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="common/main.css" rel="stylesheet" type="text/css" /> 7<title>Revision History</title> 8</head> 9<body> 10<h1 id="HISTORY">Revision History</h1> 11<p>([*]) is a link to the relevant page.</p> 12<!-- バージョン番号は title.html も更新する事! --> <!-- =================================================== --> 13<h2 id="VWRSION_1_0_1">Version 1.0.1 2011/03/29</h2> 14<h3>Bug Fixes</h3> 15<ul> 16 <li>If the Viewer and 3DEditor were linked for real-time data transfers, the Viewer sometimes would freeze if you edited the material for a model that had texture coordinators and after that changed the model name. That problem was fixed.</li> 17 <li>When the Viewer and 3DEditor were linked for real-time data transfers, when you created an animation segment, saved all and then acted to reload data, the process would freeze. That problem was fixed.</li> 18 <li>3DEditor would experience a fatal error if the transfer of data was interrupted while sending a file to the Viewer. That problem was fixed.</li> 19 <li>If lookup tables were edited and then re-sent to the Viewer, the settings would not become correctly applied. That problem was fixed.</li> 20 <li>When binary was saved, output to separate files resulted in a total size that was greatly different from the size of a single file combining all the binary. That problem was fixed.</li> 21 <li>If a Motion was reloaded after closing all models and animation in 3DEditor or after merging and writing out from Maya, a window would display stating <I>Already loaded</I> and you would not be able to load the Motion.</li> 22 <li>When the <B>Save Changed File</B> window opened for a file that was selected to be closed and the user selected <B>Cancel</B>, the file would be closed anyway. That problem was fixed.</li> 23 <li>When the model properties were saved with the <B>Display/Transform</B> item <B>Show models</B> turned off, then the next time the model was opened the model would not display in the Viewer, even if the <B>Show models</B> property was switched back on. That problem was fixed.</li> 24 <li>In the dialog for editing lookup tables, the grayscale portion would be darkened when there were absolute values and Cos notation. That problem was fixed.</li> 25 <li>In the dialog for editing lookup tables, the notation for <B>Look up by absolute value in lookup table</B> was revised to show <B>Clamp values above 90° </B> for degree value notation and <B>Clamp values below 0</B> for Cos notation.</li> 26</ul> 27<h2 id="VWRSION_1_0_0">Version 1.0.0 2011/02/28</h2> 28<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - --> 29<p>Initial version.</p> 30<h2>Change to Intermediate File Specification (Important)</h2> 31<p> In order to improve the overall workflow convenience of 3DEditor, limitations have been added to the specification for intermediate files. </p> 32<p> Basically speaking, there is now a restriction that only one type of data can be saved for any given file extension.</p> 33<p>Also, for any given extension, each individual intermediate file can store only one set of data.</p> 34<p>If you want the intermediate file to contain data that exceeds the limits, load the data in the form of an unsaved file with the extension that corresponds to the type of data. </p> 35<p class="new_hint"><strong> For intermediate files that store one set of data, the file name is treated as the data name.</strong><br /> For this reason, if the filename and the data name are different, references between intermediate files will be severed. (If the pertinent file and the referenced file are loaded at the same time, an attempt is made to repair the reference.) <br /> If references have been cut, 3DEditor will display a warning when the intermediate file is loaded, so reconfigure the references using 3DEditor and the functions of your text editor (e.g., <I>Replace</I>).</p> 36<!-- <p><strong> 単一のデータを保存するファイルは、ファイル名をデータ名として扱います。<br /> このためファイル名とデータ名が違う場合、ファイル間の参照が切れてしまいます<br /> (該当ファイルを参照するファイルを同時に読み込んだ場合、可能な範囲で参照の修復を試みます)。<br /> 参照が切れた場合は 3DEditor に読み込んだ際に警告が表示されますので、<br /> 3DEditor やテキストエディタの置換機能等で参照を再設定してください。 </strong></p> --> 37<p> Below is a description of the specification for each intermediate file extension. </p> 38<table class="toolbar"> 39 <thead> 40 <tr> 41 <th>Extension</th> 42 <th>Specifications</th> 43 </tr> 44 </thead> 45 <tbody> 46 <tr> 47 <td><CODE>.cmdl</CODE></td> 48 <td> This type of file stores a single model.<br /> It cannot store multiple models and lookup table sets at the same time. </td> 49 </tr> 50 <tr> 51 <td><CODE>.ctex</CODE></td> 52 <td> This type of file stores a single texture. </td> 53 </tr> 54 <tr> 55 <td><CODE>.clts</CODE></td> 56 <td> This type of file stores a single lookup table set. </td> 57 </tr> 58 <tr> 59 <td><CODE>.cskla</CODE></td> 60 <td> This type of file stores a single skeletal animation. </td> 61 </tr> 62 <tr> 63 <td><CODE>.cmdla</CODE></td> 64 <td> This type of file stores a single visibility animation. </td> 65 </tr> 66 <tr> 67 <td><CODE>.cmata</CODE></td> 68 <td> This type of file stores a single material animation.</td> 69 </tr> 70 <tr> 71 <td><CODE>.cmcla</CODE></td> 72 <td>This type of file stores a single material color animation.</td> 73 </tr> 74 <tr> 75 <td><CODE>.cmtsa</CODE></td> 76 <td>This type of file stores a single material texture SRT animation.</td> 77 </tr> 78 <tr> 79 <td><CODE>.cmtpa</CODE> </td> 80 <td>This type of file stores a single material texture pattern animation.</td> 81 </tr> 82 <tr> 83 <td><CODE>.cscn</CODE></td> 84 <td> This type of file stores multiple scenes (the source scene environment)<br /> It includes Camera, Light, Fog and their animations. </td> 85 </tr> 86 <tr> 87 <td><CODE>.ccam</CODE></td> 88 <td> This type of file stores multiple Cameras and multiple camera animations for those Cameras. </td> 89 </tr> 90 <tr> 91 <td><CODE>.clgt</CODE></td> 92 <td> This type of file stores multiple Lights and multiple light animations for those Lights. </td> 93 </tr> 94 <tr> 95 <td><CODE>.cfog</CODE></td> 96 <td> This type of file stores multiple Fogs and multiple fog animations for those Fogs.<br /></td> 97 </tr> 98 <tr> 99 <td><CODE>.cres</CODE></td> 100 <td> This is not supported by 3DEditor and will be eliminated in the future.<br /> When a <CODE>.cres</CODE> file is loaded to 3DEditor, the data are loaded as a separate unsaved file. </td> 101 </tr> 102 <tr> 103 <td><CODE>.cenv</CODE></td> 104 <td> This is not supported by 3DEditor and will be eliminated in the future.<br /> When a <CODE>.cenv</CODE> file is loaded to 3DEditor, the data are loaded as a separate unsaved file. </td> 105 </tr> 106 <tr> 107 <td><CODE>.cmat</CODE></td> 108 <td> This is not supported by 3DEditor and will be eliminated in the future.<br /> Use the <CODE>.c3mt</CODE> material settings file instead.<br /> To port an existing <CODE>.cmat</CODE>, paste the <CODE>.cmat</CODE> file to the pertinent model in CreativeStudio and after loading it to 3DEditor save it as a <CODE>.c3mt</CODE> file. </td> 109 </tr> 110 </tbody> 111</table> 112<hr><p>CONFIDENTIAL</p></body> 113</html> 114