1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<html xmlns="http://www.w3.org/1999/xhtml"> 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>Animation</title> 8</head> 9<body> 10 11<h1>Animation</h1> 12<p>This chapter describes procedures and precautions regarding the use of 3ds Max to create animations for NintendoWare.</p> 13<p> 14<a href="#common">Animation Overview</a><br /> <a href="#chara_anim">Character Animation</a><br /> <a href="#vis_anim">Visibility Animation</a><br /> <a href="#color_anim">Color Animation</a><br /> <a href="#tex_pat_anim">Texture Pattern Animation</a><br /> <a href="#tex_srt_anim">Texture SRT Animation</a><br /> 15 16<a href="#scene_anim">Scene Animation</a><br /> 17</p> 18 19<h2 id="common">Animation Overview</h2> 20 21<h3 id="make_curve">Automatically Creating Animation Data</h3> 22<p>When exporting, animation curve data for output is created automatically from baked data from frame values.<br /> The animation curves from 3ds Max cannot be output without modification. 23</p> 24<p>The rotational value automatically generates animation curve data after adjusting the baked data so that it is continuous and has a small absolute value. 25</p> 26<p>All values in the output range are output for baked animations.<BR> All animations with parameter curves out of bounds are also baked, but not reflected n the animation curve repeat type.<BR> Plans call for providing support for the repeat type of baked animations. 27</p> 28 29<h3 id="loop_anim">Loop Animation</h3> 30<p>When Loop is set ON in the <a href="export.html#options_anim">Export option</a><!--や <a href="set_action.html">NW4R Set Action プラグイン</a>-->, specify <B>the End Frame so the conditions are the same as for the Start Frame</B>. 31 32For example, if animation is being looped in 3ds Max and frames 1 and 10 have the same conditions, specify 1 for the Start Frame and 10 for the End Frame.</p> 33<p><img src="images/LoopAnimCurve1.gif" alt="LoopAnimCurve1" border="0" /></p> 34<p>Whether looping is set on or off, the <strong>FrameSize</strong> in the intermediate file is = (EndFrame - StartFrame).</p> 35 36 37 38<h3 id="cmdl_attr">Values Output to CMDL Files</h3> 39<p> 40If attributes are being animated, values for the start frame specified with the Export option are output to the CMDL file. However, the Translate, Rotate, and Scale values of nodes which affect skinning are output in the skinning-configured state.<br /> Be aware that what are being output are not the current values for the frames in 3ds Max. 41</p> 42 43 44 45<h2 id="chara_anim">Character Animation</h2> 46<p> Character animations are configured by animating the <B>Translate</B>, <B>Rotate</B>, and <B>Scale</B> values of nodes (these nodes may be objects or bones, Bipeds, or dummies). 47</p> 48<p> 49We recommend setting the axis array to "<B>XYZ</B>" using the <B>Euler Parameters</B> combo box in the <B>Motion</B> panel.<br /> If the axis array is set to something other than XYZ, the volume of animation data could become very large. 50</p> 51<p>Animation curves are always baked inside the Export plug-in before being output.</p> 52<br /> 53 54 55<h2 id="vis_anim">Visibility animation</h2> 56<p> 57The animation set in the rendering control <strong>display</strong> is reflected in the visibility animation.<br /> 0.0 is interpreted as invisible. Values greater than 0.0 are interpreted as visible.<br /> Interactive invisibility settings are not reflected in the intermediate file. 58</p> 59<center><img src="./images/visibility.gif" alt="visibility" /></center> 60<br /> 61<p> 62For visibility animation, animation curve data is always automatically created and output from baked data. 63</p> 64<table border="1" class="arguments"><tbody><tr><td> 65When the Export option <a href="export.html#options_compress_node">Compress Node</a> has been set to <B>Cull Useless Node</B> or <B>Cull Uninfluential Node</B>, make sure nodes which have visibility animations configured are not compressed, since visibility animation is set on a node basis. (You can set the compression disable flag using the <a href="data_plugins.html#no_compress_node">NW4C Set No Compress Node Plug-in</a>).<br /> When using visibility animation, do not set the <CODE>Compress Node</CODE> option to <strong>Unite Compressible Node</strong> or <strong>Unite All Node</strong>.<br /> 66 67</td></tr></tbody></table> 68 69 70<h2 id="color_anim">Color Animation</h2> 71<p> 72Color animation is set by animating a material's <strong>diffuse reflected light</strong>, <strong>specular reflected light</strong>, <strong>transparency</strong> and <B>self-illumination</B>. 73</p> 74<center><img src="./images/material_setting.gif" alt="material_setting" /></center><br /> 75<table class="arguments" border="1"> 76 <tbody><tr><td> 77 If the Export option for material compression is enabled, even materials for which color animation is not set sometimes get animated as a result of material collecting. If this happens, use the <a href="data_plugins.html#mat_attr">NW4C Set Material Attribute</a> plug-in to change settings so that materials for which color animation is set are not compressed. 78 </td></tr></tbody> 79</table> 80 81 82 83 84 85 86<h2 id="tex_pat_anim">Texture Pattern Animation</h2> 87 88<p> 89Texture pattern animations are created using IFL files. 90</p> 91<h3>The IFL file</h3> 92<p> 93The IFL file is the standard text format file supported by 3ds Max. In 3ds Max, image files can be substituted in every frame for viewing. Specify the IFL files in the same way you use bitmaps to allocate image files to a material's diffuse reflection light. 94</p> 95<p> 96Texture names are recorded inside the IFL file in the order of substitution. 97</p> 98 99<p> 100In the example below, the IFL file has been configured to play animation in the order p1, p2, p3, p1, p2, p3, .... 101</p> 102<pre> 103p1.tga 104p2.tga 105p3.tga 106</pre> 107<p> 108In this second example, the IFL file has been configured to play animations in the order p1, p1, p2, p3, p3, p1, p1, p2, p3, p3.... 109</p> 110<pre> 111p1.tga 2 112p2.tga 1 113p3.tga 2 114</pre> 115 116<p> 117The 3ds Max IFL Manager is a useful tool when creating IFL files.<br /> To read about IFL files in more detail, see the 3ds Max Help. 118</p> 119 120<h3>Controlling Repetition</h3> 121<p> 122You can use the Material Editor's <I>Time</I> category to control how IFL files get played on 3ds Max.<br /> 123</p> 124<center><img src="./images/tex_time.gif" alt="tex_time" /></center> 125<br /> 126<p> 127All items in the <B>Time</B> category other than <STRONG>Synchronize frame to particle edge</STRONG> are reflected to the .cmata file.</p> 128 129<h3>Notes</h3> 130<ul> 131<li> 132SPACE is the only valid delimiter in IFL files. 133</li> 134</ul> 135 136<br /> 137 138 139 140<h2 id="tex_srt_anim">Texture SRT Animation</h2> 141<p> 142Animations with coordinates set to <B>Offset U,V</B>, <B>Tiling U,V</B>, or <B>Angle W</B> can be output as texture SRT animations. No other parameters are supported. 143</p> 144<center><img src="./images/tex_srt.gif" alt="tex_srt" /></center> 145<p>Animation curves are always baked inside the Export plug-in before being output.</p> 146<table class="arguments" border="1"> 147 <tbody><tr><td> 148 If the Export option for material compression is enabled, even materials for which texture SRT animation is not set are sometimes animated as a result of materials collecting. If this happens, use the <a href="data_plugins.html#mat_attr">NW4C Set Material Attribute plug-in</a> to change the settings so materials are not compressed if texture SRT animation has been set for them. 149 </td></tr></tbody> 150</table> 151<br /> 152 153 154 155 156 157<h2 id="scene_anim">Scene Animation</h2> 158<p>Scene animations are configured by animating the camera and light attributes.</p> 159<h3 id="camera_anim">Camera</h3> 160<ul> 161 162<li><strong>Attributes For Which Animation Can be Set</strong> 163 <p> 164The following is a list of attributes that can be configured with animation:</p> 165<ul> 166 <li>Common 167 <ul> 168 <li>Camera's <strong>Translate</strong></li> 169 <li>Camera's View / Clipping planes (Near/Far)</li> 170 <li>Height of orthogonal projection (if camera is orthographic camera)</li> 171 </ul> 172 </li> 173 <li>Free Camera 174 <ul> 175 <li>Camera's <strong>Rotate</strong></li> 176 </ul> 177 </li> 178 <li>Target Camera 179 <ul> 180 <li>Target's <strong>Translate</strong></li> 181 <li>Camera's roll angle</li> 182 </ul> 183 </li> 184</ul> 185 186<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> 187 </li> 188 189</ul> 190 191<h3 id="light_anim">Lights</h3> 192<ul> 193 <li><strong>Light Types</strong> 194 <p>Output of standard lighting is supported as shown below.</p> 195 <ul> 196 <li>Omni-light</li> 197 <li>Spot light (Target Spot Light or Free Spot Light)</li> 198 <li>Directional light (Directional Light or Target Directional Light)</li> 199 <li>Environment: ambient light (Ambient Light on the Environment dialog)</li> 200 </ul> 201 </li> 202 203 204 205 206<li><strong>Attributes For Which Animation Can be Set</strong> 207<p> 208The following is a list of attributes that can be configured with animation:</p> 209<ul> 210<li><STRONG>Position</STRONG> and <STRONG>Rotate</STRONG> (For all cases other than Environment: Ambient Light)</li> 211 212<li><B>Color</B> (The value that gets output is the color multiplied by the intensity)</li> 213 214</ul> 215<br /> 216<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> 217</li> 218 219 220 221 222</ul> 223 224<h2 id="limitation_anim">Animation Limitations</h2> 225<p>Currently <strong>shape animations (moprhing)</strong> cannot be used.</p> 226 227<hr><p>CONFIDENTIAL</p></body> 228</html>