><p>
143		If there no problems with compatibility, try the Rigid Skinning mode.<br>
144
145		If you can confirm that drawing is more efficient, select Rigid Skinning mode.<br>
146	</p>
147	<ul>
148		<li>The various modes only influence skinning meshes.</li>
149		<li>Rigid Skinning mode tends to improve the efficiency of drawing.
150			<ul>
151				<li>Mesh merging becomes easier in the intermediate file.</li>
152				<li>It is particularly effective for data that fully satisfy the following conditions:</li>
153
154				<ul>
155					<li>Comprised from multiple models on a DCC tool.</li>
156					<li>Materials are being shared.</li>
157					<li>Weight is influenced by a single bone (100% of weight is set to a single bone).</li>
158				</ul>
159				<li>Since it all depends on the data to some extent, we recommend you actually compare them before ultimately deciding which to use.</li>
160				<ul>
161
162					<li>For a simple comparison, just compare the number of meshes.</li>
163					<li>For a precise comparison, conduct load measurements on the hardware.</li>
164				</ul>
165			</ul>
166		</li>
167		<li>In Rigid Skinning mode you might not be able to use visibility animation created on the past.
168			<ul>
169				<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>
170
171				<li>In order to maintain compatibility, the default mode is None If Possible.</li>
172			</ul>
173		</li>
174	</ul>
175
176	<table class="table">
177		<tbody>
178		<tr>
179			<td colspan="2">Example of valid data: Node configuration on Softimage
180		</tr>
181		<tr>
182			<td> <img src="images/rigidskin_preview.gif" height="300" border="0"> </td>
183			<td> <img src="images/rigidskin_structure.gif" border="0"> </td>
184		</tr>
185		</tbody>
186	</table>
187
188<p></p>
189
190</li><li><strong>Mesh Visibility Mode</strong> Selects the method for optimizing visibility animation. <br />
191<table class="list_table"><tbody>
192<tr>
193    <td>Mode</td>
194    <td>Description</td></tr>
195<tr>
196    <td valign="top"><strong>Bind By Index</strong></td>
197    <td valign="top">Applies visibility animations based on numbers. The visibility animations may not be applied correctly if node compression has been conducted.</td>
198</tr>
199<tr>
200    <td nowrap="nowrap" valign="top"><strong>Bind By Name</strong></td>
201    <td valign="top">Applies visibility animations based on names.</td>
202</tr>
203</tbody></table>
204
205<table class="list_table"><tbody>
206<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>.</td></tr>
207</tbody></table>
208</li>
209
210
211<li><strong>Non-Uniform Scale</strong><br /><br />
212    <p><strong><font color=#ff0000>Note: Plans call for eliminating this function in the next release. Do not specify this option.<br></font></strong> The reason for its elimination is given below.
213   <ul>
214   <li>Up to this release, this option has not been supported by the NW4C Standard Runtime Library.<BR> You needed to describe a proprietary user shader to make it work.
215   </li>
216   <li>Plans had been to support it in the standard runtime library, but it became unsupported.</li>
217   <li>The feature for making this setting has been eliminated so that it is not mistakenly specified by users who largely don't need it.</li>
218   <li>We are currently looking into a method of continuing the use of this feature for those users who use it.</li>
219   </ul>
220   <p>
221   <s>
222  <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.<BR> If disabled, the rendering process load goes down, but models whose XYZ scaling is non-uniform cannot be lighted correctly.
223</p>
224</s>
225  </li>
226<li><strong>Max Reserved Uniform Registers</strong>
227  <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>
228  <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>
229
230  Check with the lead project programmer for the number of vertex lights and user uniforms.<br> Set to 0 when not using vertex lighting and user uniforms.</td></tr></tbody></table>
231</p></li>
232</ul>
233
234<h4><a name="options_anim">Animation Options</a></h4>
235<p>These are animation-related options.</p>
236<p><img src="images/AnimOpt1.gif"></p>
237<ul>
238<li><strong>Bake All Animation</strong><br><br>
239  <p>Setting this option to ON, bakes the animation before output.<BR> <strong>Currently, this option cannot be set.</strong></p>
240  </li>
241<li><strong>Frame Precision</strong><br><br>
242  <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.
243</p>
244  </li>
245<li><strong>Loop</strong><br><br>
246  <p>If this option is selected, data for loop playback is output. <br> If this option is cleared, data for one-time playback is output. <br> Animation curve data created using this option varies when animation curve data is created automatically from baked data.
247</li>
248<li><strong>Frame Format</strong>
249<p>If enabled, skeletal animations are stored in frame format.<br> If disabled, 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>
250<li>
251<strong>Translate Quantize Quality</strong><br> <strong>Rotate Quantize Quality</strong><br> <strong>Scale Quantize Quality</strong><br>
252	<p>For skeletal animation, the quantization precision can be set to one of 10 levels, ranging from 0 to 9.<br>
253		<ul>
254			<li>When 0 is specified, the animation precision is lowest but the amount of data is small.</li>
255			<li>When 9 is specified, no quantization is conducted so precision is the highest, but the amount of data is large.</li>
256		</ul>
257	</p>
258	<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>
259	</p>
260</li>
261	<p><strong>Acceptable Tolerance Values for Scale / Translate</strong></p>
262	 <table class="table">
263      <thead>
264        <tr>
265          <th>Compression Quality</th>
266          <th>Acceptable Tolerance Values</th>
267          <th>Comments</th>
268        </tr>
269      </thead>
270      <tbody class="center">
271        <tr>
272          <td>0</td>
273          <td>∞</td>
274          <td>Always quantize to minimum volume format.</td>
275        </tr>
276        <tr>
277          <td>1</td>
278          <td>0.40</td>
279          <td>--</td>
280        </tr>
281        <tr>
282          <td>2</td>
283          <td>0.30</td>
284          <td>--</td>
285        </tr>
286        <tr>
287          <td>3</td>
288          <td>0.20</td>
289          <td>--</td>
290        </tr>
291        <tr>
292          <td>4</td>
293          <td>0.10</td>
294          <td>Recommended value for start of adjustment</td>
295        </tr>
296        <tr>
297          <td>5</td>
298          <td>0.06</td>
299          <td>--</td>
300        </tr>
301        <tr>
302          <td>6</td>
303          <td>0.03</td>
304          <td>--</td>
305        </tr>
306        <tr>
307          <td>7</td>
308          <td>0.01</td>
309          <td>--</td>
310        </tr>
311        <tr>
312          <td>8</td>
313          <td>0.005</td>
314          <td>--</td>
315        </tr>
316        <tr>
317          <td>9</td>
318          <td>0</td>
319          <td>Never quantize.</td>
320        </tr>
321      </tbody>
322    </table>
323    <ul>
324	<p>
325	The acceptable tolerance value is set the same for the NW4R exporter.
326	</p>
327	<p>
328	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.
329	</p>  
330    </ul>
331    <p><strong>Acceptable Tolerance Values for Rotate</strong></p>
332    <table class="table">
333      <thead>
334        <tr>
335          <th>Compression Quality</th>
336          <th>Acceptable Tolerance Values</th>
337          <th>NW4R conversion</th>
338          <th>Comments</th>
339        </tr>
340      </thead>
341      <tbody class="center">
342        <tr>
343          <td>0</td>
344          <td>∞</td>
345          <td>∞</td>
346          <td>Always quantize to minimum volume format.</td>
347        </tr>
348        <tr>
349          <td>1</td>
350          <td>0.50</td>
351          <td>0.025</td>
352          <td>--</td>
353        </tr>
354        <tr>
355          <td>2</td>
356          <td>0.40</td>
357          <td>0.020</td>
358          <td>--</td>
359        </tr>
360        <tr>
361          <td>3</td>
362          <td>0.30</td>
363          <td>0.015</td>
364          <td>--</td>
365        </tr>
366        <tr>
367          <td>4</td>
368          <td>0.20</td>
369          <td>0.010</td>
370          <td>Recommended value for start of adjustment</td>
371        </tr>
372        <tr>
373          <td>5</td>
374          <td>0.10</td>
375          <td>0.005</td>
376          <td>--</td>
377        </tr>
378        <tr>
379          <td>6</td>
380          <td>0.05</td>
381          <td>0.0025</td>
382          <td>--</td>
383        </tr>
384        <tr>
385          <td>7</td>
386          <td>0.01</td>
387          <td>0.0005</td>
388          <td>--</td>
389        </tr>
390        <tr>
391          <td>8</td>
392          <td>0.005</td>
393          <td>0.00025</td>
394          <td>--</td>
395        </tr>
396        <tr>
397          <td>9</td>
398          <td>0</td>
399          <td>0</td>
400          <td>Never quantize.</td>
401        </tr>
402      </tbody>
403    </table>
404    <ul>
405		<p>
406			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,
407		</p>
408    </ul>
409    <p><strong><font color=#ff0000>Note: The settings values shown in the table may change in the future.</font></strong></p>
410</ul>
411
412<h4><a name="options_tolerance">Tolerance Options</a></h4>
413<p>This option specifies the allowable range of errors when animation curve data is optimized.</p>
414<img src="images/ToleranceOpt1.gif"> <br>
415<p>If the maximum difference between the start frame value 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.</p>
416<p>When animation curve data is created automatically from baked data, a key for each frame (in the units specified by <B>Frame Precision</B>) is created and the key for the <B>below tolerance</B> value specified here is deleted by the <B>maximum differential value when performing Hermite interpolation</B>. 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>
417<ul>
418<li><B>Node Translate</B>, <B>Node Rotate</B>, <B>Node Scale</B>
419  <p>This is the allowable value for errors related to the Translate, Rotate, and Scale values used for character 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>
420  </li>
421</ul>
422<ul>
423<li><B>Texture Translate</B>, <B>Texture Rotate</B>, <B>Texture Scale</B>
424  <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.<br>
425  </li>
426</ul>
427<ul>
428  <li><strong>Color</strong>
429  <p>This is the allowable value for errors in each color value and alpha value of a color or scene animation. <br> This is the allowable error that applies to a color value (on Softimage color values are between 0 and 1) <B>after it is multiplied by 255</B>.
430  </li>
431</ul>
432
433
434<!-- 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オンになります。 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。 なお、シーンアニメーション(rsca)は検索されないので、手動でオン/オフを切り替えてください。 </p -->
435
436<br>
437
438<!-- <ul><font color="#ff0000"> βテスト用での問題点。 <li>rchaファイルの出力に時間が掛かります(正式リリースまでに処理の効率化&高速化)。</li> <li>マテリアルのタイプを Constant にして出力すると真っ黒になってしまいます(正式リリースまでに対応)。</li></font> </ul> --->
439
440<h4><a name="options_optimization">Optimization Options</a></h4>
441
442<p>
443You can optimize data using CreativeStudio when outputting intermediate files from Softimage. Optimization-related options are specified here. <br> For detailed information, see the EffectMaker manual.
444</p>
445<p><img src="images/OptimizeOpt1.gif" border="0"></p>
446<ul>
447<li><strong><a name="options_compress_node">Compress Node</a></strong>
448<p>
449<table class="list_table">
450<tbody>
451<tr>
452<td>Mode</td>
453<td>Description</td>
454</tr>
455<tr>
456<td><strong>None</strong></td>
457<td>Do not compress nodes. Outputs the hierarchical structure used in Softimage as-is.</td>
458</tr>
459<tr>
460        <td nowrap><strong>Cull Useless Node</strong></td>
461        <td>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.<BR> Notes for which the uncompressible flag has been set are not compressed.
462</td>
463</tr>
464<tr>
465        <td nowrap><strong>Cull Uninfluential Node</strong></td>
466        <td>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> 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.<BR> Notes for which the uncompressible flag has been set are not compressed.</td>
467</tr>
468
469<tr>
470	<td><strong>Unite Compressible Node</strong></td>
471	<td>
472	Nodes for which the uncompressible flag has been set are gathered.<br> Do not select this mode when using skinning.
473	</td>
474</tr>
475
476<tr>
477	<td><strong>Unite All Node</strong></td>
478	<td>
479	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.-->.
480	</td>
481</tr>
482
483
484  </tbody>
485</table>
486<br>
487<ul>
488   <li>Specifies the node compression mode to use for the entire model.<BR> By reducing the number of nodes, you can lighten the load associated with matrix computations and cut down on the use of memory.
489   </li>
490   <li>Nodes (bones) output to intermediate files can be compressed.<BR> The data used by Softimage does not change.</li>
491   <li>Compression is supported for cmdl and cskla files.<BR> Node compression is also applied to cskla files only when <B>Cull Uninfluential Node</B> has been specified.</li>
492   </ul>
493  </li>
494
495<li><strong>Compress Material</strong>
496<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> Materials for which Compress has been set to <strong>No Compress</strong> using the <a href="data_plugins.html#mat_attr">plug-in for setting material attributes (NW4C Set Material Attribute)</a> are not compressed.
497</li>
498
499
500<li><strong>Optimize Primitive</strong>
501  <p>Optimize Primitive optimizes polygon primitives and then outputs.<BR> This reduces the drawing process load compared to when set to OFF.</p></li>
502   <p>Optimization is made to adjust the arrangement of triangles to increase the hit rate of the vertex cache inside the GPU.<BR> The degree of improvement varies depending on data content and rendering conditions.<BR> Improvement in performance can be expected under conditions where vertex processing has become a bottleneck.</p>
503  </li>
504
505<li><strong>Convert To Model</strong>
506<p>Conversion from a skeletal model (skin model) to a model is performed if set to ON.
507</p>
508<p>
509	<strong>Conversion from a skeletal model (or skin model) to a model</strong><br />
510</p>
511<ul>
512	<li>Benefits
513        <p>Models have a simpler structure than skeletal models and can be handled more efficiently by the actual hardware.</p>
514	</li>
515	<li>Notes
516		<p>During model conversion, all bones are combined and skeleton information (the hierarchical structure) is lost.<BR> <strong>Skeleton information is destroyed, making it impossible to use skeletal animation and billboarding.</strong></p>
517	</li>
518    <li><strong>Note that data that was automatically converted in past versions is no longer converted, resulting in cases where the processing load has increased.</strong><br> Batch processing using a CreativeStudio script can be used for automatic conversion to models for the sake of compatible output. For details, see <br>CreativeStudio documentation</a>.</li>
519
520</ul>
521</li>
522
523</ul>
524
525<!-- h4><a name="options_quantization">Quantization Options</a></h4>   <p> バイナリデータに変換する際の頂点情報の精度に関するオプションです。<br> 固定小数点数にすると、浮動小数点数よりデータ量が小さくなりますが、精度は低くなります。 </p> <p><img src="images/QuantizeOpt1.gif" border="0"></p>   <ul> <li><strong>Position</strong>   <p>頂点座標の精度を指定します。<br>   <strong>Float</strong> にすると、浮動小数点数として格納します。<br>    <strong>Fixed</strong> にすると、固定小数点数として格納します。<br>    <strong>Auto</strong> にすると、バイナリコンバータが浮動小数点数と固定小数点数のうち最適なものを自動的に選択します。<br>   シェイプアニメーションで頂点座標を更新するポリゴン群の頂点については、ここで指定した精度に関係なく Float で固定となります。   </p>   </li> <li><strong>Normal</strong>   <p>法線の精度を指定します。<br>   <strong>Float</strong> にすると、浮動小数点数として格納します。<br>    <strong>Fixed 14</strong> にすると、小数部 14 ビットの符号付 16 ビット固定小数点数(精度は 1/16384 = 約 0.00006)<br>    として格納します。<br>   <strong>Fixed 6</strong> にすると、小数部 6 ビットの符号付 8 ビット固定小数点数(精度は 1/64 = 約 0.016)として格納します。<br>   シェイプアニメーションで法線を更新するポリゴン群の頂点については、ここで指定した精度に関係なく Float で固定となります。   </p>    </li> <li><strong>Tex Coord</strong>    <p>テクスチャ座標の精度を指定します。<br>   <strong>Float</strong> にすると、浮動小数点数として格納します。<br>    <strong>Fixed</strong> にすると、固定小数点数として格納します。<br>    <strong>Auto</strong> にすると、バイナリコンバータが浮動小数点数と固定小数点数のうち最適なものを自動的に選択します。</p>    </li>   <li><strong>Translate Precision、Rotate Precision、Scale Precision</strong>   <p>キャラクタアニメーションの Translate 値、Rotate 値、Scale 値の精度を指定します。<br>   バイナリデータでは Translate 値、Rotate 値、Scale 値を 96 / 48 / 32 ビット形式のいずれかで格納しますが、その際に誤差がここで指定した許容値未満になる形式をアニメーションカーブ単位で選択します。<br>   誤差の許容値を大きくするほど、48 ビット形式や 32 ビット形式が選択されやすくなってデータ量が小さくなりますが、アニメーションの精度は低くなります。<br>   なお、この値はバイナリファイルのサイズに影響を与えます。中間ファイルに出力するアニメーションカーブデータには影響を与えません。   </li> </ul -->
526
527<!-- h4><a name="options_model">Model Options</a></h4>   <p>モデルに関するオプションです。</p> <p><img src="images/ModelOpt1.gif" border="0"></p> <ul> <li><strong>Color Type</strong>    <p>頂点カラーのタイプを指定します。<br> 精度を低くするほど Softimage 上で異なる値が同じ値とみなされ、データ量が小さくなります。<br>    <strong>RGBA8</strong> にすると RGBA 各 8 ビット(256 レベル)の精度の値として出力します。<br>    <strong>RGBA6</strong> にすると RGBA 各 6 ビット(64 レベル)の精度の値として出力します。<br>    <strong>RGBA4</strong> にすると RGBA 各 4 ビット(16 レベル)の精度の値として出力します。<br>    <strong>RGB8</strong> にすると RGB 各 8 ビット(256 レベル)の精度の値として出力します。アルファの値は出力されません。<br>    <strong>RGB565</strong> にすると R と B が各 5 ビット(32 レベル)、G が 6 ビット(64 レベル)の精度の値として出力します。アルファの値は出力されません。<br>    <strong>Auto</strong> にすると、Softimage 上の頂点アルファがすべて 1.0 以上なら <strong>RGB565</strong> を、1.0 未満の頂点アルファが存在するなら <strong>RGBA6</strong> を同一マテリアルのポリゴン群ごとに自動的に選択して出力します。<br>   シェイプアニメーションで頂点カラーを更新するポリゴン群の頂点については、ここで指定したタイプに関係なく RGBA8 で固定となります。   </p>   </li --> <!--<li><strong>UserNormal</strong>   <p>ユーザ法線を出力します。オンにするとXSI_UserNormalEditing プラグインで設定されたユーザ法線が存在すればそれを出力します。<br>  オンの場合でも、ユーザ法線が存在しない場合はオブジェクト本来の法線を出力します。</p>   </li>--> <!-- /ul>< -->
528
529<!-- h4><a name="options_anim">Animation Options</a></h4>  <p>アニメーション全般に関するオプションです。</p> <p><img src="images/AnimOpt1.gif" border="0"></p> <ul>  <li><strong>Bake All Animation</strong>    <p>オンにすると、全てのアニメーションについて、ベイクしたデータからアニメーションカーブデータを自動作成して出力します。<br> オフにすると、可能な限り Softimage 上のアニメーションカーブをそのまま出力します。そのまま出力できない部分はベイクしたデータからアニメーションカーブデータを自動作成して出力します。</p>  <!-- <font color="#ff0000">オフはβテスト用には対応しておりません。</font></p> -->  <!-- /li> <li><strong>Frame Precision</strong>    <p>ベイクしたデータからアニメーションカーブデータを自動作成する際の、フレームの精度を指定します。<br>   <strong>1.0</strong> にすると、整数フレーム単位でベイクを実行します。<br>   <strong>0.5</strong> にすると、0.5 フレーム単位でベイクを実行します。<br>    <strong>0.2</strong> にすると、0.2 フレーム単位でベイクを実行します。<br>    <strong>0.1</strong> にすると、0.1 フレーム単位でベイクを実行します。<br>  精度を高くすると、小数フレームのタイミングで不連続に変化するアニメーションなどを正確に再現できますが、出力に掛かる時間は長くなります。</p>   </li> <li><strong>Loop</strong>   <p>オンにすると、ループ再生するデータとして出力します。<br> オフにすると、一度だけ再生するデータとして出力します。<br> ベイクしたデータからアニメーションカーブデータを自動作成する際は、このオプションによって作成されるアニメーションカーブデータが変わります。</p>   </li> </ul>  <h4><a name="options_tolerance">Tolerance Options</a></h4>  <p>アニメーションカーブデータを最適化する際の誤差の許容範囲を指定するオプションです。</p> <p><img src="images/ToleranceOpt1.gif" border="0"></p> <p>開始フレームにおける値と各フレームにおける値の差の最大値が、ここで指定した許容値未満の場合は、アニメーションを一定とみなし、開始フレームにおける値だけ出力します。<br> ベイクしたデータからアニメーションカーブデータを自動作成する際は、Frame Precision で指定した単位で各フレームに対するキーを作成し、<strong>エルミート補間したときの誤差の最大値</strong>がここで指定した<strong>許容値未満</strong>になるキーを削除します。誤差の許容値が小さいほどアニメーションの精度は高くなりますが、キー数が多くなってアニメーションカーブデータ量が増えます。</p>  <ul> <li><strong>Node Translate</strong>、<strong>Node Rotate</strong>、<strong>Node Scale</strong>    <p>キャラクタアニメーションの Translate 値、Rotate 値、Scale 値についての誤差の許容値です。<br>  Node Rotate の単位は degree です。<br>    Node Translate は <strong>Magnify を掛ける前の値</strong>についての誤差の許容値です。Softimage 上の Linear の単位が centimeter 以外の場合は、centimeter に換算した値についての誤差の許容値となります。</p>    </li> <li><strong>Texture Translate</strong>、<strong>Texture Rotate</strong>、<strong>Texture Scale</strong>    <p>テクスチャ SRT アニメーションの Translate 値、Rotate 値、Scale 値についての誤差の許容値です。<br>  Texture Rotate の単位は degree です。</p>    </li> <li><strong>Color</strong>   <p>カラーアニメーションの各カラー値とアルファ値についての誤差の許容値です。<br>   この値は Softimage 上の 0 ~ 1 のカラー値に <strong>255 を掛けた後の値</strong>についての誤差の許容値です。</p>    </li> </ul>  <!-- h2><a name="export_script">スクリプトコマンド出力</a></h2> <p> Exportプラグインは、スクリプトエディタから以下のコマンド形式で実行することもできます。<br> この処理を<strong>スクリプトコマンド出力</strong>と呼びます。<br> スクリプトコマンド「NW4CExport」の書式は以下の通りです。 </p> <p> <strong>NW4CExport [output_name], [r3es_file]</strong> </p> <p> 引数を指定していないときは<strong>NW4C Exportプラグインダイアログ</strong>を開いた時と同じオプション設定で実行されますが、引数を指定することでファイル名を変更したり、r3esファイル内のオプション設定を反映することができます。<br> </p>  <p> <strong>output_name:</strong><br> 出力する中間ファイルの名前を指定します。<br> 指定しない場合は、r3esファイルもしくはオプション設定ダイアログの"File Name"が反映されます。 </p>  <p> <strong>r3es_file:</strong><br> オプション設定に使用するr3esファイルをフルパスで指定します。<br> output_nameが指定されている場合はファイル名のみoutput_nameが優先されます。<br> </p> <p> 以下に実行例をあげます。 <ul> <li>前回、中間ファイルを出力した時のオプション設定で出力されます。<br> <strong>NW4CExport [Enter]</strong><br><br> </li> <li>前回、中間ファイルを出力した時のオプション設定で、出力するファイル名のみ変更して出力します。<br> <strong>NW4CExport "human_run" [Enter]</strong><br><br> </li> <li>r3esファイルのオプション設定に従って出力します。<br> <strong>NW4CExport , "C:/data/test.r3es" [Enter]</strong><br><br> </li> <li>出力するファイル名とr3esファイルのオプション設定の従って出力します。<br> <strong>NW4CExport "human_run" , "C:/data/test.r3es" [Enter]</strong> </li> </ul> <br -->
530
531<h4><a name="options_softimage">Softimage Options</a></h4>
532<p>An output option specific to Softimage.</p>
533<p><img src="images/SoftimageOpt.gif"  border="0"></p>
534<ul>
535<li><strong>Invert VertexColor Alpha</strong>
536  <p>Specifies whether the vertex color alpha is to be inverted before output.</p>
537  </li>
538<li><strong>Ignore Ambient Texture</strong>
539  <p>Sets whether to ignore textures connected to ambient.<BR> If enabled, textures connected to an ambient are not output.<BR></p>
540  </li>
541<!-- li><strong>Texture Matrix</strong> <p>テクスチャ行列の計算方法を指定します。<br> テクスチャ行列の計算方法は cmdl ファイルと rtsa ファイルに影響します。<br> <strong>Softimage</strong> を選択すると、Softimage 方式の計算方法となります。 Softimage 方式では、Scale と Rotate の中心の UV 座標は共に (0, 0) です。<br> <strong>3dsmax</strong> を選択すると、3dsmax 方式の計算方法となります。 3dsmax 方式では、Scale と Rotate の中心の UV 座標は共に (0.5, 0.5) です。<br> 3dsmax 方式を指定しても、Softimage の画面上には反映されません(Softimage 上と Wii 上でテクスチャの表示が異なる場合があります)。</p> </li -->
542</ul>
543
544
545<h2><a name="manage_options">How to Save Intermediate File Output Dialog Box Settings</a></h2>
546<p>
547Options set in the Export plug-in are automatically saved to a file during intermediate file output. The next time the dialog box is opened, the options are automatically reloaded as initial values.<br> Option settings are saved in $(NW4C_ROOT)/tools/DccPlugin/softimage/ini.<B></B> Although intermediate file output settings are saved in last_export_options.c3es, plug-in settings are saved in plugin_preference.txt. <BR> If these files are deleted and the Export Plug-in is run, the options are set to their default values.
548</p>
549<p>
550Items that have been set can also be input or output as a C3ES (CTR 3D Export Settings) file.<br> For details on the format of the C3ES file, see c3esFileFormat.pdf.</p>
551
552<h2><a name="scene_settings">Setting for the Automatic Save Destination of the Dialog</a></h2>
553<p> Select <strong>NW4C Auto Save Export Setting</strong> from the NW4C menu to open the dialog box and turn on/off the Auto_SaveLoad_Setting checkbox.</p>
554<p>If the checkbox is selected:</p>
555<ul>
556<li>When outputting an intermediate file: The dialog box settings are saved to file and saved to the scene as well. (Adds the custom parameter set called <EM>NW4R_ExpDialogPSet</EM> to scenes.)
557  </li>
558<li>When the dialog box is opened: Settings saved for the scene are given priority and loaded. If settings have not been saved for the scene, the settings saved in the file are loaded.<br> This is useful when different settings are used for separate scenes.
559  </li>
560</ul>
561<p>If the checkbox is left unselected:</p>
562<ul>
563<li>When outputting an intermediate file: The dialog box settings are saved to the file.
564  </li>
565<li>When opening the dialog box: Settings saved in the file are loaded.<br> This is useful when you want to switch scenes but output under the same settings.
566  </li>
567</ul>
568<p>The default is <B>On</B>.</p>
569<p><B>c3es File I/O</B><br> To control the input/output of the c3ES files, click <B>Save</B> or <B>Load</B>, located in the lower left of the intermediate file output dialog box.<br> Clicking <B>Save</B> displays a dialog box, and the following items can be set. (The same applies for the <B>Load</B> dialog box.)
570<ul>
571  <li><B>File Name</B><br> Specifies the name of the C3ES file to be output (or to be input when <B>Load</B> is used).<br> The file extension is C3ES (CTR 3D Export Settings).<br>
572  </li>
573</ul>
574<br>
575
576<h2><a name="export_script">Script Command Output</a></h2>
577<p>
578The Export plug-in can be executed from the script editor in the following command format.<br> This process is called <B>Script Command Output</B>.<br> The format of the script command <CODE>NW4CExportSettingFile</CODE> is as follows.
579</p>
580<p>
581<strong>NW4CExportSettingFile c3esFileName, [sceneName], [outputFolder]</strong>
582</p>
583
584<p>
585<strong>c3esFileName:</strong><br> Specifies the C3ES file to be used for option settings as a full path.<br>
586</p>
587
588<p>
589<strong>sceneName:</strong><br> Specifies the name of the intermediate file to output. <br>If not specified, then <B>OutputFileName</B> of the C3ES file is applied.
590</p>
591
592<p>
593<strong>outputFolder:</strong><br> Specifies the folder to output intermediate files to. <br>If not specified, then <B>OutputFolder</B> of the C3ES file is applied.
594</p>
595
596<p>
597Below are some execution examples:
598<ul>
599<li>Output using the output file name and output folder described in C3ES.<br> <strong>NW4CExportSettingFile &quot;C:/data/test.c3es&quot;[Enter]</strong><br><br>
600</li>
601<li>Output to output file name and output folder after changing what is described in C3ES. <strong>NW4CExportSettingFile &quot;C:/data/test.c3es&quot;, &quot;renamed&quot;, &quot;C:/tmp&quot;[Enter]</strong><br><br>
602</li>
603</ul>
604<br>
605
606
607<h2><a name="export_batch_export">Batch Export</a></h2>
608<p>
609Intermediate files can be output in Softimage by specifying a folder and batch exporting one or more scenes all at once, as well as one at a time.<br> This process is called <B>batch export</B>.<br>
610</p>
611<h3><a name="export_batch_run">How to Run Batch Export</a></h3>
612<p>
613Click NW4C &gt; Batch Export to display the Batch Export option window.<br> Specify an Input Folder and Output Folder and click <strong>OK</strong> to automatically load scn files in the specified Input Folder and output intermediate files to the specified Output Folder.<BR>
614</p>
615<p><img src="images/BatchExpOpt1.gif" border="0"></p>
616<ul>
617  <li><strong>Input Folder</strong><br><br>
618  <p>
619  Specifies the folder storing scn files to be converted to intermediate files.
620  </p>
621  </li>
622
623  <li><strong>Output Folder</strong><br><br>
624  <p>
625  Specifies the folder to output intermediate files to.
626  </p>
627  </li>
628</li>
629</ul>
630<h3><a name="export_batch_run_command">How to execute batch export from the command line</a></h3>
631<ul>
632	You cna perform batch export from the command line by creating a script file containing export commands arranged in order and then executing that script using Softimage.<BR> <br/> An examples is shown below.<br/> <br/> Create the scenes to be output and the script file containing the export commands to be executed as follows in batch_export.vbs:<BR><br/> <strong>OpenScene</strong> &quot;C:\path\to\scene1.scn&quot;, false<br/> <strong>NW4CExportSettingFile</strong> &quot;C:\settings.c3es&quot;, &quot;output_filename1&quot;, &quot;C:\out&quot;<br/> <strong>OpenScene</strong> &quot;C:\path\to\scene2.scn&quot;, false<br/> <strong>NW4CExportSettingFile</strong> &quot;C:\settings.c3es&quot;, &quot;output_filename2&quot;, &quot;C:\out&quot;<br/><BR>From the command line, execute the script in batch mode by specifying -script option as follows:<br/> <br/> C:\&gt;C:\Softimage\Softimage_7.5\Applicatio\bin\XSI.exe -script C:\batch_export.vbs<br/> <br/>This allows you to make all exports at once from the command line.<br/>
633
634</ul>
635<h2><a name="error_warning">Errors and Warnings</a></h2>
636
637<h3><a name="errors">Error Types and Handling Errors</a></h3>
638<p>
639If an error occurs during output, it is displayed by Script Editor and in the status line (at the bottom of the Softimage screen).<br>
640</p>
641
642<p>
643Errors that deserve particular attention are described in alphabetical order.
644</p>
645<ul>
646
647<!--  <li><strong>Blend shape target is duplicate</strong> <p>同じ名前のシェイプが、キーシェイプとして重複登録されています。ベースシェイプと全てのキーシェイプは必ずユニークな名前になるように設定してください。 同じ形状をキーシェイプとして別途登録したい場合には、別名のシェイプを用意してください。 </p>  -->
648<li><strong>CreativeStudio cannot be found</strong>
649<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 Softimage.</p></li>
650<li><strong>Can't get texture size</strong>
651  <p>Cannot get the size of image due to invalid data in the texture file.</p>
652  </li>
653<li><strong>Can't open file</strong>
654  <p>This error occurs when the file does not exist, cannot be opened, or cannot be overwritten.</p>
655  </li>
656<li><strong>Can't get UV data of Texture(TextureName) at Material(MaterialName).</strong>
657  <p>This error occurs when the UV coordinates have not been set for the surface to which the texture has been applied.</p>
658  </li>
659<li><strong>Failed to start CreativeStudio</strong>
660<p>CreativeStudio has failed to start. Be sure to check CreativeStudio error output.</p></li>
661
662<!-- <li><strong>CI and non-CI textures are used in rtpa</strong>    <p>テクスチャパターンアニメーションで、カラーインデックスフォーマットのテクスチャと非カラーインデックスフォーマットのテクスチャが混在して使用されています。1つの Image ノードに対してはどちらか一方のフォーマットのテクスチャだけ使用してください。</p>    </li> <li><strong>Environment variable does not exist</strong>    <p>環境変数 が存在しません。<br>    環境変数 <strong>NW4C_ROOT</strong> を <strong>3DEditor</strong> が存在するパスに設定し、Softimage を再起動してください。</p>    </li> <li><strong>Failed to start 3DEditor</strong>    <p>3DEditor の起動に失敗しました。3DEditor のエラー出力を確認してください。</p>    </li>    <li> <strong>Fur base map is not assigned</strong> <p>ファーのベースマテリアルにベースマップ用テクスチャが設定されていません。</p> </li>  <li> <strong>Fur length map is wrong</strong> <p>NW4C Set Fur Attribute プラグインで指定したファーの長さマップ用テクスチャのパスが空の場合に発生します。</p> </li>  <li> <strong>Fur direction map is wrong</strong> <p>NW4C Set Fur Attribute プラグインで指定したファーの毛並みマップ用テクスチャのパスが空の場合に発生します。</p> </li>  <li> <strong>Fur pore map is not specified</strong> <p>ファーの毛穴マップ用テクスチャが指定されていません。NW4C Set Fur Attribute プラグインで指定してください。</p> </li>  <li><strong>Hierarchical Scaling settings are not identical</strong>    <p>階層スケーリングの方法が統一されていません。<a href="data_plugins.html#hiera_scal">NW4C Set Hierarchical Scaling</a> プラグインを用いて階層スケーリングの方法を統一してください。</p>    </li> -->
663<li><strong>Hierarchical Scaling settings are not identical</strong>
664  <p>The hierarchical scaling method is not standardized.</p>
665  </li>
666<li><strong>Influence object is not outputted</strong>
667  <p>Nodes that affect envelope are not output. This is issued when the output option <B>Export Target</B> is set to <B>Selection</B>, and a node affected by the envelope is not selected</p>
668  </li>
669
670<li><strong>Max Reserved Uniform Registers is wrong</strong>
671<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.
672</p></li>
673
674<li><strong>No effective node</strong>
675  <p>There is no active node to be output. Be sure to set the node compression disable flag using the <CODE><a href="data_plugins.html#no_compress_node">NW4C Set No Compress Node</a></CODE> plug-in when you want to output only <CODE>NULL</CODE>.</p>
676</li>
677
678<li><strong>No output file</strong>
679  <p>This error occurs when the output specifications for the intermediate file are all cleared, or when only the output specifications for texture data are selected but there is no texture to output.</p>
680</li>
681
682
683<li><strong>Output File Name is wrong</strong>
684<p>This error occurs if the Export option <B>Output File Name</B> is left blank or contains illegal characters.</p>
685</li>
686<li><strong>Output Folder is wrong</strong>
687<p>This error occurs if the Export option <B>Output Folder</B> is left blank or contains illegal characters.</p></li>
688
689<li><strong>Polygon bone size is over</strong>
690<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.
691</p></li>
692<li><strong>Path of cmdl file to merge is wrong</strong>
693<p>This error occurs if the path for the CMDL file to be merged is left blank or if the path name contains illegal characters.</p>
694</li>
695<!-- <li><strong>ShapeKey target topology is different from original mesh</strong> <p>シェイプキーのターゲットオブジェクトの頂点数、面数、各面の頂点数が、ベースオブジェクトと異なっています。</p></li> -->
696<li><strong>Same user attribute exists</strong>
697<p>More than one vertex color exists for the user vertex attribute of the given number. For example, this error would occur if there were vertex colors with the names <I>nw4cUser0</I> and <I>nw4cUser0_b</I> for the same single object. Either delete the unnecessary vertex colors or change their names.</p></li>
698
699<!-- <li><strong>Texture image name is wrong</strong>  <p>Image ノードの Image Name が空になっている場合や、テクスチャパターンアニメーションで使用するテクスチャのファイル名が、"name.#.ext" (# は数値、ext は拡張子)の形式になっていない場合に発生します。<br>  適切なテクスチャファイルを指定してください。</p></li> -->
700<li><strong>Texture size is wrong</strong>
701<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>
702
703<li><strong>TGA file is wrong</strong>
704<p>TGA file contents are invalid.</p></li>
705
706<!-- <li><strong>Texture palette data is not identical</strong>    <p>2つ以上のテクスチャで同じ名前のパレットが使用されていて、それぞれのパレットデータの内容が異なる場合に発生します。パレットデータの内容が異なる場合は、付加情報が付いた TGA ファイルを作成するときに異なるパレット名を指定してください。</p>    </li> -->
707<li><strong>Texture size is over</strong>
708  <p>The width or height of the texture image exceeds 1024.</p>
709  </li>
710
711<li><strong>The number of composite textures is over 3</strong>
712<p>This is issued when four or more textures are being used by the material.<BR> Make sure the number of textures used by a material is three or less.</p>
713  </li>
714<li><strong>Wrong weighted vertices exist</strong>
715  <p>This error occurs when there are vertices whose total envelope weight is a value other than 1.0. Be sure to correct the weight value.<br> Note that the total is automatically adjusted to 1.0 when the weight value is changed, as long as the <B>Normalize</B> button of Weight Editor is on.</p>
716  </li>
717</ul>
718
719<h3><a name="warnings">Warning Types and Handling Warnings</a></h3>
720<p>If a warning occurs during output, it is displayed by Script Editor.<br> Warnings which should be paid particular attention are described in alphabetical order.</p>
721<ul>
722
723<!-- <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か、1つのオブジェクトに <strong>Select Shape Key </strong>と <strong>Store and Apply Shape Key</strong> による キーシェイプ設定が混在しています。法線と頂点カラーはアニメーションされません。</p></li>  <li><strong>Blend shape target has shape animation</strong> <p>ブレンドシェイプのターゲットオブジェクトにシェイプアニメーションが設定されています。正常にシェイプアニメーションされないことがあります。</p></li>  -->
724<li><strong>Can't export NURBS curve</strong>
725<p>NURBS curves cannot be output. Output as <CODE>NULL</CODE>.</p></li>
726
727<li><strong>Can't export NURBS surface</strong>
728<p>NURBS surfaces cannot be output. Output as <CODE>NULL</CODE>.</p></li>
729
730<li><strong>Can't export Subdivision surface</strong>
731<p>Subdivision surfaces cannot be output. An original shape is output.</p></li>
732
733<!-- <li><strong>Can't export texture file except tga in scr/NW4C_TexPatternPSet</strong>  <p>scr ファイルもしくは NW4C_TexPatternPSet に TGA ファイル(付加情報の有無は問いません)以外のファイル形式の画像ファイルが指定されています。<br> テクスチャパターンアニメーションは TGA ファイルのみサポートしておりますので、TGA ファイルをお使いください。</p></li>  -->
734<li><strong>Can't get UV data for generating the tangent</strong>
735  <p>This error occurs when UV data used to calculate the tangent used by an anisotropic shader cannot be found.</p>
736  </li>
737<li><strong>End frame is wrong</strong>
738<p>The specified end frame is set earlier than <B>Animation Start</B> in Softimage. <B>Animation End</B> in Softimage is output as the end frame.</p></li>
739<li><strong>Material name is changed</strong>
740<p>A material name output to the intermediate file was changed because two or more materials had the same name. This error occurs when the materials that have the same name exist across different material libraries.</p></li>
741<!-- <li><strong>No color animation</strong>  <p>rcla 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>  <li><strong>No shape animation</strong> <p>rsha 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。</p></li>    <li><strong>No texture pattern animation</strong> <p>rtpa 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>rtsa 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> -->
742<li><strong>Node name is changed</strong>
743<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>
744<!-- <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>  <li><strong>Palette name is changed</strong> <p>パレット名に禁止文字が含まれています。禁止文字は「_(アンダーバー)」に変換して出力されます。</p> </li>    <li><strong>Output File Name is changed</strong>  <p>Output File Name に禁止文字が含まれる場合は出力されるファイル名が変更されます。</p></li> -->
745<li><strong>Shader is not supported</strong>
746<p>A shader not supported by the Export plug-in is being used.</p></li>
747
748<li><strong>Shear is not zero</strong>
749<p>Correct output is not possible because the scale inclination (shear) of the kinematics node has a value other than 0. Be sure to set the scale inclination (shear) to (0, 0, 0).</p></li>
750
751<li><strong>Start frame is bigger than End frame</strong>
752<p>The start frame has been set after the end frame. Data is output after the value for the start frame is swapped with the value for the end frame.</p></li>
753
754<li><strong>Start frame is wrong</strong>
755<p>The specified start frame is set after <B>Animation End</B> in Softimage. <B>Animation Start</B> in Softimage is output as the start frame.</p></li>
756
757<li><strong>Texture name is changed</strong>
758<p>The texture name contains illegal characters. Illegal characters are converted to an underscore (<CODE>_</CODE>) and output as such.</p>
759</li>
760
761<!-- <li><strong>Texture size is wrong for light map</strong> <p>ライトマップ用テクスチャの画像のサイズが 64 x 64 になっていないため、正しく表示できません。</p>  <li><strong>Texture (&lttexture_name&gt) assigned Current UV of the Material (&ltmaterial_name&gt)</strong>   <p>テクスチャプロジェクションが割り当てられていないため、UV 座標が取得できません。デフォルトで取得できる UV 座標を使用します。   Softimage のオペレーションによってはプロジェクションが外れてしまうことがありますので、再度、割り当てを行ってみてください。</p>  <li><strong>There are multiple texture files with the same name</strong>  <p>出力対象にファイル名が同じでフォルダまたは拡張子の異なるテクスチャファイルが複数存在します。出力される rtex ファイルは1つだけなので注意してください。</p></li>  -->
762<li><strong>Zero normal exists</strong>
763<p>A normal vector that has length 0 exists. Lighting effects will not be carried out normally. Correct this using <CODE>XSI_UserNormalEditing</CODE>.</p>
764</li>
765
766<li><strong>Optimization failed</strong>
767<p>The optimization process in CreativeStudio has failed.</p>
768</li>
769
770
771
772</ul>
773<p><br><br><br></p>
774<hr><p>CONFIDENTIAL</p></body>
775</html>
776