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12<h1>Coordinate System</h1>
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14<h2>Direction of Coordinate Axes</h2>
15<p>NintendoWare uses a right-handed coordinate system with the positive direction of the Y axis pointing upward.</p>
16<img src="./images/coordinate_system.jpg">
17<p><br>3ds Max uses a right-handed coordinate system with the positive direction of the Z axis pointing upward. <br>The 3ds Max Export plug-in converts vertex coordinates, normal, translation, rotation, scale and other values into values for a right-handed coordinate system with the positive direction of the Y axis pointing upward.</p>
18<img src="./images/coordinate_system_3dsmax.jpg">
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20<h2>Center Position of Shapes</h2>
21<p>The coordinate system for the center of the shape (the <CODE>&lt;CenterPosition&gt;</CODE> element of the <CODE>CMDL</CODE> file)  will differ depending on  the state of skinning. </p>
22<ul>
23<li>No skinning <br>Local coordinate system of bone to which shape belongs.</li>
24<li>Rigid skinning or smooth skinning<br> World coordinate system of the bind pose.</li>
25</ul>
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27<h2>Vertex Coordinates - Normal - Tangent</h2>
28<p>The coordinate system for vertex coordinates, normals and tangents will differ depending on  the state of skinning.</p>
29<ul>
30<li>No skinning <br>Local coordinate system of bone to which shape belongs.</li>
31<li>Rigid skinning<br> Local coordinate system of the influencing bone.</li>
32<li>Smooth skinning<br>World coordinate system of the bind pose.</li>
33</ul>
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37	<hr><p>CONFIDENTIAL</p></body>
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