1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> 2<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en-US" lang="en-US"> 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 href="../html/common/main.css" rel="stylesheet" type="text/css" /> 7<title>FAQ</title> 8</head> 9<body> 10<h1>FAQ</h1> 11<!-- INDEX --> 12<p>Frequently Asked Questions Regarding 3DEditor </p> 13<p><a href="#Q1">How do I check Maya export options on 3DEditor?</a></p> 14<p><a href="#Q2">How do I check for VRAM use?</a></p> 15<p><a href="#Q3">How do I automatically load models and at the same time lookup table sets and shared textures stored in a different folder?</a></p> 16<p><a href="#Q4">What is the priority when automatically opening files referenced by models?</a></p> 17<p><a href="#Q5">How do you change the default view of Schematic Display?</a></p> 18<!-- INDEX END --> 19<p><a name="Q1" id="Q1"></a></p> 20<h2>How do I check Maya export options on 3DEditor?</h2> 21<p>To check the export options for models, see the <a href="ui/property/model/model_log.html">Log category in the <B>Model </B> Property Window</a>.</p> 22<p>To check the export options for skeletal animations , see the <a href="ui/property/skeletal_animation/index.html"><B>Skeletal Animation</B> Property Window</a></p> 23<p><a name="Q2" id="Q2"></a></p> 24<h2>How do I check for VRAM use?</h2> 25<ol class="number"> 26 <li>First check VRAM usage for the overall model by checking <B>VRAM Size</B> in the <a href="ui/property/model/index.html">Model category in the <B>Model </B> Property Window</a>. </li> 27 <li>Next check <B>Vertex VRAM Size</B> and <B>Texture VRAM Size</B> in the same category to check the ratio of VRAM usage for vertices and textures. </li> 28 <li>If a large amount of VRAM is being used for vertices, use the following procedure to check the breakdown of usage: 29 <ol class="ui"> 30 <li>Check the VRAM usage for each mesh and their ratios in the <a href="ui/property/model/model_stream_info.html">Stream Information category of the <B>Model </B>Property Window</a>.<br /> 31 </li> 32 <li>Left-double-click on a mesh name in the Stream Information list to select that mesh.<br /> Two Property Windows display. You can proceed with your tasks more easily if you <a href="tutorial/edit_properties.html#object_pin">select a model and fix it using a pushpin</a>.</li> 33 <li>Check the VRAM usage and usage ratios for vertex indices and the various vertex attributes in the Stream category of the <B>Mesh </B>Property Window.</li> 34 </ol> 35 </li> 36 <li>If a large amount of VRAM is being used for textures, check the VRAM usage and usage ratios for each texture by checking <B>VRAM Size</B> and <B>VRAM Size Ratio</B> in the <a href="ui/object_view/texture_list.html">Texture List</a>.</li> 37</ol> 38<p><a name="Q3" id="Q3"></a></p> 39<h2>How do I automatically load models and at the same time lookup table sets and shared textures stored in a different folder?</h2> 40<p>By configuring additional reference paths in the config file these will be loaded automatically when a model is loaded. </p> 41<p>For the <CODE>ReferencePaths</CODE> element of NW4C_3DEditor.NW4C.config, specify the path to where the lookup table sets and shared textures are being stored.</p> 42<p>Alternately, you can specify a relative path from the referencing file.</p> 43<p>If a folder hierarchy has been created below the added reference path, then the relative path from the added reference path will be stored in the intermediate file. </p> 44<p>If there are multiple shared files, describe the <CODE>Path</CODE> element multiple times. </p> 45<p>The example below is the entry made to NW4C_3DEditor.NW4C.config when there is a shared file located in D:\ResourcePath\Common\ .</p> 46<pre class="main"> 47<?xml version="1.0" encoding="utf-8"?> 48<Setting xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> 49 <ReferencePaths> 50 <Path>D:\ResourcePath\Common\</Path> 51 </ReferencePaths> 52 ... 53</Setting> 54</pre> 55<p><a name="Q4" id="Q4"></a></p> 56<h2>What is the priority when automatically opening files referenced by models?</h2> 57<p>The various files referenced by a model file are loaded in the order of name-matching priority shown below:</p> 58<ol class="number"> 59 <li>(Limited to textures) Those files located in <CODE>/Textures</CODE> below the folder where the referencing file resides.</li> 60 <li>Those files in the same folder as the referencing file.</li> 61 <li>Those files located in added reference path folders.</li> 62 <li>Those files located in relative paths from the added reference path folders.</li> 63 <li>Those files located in relative paths from the folder where the referencing file resides.</li> 64</ol> 65<p><a name="Q5" id="Q5"></a></p> 66<h2>How do you change the default view of Schematic Display?</h2> 67<p> The default settings for display of bones, meshes, materials and texture nodes when models are shown in Schematic Display are configured in the config file.</p> 68<p>Say that you are material editing. The example below is the entries made to NW4C_3DEditor.NW4C.config to hide bones, always show meshes, and give detailed views of materials and textures. </p> 69<pre class="main"> 70<?xml version="1.0" encoding="utf-8"?> 71<Setting xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> 72 <SchematicDisplayModes> 73 <Bone>Hide</Bone> 74 <Mesh>Simple</Mesh> 75 <Material>Wide</Material> 76 <Texture>Wide</Texture> 77 </SchematicDisplayModes> 78 ... 79</Setting> 80</pre> 81<hr><p>CONFIDENTIAL</p></body> 82</html> 83