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7<title>Notes</title>
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10<h1>Notes</h1>
11<p>This chapter describes general precautions.</p>
12<p>
13
14<a href="#letters">Character Restrictions</a><br /> <a href="#difference_maya">Differences from the Maya Plug-in</a><br /> <a href="#3dsMax2011">3dsMax 2011 Restrictions</a><br /> <a href="#problems">Known Issues</a><br />
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20
21<h2 id="letters">Restrictions on Usable Characters</h2>
22<ul>
23<li>Prohibited Characters<br /><br />
24<p>
25For node names, material names, texture names and any other names reflected in the 3D intermediate file, the only allowed characters are single-byte alphabet letters (uppercase and lower case), numerals, the hyphen ( - ) and the underscore ( _ ).
26</p>
27<p>
28Use of any other character or symbol is prohibited. Japanese characters and other double-byte characters are not supported. If prohibited characters exist within the model data that will be exported, a warning will display and the characters will be replaced with the underscore ( _ ) in the intermediate file.
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30</li>
31
32<li>Duplicate Name Prohibition<br /><br />
33<p>
34If multiple items share the same name in 3ds Max, the names will be altered so there are no duplicate names when the intermediate file is output.
35</p>
36</li>
37</ul>
38<br />
39
40<h2 id="axis">Coordinate Systems</h2>
41<br />
42<p>
43Because the coordinate systems differ between 3ds Max and NintendoWare, data is converted and then output. <br /><br />
44</p>
45
46<table class="arguments"><tbody>
47<tr><td></td><td>Coordinate System</td><td>Horizontal direction</td><td>Up</td><td>Depth direction</td></tr>
48<tr><td>3ds Max</td><td>Right-hand system</td><td>X</td><td>Z</td><td>Y</td></tr>
49<tr><td>NintendoWare</td><td>Right-hand system</td><td>X</td><td>Y</td><td>-Z</td></tr>
50</tbody></table>
51<br />
52<center><img src="images/billboard-axis.gif" alt="billboard-axis" border="0" /></center>
53<h2 id="difference_maya">Differences with the Maya Plug-Ins</h2>
54
55<p>
56Here is a rundown of the main differences between the 3ds Max plug-ins and the Maya plug-ins.
57</p>
58
59<ul>
60
61
62<li>Animation Curve Key and Data Output<BR><BR>
63<p>
64In the NintendoWare 3D development environment, animation curves are calculated using keys and data formats based on Hermite interpolation.<br> With the Maya plug-ins, when animation data is output, you can select to either output the keys and data as they were in Maya or to bake them inside the Export plug-in.<br /> 3ds Max uses a different calculation method for animation interpolation, so with the 3ds Max plug-ins there is no selection, and the keys and data are always baked inside the Export plug-in for output.
65</p>
66</li>
67
68
69</ul>
70
71<h2 id="3dsMax2011">3dsMax 2011 Restrictions</h2>
72<p>The following restrictions apply to the new features in 3ds Max 2011.</p>
73<ul>
74	<li>
75		The folloowing operations are impossible using a straight material editor.<BR>
76		<ul>
77		<li>Adding and deleting attributes by material</li>
78		<li>Setting user data</li>
79		</ul>
80		If you want to perform the tasks listed above, switch to using a compact material editor.
81	</li>
82</ul>
83
84<h2 id="problems">Known Issues</h2>
85<ul>
86<li>Sometimes &quot;system exception&quot; is displayed in the middle of batch export and export fails.<br /><br />
87<p>
88Sometimes some of the files will fail to export during a batch export.<br /> In some cases this can be rectified by restarting 3ds Max and executing the batch export process again.
89</p>
90</li>
91
92<li>In 3ds Max 2009 (32bit), the bounding box is sometimes exported in a size larger than the optimal size.<br /><br />
93</li>
94<li>If the <B>Convert To Model</B> option is set ON for a scene that contains a skinning model, in some cases it may not be correctly exported.<BR>
95</li>
96
97</ul>
98
99<hr><p>CONFIDENTIAL</p></body>
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