1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<html> 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<META name="GENERATOR" content="IBM WebSphere Studio Homepage Builder Version 9.0.3.0 for Windows"> 7<link rel="stylesheet" href="css/manpage.css" type="text/css"> 8<title>Export Plug-In</title> 9</head> 10<body> 11<h1>Export Plug-In</h1> 12<p>This chapter describes the use and features of the Export plug-in.</p> 13<p> 14<a href="#function">Export Plug-In Features</a><br> <a href="#process_mode">Single Output Mode and Animation Range Output Mode</a><br> <a href="#usage">Methods for Use</a><br> <a href="#error_warning">Errors and Warnings</a><br> <a href="batch_export.html">Batch Export</a><br> 15</p> 16 17<h2 id="function">Export Plug-In Features</h2> 18<p>The Export plug-in has the following features:</p> 19<ul> 20<li>Output intermediate files to specified folders</li> 21<li>Transfer data to Creative Studio</li> 22<li>Output one or multiple scenes at once to intermediate files (<a href="batch_export.html">Batch Export</a>)</li> 23</ul> 24 25<h2><a name="process_mode">Single Output Mode and Animation Range Output Mode</a></h2> 26<p>The Export plug-in has two processing modes: single output mode and animation range output mode.<br> Animation Range is a feature for setting animation sequences in scenes for export.</p> 27<p>Whereas single output mode only allows a single model and single animation (up to one for each type of intermediate file) to be output, animation range output mode allows multiple models and multiple animations to be output at once.</p> 28<table class="members"> 29<tbody> 30<tr> 31 <td width="10%"></td> 32 <td width="45%"><strong>Single Output Mode</strong></td> 33 <td width="45%"><strong>Animation Range Output Mode</strong></td> 34</tr> 35<tr> 36 <td valign="top">Model</td> 37 <td valign="top">Allows output of a single model.<br> If there is more than one root node in Maya, they will be gathered together under the <CODE><B>nw4c_root</B></CODE> node and output as a single model.</td> 38 <td valign="top">More than one model can be output at once.<br> Separate models are output for each root node under Maya.</td> 39</tr> 40<tr> 41 <td valign="top" nowrap>Animation</td> 42 <td valign="top">A single animation can be output.<br> The animation range is set using the Export options <strong>Start / End Frame</strong>.</td> 43 <td valign="top">More than one animation can be output at once.<br> By setting animation ranges to root nodes, animation data will be exported for each animation range.</td> 44</tr> 45<tr> 46 <td valign="top">Filename</td> 47 <td valign="top">Filename and extension specified in the Export option <STRONG>Output File Name</STRONG>.</td> 48 <td valign="top">Model file names use the form <strong><root node name>.cmdl</strong>, while animation file names use the form <strong><root node name>__<animation range name>.<extension></strong> (where two underscores follow the root node name).<br> However, if an animation range is not set for the root node, the name takes the form <strong><root node name>.<extension></strong>. 49</td> 50</tr> 51</tbody> 52</table> 53 54<p><br>Toggle between single output mode and animation range output mode using the Export option <strong>Process Mode</strong>.<br> Animation ranges are set using the <a href="NW4C_SetAnimRange.html">NW4R Set Animation Range plug-in</a>. <br></p> 55<p> 56In animation range output mode, if an animation range has not been set for a root node, the settings specified by the Export options <strong>Start / End Frame</strong> and <strong>Loop</strong> are applied to that root node.<br> Even if the Export option for node compression is enabled, <strong>the root node name used in Maya</strong> is always used for the file name when the mode is animation range output mode. Illegal characters are converted to underscores.</p> 57<table border="1" class="arguments"><tbody><tr><td> 58In animation range output mode, skinning shapes and skeletons must exist within the <B>same </B>hierarchical structure. 59</td></tr></tbody></table> 60<p><br>Scene animation objects (cameras, lights) do not support animation ranges. Even when the mode is animation range output mode, only one CCAM file or CLGT file is exported with the name as given by the Export option <strong>Output File Name</strong> (i.e., specified name.ccam or specified name.clgt).</p> 61<p>The following figure illustrates an example of a possible node configuration in Maya and the result of output (node configuration and list of files).</p> 62 63<table class="table"> 64<tbody> 65<tr> 66 <td><strong>Node Configuration In Maya</strong></td> 67</tr> 68<tr> 69 <td> <img src="images/AnimRangeMaya1.gif" width="618" height="175" border="0"> </td> 70</tr> 71</tbody> 72</table> 73 74<!-- table class="table"> <tbody> <tr> <td colspan="2"><strong>シングル出力モードの出力結果</strong></td> <td colspan="2"><strong>アニメーションレンジ出力モードの出力結果</strong></td> </tr> <tr> <td nowrap valign="top"> <img src="images/ActTreeViewS1.gif" width="155" height="120" align="top"> </td> <td nowrap align="left" valign="top"> <p align="left"> <strong>output.cmdl</strong><br> output.cskla <br> </p> </td> <td nowrap valign="top"> <img src="images/ActTreeViewA1.gif" width="155" height="120" align="top"> </td> <td nowrap align="left" valign="top"> <p align="left"> <strong>rootA.cmdl</strong><br> rootA__run.cskla <br> rootA__jump.cskla <br> <strong>rootB.cmdl</strong><br> rootB__walk.cskla <br> rootB__attack.cskla <br> </p> </td> </tr> </tbody> </table --> 75<p>The <B>nw4c_AnimRangeCtrl</B> node saves the animation range settings and is not output.</p> 76 77 78<h2 id="usage">Using the Tool</h2> 79<p>To output specific nodes only, select the nodes to output in Maya. Even nodes below the selected node are output.<br> When outputting the entire scene, it is not necessary to select nodes.</p> 80<p>To display the NW4C Export option window, click <B>NW4C</B> → <B>NW4C Export with Setting</B>. <br> To output an intermediate file, specify the appropriate options and click on the <strong>Export</strong> or <strong>Apply</strong> button. Unlike the <B>Export</B> button, the <B>Apply</B> button does not close the option window after output.</p> 81<p>Maya internally records option settings used at the time of output as its current options. You can also save option settings by scene and input/output option settings using a C3ES (CTR 3D Export Settings) file. (For details, see <a href="#manage_options">Managing Option Settings</a>.)<br></p> 82<p>To output the file using the current options without opening the Options window, click NW4C → NW4R Export.</p> 83<p>By executing <B>Edit</B> → <B>Save Settings</B> in the Option window you can save the option settings without exporting the intermediate file. (Scenes are also saved if <a href="#manage_options">Save / Load Scene Settings</a> is selected). Option settings can be returned to their default values by executing <B>Edit</B> → <B>Reset Settings</B>.</p> 84 85<h3 id="options">Option Settings</h3> 86 87<h4 id="options_oputput">Output Options</h4> 88<p>Options related to outputting intermediate files.</p> 89<p><!-- img src="images/OutputOpt1.gif" border="0" --></p> 90<ul> 91<li><strong>Process Mode</strong> 92<p>Specifies the processing mode.<br> Select <strong>Single</strong> for single output mode, or <strong>Animation Range</strong> for animation range output mode.</p> 93</li> 94<li><strong>Export Target</strong> 95<p>Specifies the output target.<br> Selecting <strong>All</strong> outputs all active nodes in the scene.<br> <strong>Selection</strong> outputs only the selected nodes and nodes below them.</p></li> 96<li><strong>Output File Name</strong> 97 <p>Specifies the name of intermediate file (excluding the extension). Characters that cannot be used in file names are double-byte characters, half-space kana characters, equals signs (=), and semicolons (;). <br> When <CODE><STRONG>@node</STRONG></CODE> is entered, the selected node's name is used in the intermediate file name. If multiple selections are made, the top node's name in the hierarchy is used.<br> To set the current scene name, click the <strong>Scene</strong> button on the right. To set the name of the selected node or, if more than one node is selected, the top node in the hierarchy, click <B>Node</B>. Clicking the <B>Node</B> button without selecting a node will set the name of top node in alphabetical order.</p></li> 98 99<li><strong>Output 3D Intermediate Files</strong> 100 <p>Select this option when outputting an intermediate file to a particular folder. <br> Specify the folder to which the intermediate file should be output using the option <B>Output Folder</B>. <br> Texture files are output to the <CODE>Textures</CODE> folder located inside the folder specified under <B>Output Folder</B>. <br> Double-byte characters, half-space kana characters, equal signs (=), and semicolons (;) cannot be used when specifying output folder. <br> If the specified folder is not in <B>Output Folder</B>, that folder is created and output.<br> If <B>Output Folder</B> is not specified as a full path, the folder will be created beneath the current project folder.<br> Environment variables can be used for <B>Output Folder</B>. The environmental variable will be written as <strong>%NAME%</strong> or <strong>$NAME</strong>. 101 </p></li> 102 103<li><strong>Use CreativeStudio</strong> 104 <p>Select this option when transferring intermediate file data to CreativeStudio. It is not possible to select <B>Output Intermediate Files</B> and <B>Use Creative Studio</B> at the same time. <br> For details on using CreativeStudio, see the <EM>NintendoWare for CTR CreativeStudio Manual</EM>.</p> 105 </li> 106<li><strong>Use 3DEditor</strong> 107 <p>Select this option when transferring intermediate file data to 3DEditor. It is not possible to select <B>Output Intermediate Files</B> and <B>Use 3DEditor</B> at the same time. <br> For details about using 3DEditor, see NintendoWare for CTR 3DEditor Manual.</p> 108 </li> 109<li><strong>Merge cmdl File</strong> 110<p>Enable this option and specify the path of a CMDL file to merge that file.<br> You cannot use double-byte characters, half-space kana characters, equal signs (=), and semicolons (;) when specifying the CMDL file path. If the specified CMDL file path is not a full file path, it will be relative from the current project folder.<br> Environmental variables can be used in the path for <B>Merge cmdl File</B>. The environmental variable will be written as <strong>%NAME%</strong> or <strong>$NAME</strong>.<br> 111 112<p> 113In animation range output mode, what gets used is the <B>Merge cmdl File</B> configured for each root node by the <a href="NW4C_SetAnimRange.html">NW4C Set Animation Range plug-in</a>.<br> If this configured <B>Merge cmdl File</B> has been de-selected, the Export option <B>Merge cmdl File</B> is used instead. </a> 114</p> 115 116<!--CreativeStudio に転送する場合、<strong>Auto</strong> を ON にすると、自動的にすべての要素をマージします。Auto を OFF にすると、CreativeStudio 上でマージ方法の詳細を指定するダイアログが表示されます。<br> CreativeStudio に転送しない場合、常にすべての要素をマージします。その際、ウィンドウを表示しないコンソールモードで CreativeStudio を起動してマージを行います。--> 117</p> 118<p>The following information gets merged: 119<ul> 120 <li>The general material information</li> 121 <li>The mesh information (Visibility, Priority)</li> 122 <li>The model information (Visibility, User data, Animation member settings)</li> 123 <li>Dependent files (Textures, lookup tables, etc. These are copied to the Output Folder.)</li> 124</ul> 125</p> 126</li> 127 128<li><strong>Copy Related Files</strong> 129<p>If turned ON, files dependent (ctex, clts, and csdr) on the cmdl file specified for <B>Merge cmdl File</B> are copied during merging.<BR> Be sure to carefully use ON and OFF depending on the operational flow of data.<BR> <br> 130<table class="list_table"><tbody> 131 <tr> 132 <td>Copy Related Files Setting</td> 133 <td>Description</td> 134 </tr> 135 <tr> 136 <td valign="top"><strong>ON</strong></td> 137 <td valign="top">This setting is best used when using a programming style where each instance of model data is managed separately. <BR> <br> All files dependent on merge source files are copied below the output folder. This also facilitates passing data back and forth with other people with ease, because all required data is included in the output folder.</td> 138 </tr> 139 <tr> 140 <td valign="top"><strong>OFF</strong></td> 141 <td valign="top">This setting best suits a programming style where various ctex and clts files are being shared with multiple instances of model data.<BR> <br> Files referenced by merge source files are not moved, but used as-is. You can merge output data while preserving the location of shared textures and shared lookup tables defined for each project. </td> 142 </tr> 143</table> 144 145</p> 146 147 148 149</li> 150</ul> 151 152<h4 id="options_general">General Options</h4> 153<p>These are general options available for intermediate files.</p> 154<p><!-- img src="images/GeneralOpt1.gif" border="0" --></p> 155<ul> 156<li><strong>Magnify</strong> 157<p>Specifies the magnification ratio by which the model's vertex coordinates and Translate value should be multiplied.</p></li> 158<li><strong>Start / End Frame</strong> 159<p>Specifies the range (start frame and end frame) of the animation to be output. <br> Selecting <strong>All</strong> outputs the full range of animation on Maya (Animation Start/End).<br> Selecting <strong>Playback</strong> outputs the playback range of animation in Maya (Playback Start/End). Selecting <strong>Range</strong> allows the start frame and end frame to be entered as numeric values.</p> 160<p>If attributes are animated, the value specified here for the position of the Start Frame is output to the CMDL file.</p> 161<p>Be sure to specify the same mode for the end frame of a loop animation as for the start frame.</p> 162<p>Animation playback for the frame before the Start Frame and the frame after the End Frame is not guaranteed.</p></li> 163<li><strong>Remove Namespace</strong> 164<p>If this option is selected, the namespace part of node names and material names is removed and then data is output. In animation range output mode, the namespace part of the file name is also removed.<br> If this option is cleared, the namespace part is output. Each colon (:) is converted to an underscore (_).<br> For example, if the node name under Maya is <CODE>model:final:head</CODE> and this option is selected, data is output using the name <CODE>head</CODE>; however, if this option is cleared, data is output using the name <CODE>model_final_head</CODE>.<br> If duplicate names arise as a result of removing the namespace part, names will be changed according to the same rule used when more than one node (or material) has the same name.</p></li> 165</ul> 166 167<h4 id="options_file_selection">Output File Selection</h4> 168<p>This option specifies the type of intermediate file to be output.</p> 169<p><!-- img src="images/OutFileSel1.gif" border="0" --></p> 170<!-- p><strong>Search Animation</strong> ボタンをクリックすると、出力対象に設定されているアニメーションに対応する中間ファイルのみ ON になります。その際、アニメーションカーブが接続されていれば、値が変化しなくてもアニメーションが設定されているとみなします。Export Target が Selection の場合は、ノードを選択してから Search Animation ボタンをクリックしてください。</p --> 171<p>The value of <CODE>HasSkinningMatrix</CODE> in the intermediate file will differ depending on whether the CMDL file and the CSKLA file are output at the same time, or only the CSKLA file is output. This is because vertex processing is omitted when the CMDL file is not output in order to shorten the processing time. Nothing is affected by the differing values for <CODE>HasSkinningMatrix</CODE>. 172</p> 173 174<h4 id="options_optimization">Optimization Options</h4> 175<!-- p>(現在は使用できません)</p --> 176<p>You can optimize data using CreativeStudio when outputting intermediate files from Maya. Optimization-related options are specified here. <!--<br> 最適化の詳細については、<a href="../../../../CommandLineTools/docs/3DOptimizer.pdf" target="_top">CreativeStudio のマニュアル</a>を参照してください。--></p> 177<p><!-- img src="images/OptimizeOpt1.gif" border="0" --></p> 178<iframe id="CommonCompressNode" src="../../common/CommonCompressNode.html" frameborder="0" scrolling="auto" width="100%" height="1420px"></iframe> 179<p> 180<table class="list_table"><tbody><tr><td>If Cull Uninfluential Node is specified in Compress Node, there is a limitation that <strong>Segment Scale Compensate must not be set for nodes</strong>.</td></tr></tbody></table> 181</p> 182 183<!--li><strong>Delete Useless Vertex Data</strong> <p>ON にすると、不要な頂点データを削除します。</p></li--> 184</ul> 185 186<h4 id="options_quantization">Quantization Options</h4> 187<p>This option is for setting the precision and format to use when converting vertex data to binary data.</p> 188<p><!-- img src="images/QuantizeOpt1.gif" border="0" --></p> 189<iframe id="CommonQuantization" src="../../common/CommonQuantization.html" frameborder="0" scrolling="auto" width="100%" height="340px"></iframe> 190 191<h4 id="options_model">Model Options</h4> 192<p>These are model-related options.</p> 193<p><!-- img src="images/ModelOpt1.gif" border="0" --></p> 194<iframe id="CommonModelOption1" src="../../common/CommonModelOption1.html" frameborder="0" scrolling="auto" width="100%" height="670px"></iframe> 195<p> 196 <table class="table"> 197 <tbody> 198 <tr> 199 <td colspan="2"><strong>Example of valid data: Node configuration In Maya</strong><br> $(NW4C_ROOT)/SampleData/Graphics/DccPlugin/Maya/ForDocument/RigidSkinning_Box.mb</td> 200 </tr> 201 <tr> 202 <td> <img src="images/rigidskin_preview.gif" height="200" border="0"> </td> 203 <td> <img src="images/rigidskin_structure.gif" border="0"> </td> 204 </tr> 205 </tbody> 206 </table> 207</p> 208<ul> 209<li><strong>Mesh Visibility Mode</strong> 210<p> 211Selects how to apply visibility animations. 212<table class="list_table"><tbody> 213<br> 214<tr><td>Mode</td><td>Description</td></tr> 215<tr> 216<td valign="top"><strong>Bind By Index</strong></td> 217<td valign="top">Applies visibility animations based on numbers. The visibility animations may not be applied correctly if node compression has been conducted.</td> 218</tr> 219<tr> 220<td valign="top" nowrap><strong>Bind By Name</strong></td> 221<td valign="top">Applies visibility animations based on names.</td> 222</tr> 223</tbody></table><br> 224<table class="list_table"><tbody><tr><td>If you need to maintain compatibility with older intermediate files, specify <strong>Bind By Index</strong>. If compatibility is not required, specify <strong>Bind By Name</strong>. The current default mode is <strong>Bind By Index</strong>. The default mode for future releases will change to <strong>Bind By Name</strong>. 225 226</td></tr></tbody></table> 227</p></li> 228<!-- li><strong>Skinning Mode</strong> <p> スキニングが適用されているメッシュのスキニングモードを設定します。スキニングが適用されていないメッシュに対しては影響しません。 <table class="list_table"><tbody> <br> <tr><td>モード</td><td>説明</td></tr> <tr> <td valign="top"><strong>None If Possible</strong></td> <td valign="top">スキニングが適用されているメッシュで影響を与えているボーンが1つのみの場合はスキニングモードを None にして中間ファイルに出力します。</td> </tr> <tr> <td valign="top" nowrap><strong>Rigid Skinning</strong></td> <td valign="top">スキニングが適用されているメッシュで影響を与えているボーンが1つのみの場合はスキニングモードを RigidSkinning にして中間ファイルに出力します。</td> </tr> <tr> <td valign="top" nowrap><strong>Smooth Skinning</strong></td> <td valign="top">スキニングが適用されているメッシュのスキニングモードを全て Smooth Skinning にして中間ファイルに出力します。</td> </tr> </tbody></table> </p></li --> 229 230<!-- li><strong>Non-Uniform Scale</strong> <p><strong><font color=#ff0000>注意:本機能は次回リリースで廃止される予定です。指定しないでください。<br></font></strong> 廃止の理由は以下です。 <ul> <li>いままでも、NW4C標準ランタイムライブラリでは非サポートだった。<br> 機能させるには独自にユーザシェーダを記述する必要があった。 </li> <li>標準ランタイムライブラリで将来対応予定だったが、非対応とすることになった。</li> <li>大部分の必要が無いユーザが誤って指定することが無いように設定機能を廃止することにした。</li> <li>一部の利用ユーザのために、機能を継続利用するための方法も検討中。</li> </ul> <p> <s> <p>ON にすると、XYZ のスケールが均等でないモデルを正しくライティングできますが、描画処理の負荷は増加します。最大行列パレット数が減るので、影響するノードの多いスキンモデルでは、さらに描画処理の負荷が増加します。<br> OFF にすると、描画処理の負荷が減少しますが、XYZ のスケールが均等でないモデルを正しくライティングできません。</p></li --></s> 231<li><strong>Max Reserved Uniform Registers</strong> 232 <p>This setting specifies the number of uniform registers used for vertex lighting and user uniform. The setting value ranges from 0 to 57 (0 to 54 if Non-Uniform Scale is ON).<BR> 233 <table class="list_table"><tbody><tr><td>Because the number of uniform registers is limited, they are shared by skinning, vertex lighting and user uniforms. The number of uniform registers that can be used for skinning is therefore determined based on the number of lights used for vertex lighting and the number of user uniforms.<BR> The larger the value specified, the lower the number of uniform registers available for skinning and the higher the load associated with drawing skin models.<BR> <br>The specific value to set is given by <strong>Number of vertex lights × 6 + Number of user uniforms</strong>. <strong>Vertex lights are not included in the case of hemispherical lighting.</strong><br> Check with the lead project programmer for the number of vertex lights and user uniforms. <br> Set 0 when not using vertex lighting and user uniforms.</td></tr></tbody></table> 234 </p></li> 235</ul> 236 237<h4 id="options_anim">Animation Options</h4> 238<p>These are animation-related options.</p> 239<p><!-- img src="images/AnimOpt1.gif" border="0" --></p> 240<ul> 241<li><strong>Bake All Animation</strong> 242 <p>If this option is selected, animation curve data is created automatically from baked data and output for all animations.<br> If this option is cleared, the animation curve in Maya is output as-is whenever possible. Parts that cannot be output as is are automatically created and output from baked data.</p></li> 243</ul> 244<iframe id="CommonAnimationOption" src="../../common/CommonAnimationOption.html" frameborder="0" scrolling="auto" width="100%" height="1250px"></iframe> 245 246 247<h4 id="options_tolerance">Tolerance Options</h4> 248<p>This option specifies the allowable range of errors when animation curve data is optimized.</p> 249<p><!-- img src="images/ToleranceOpt1.gif" border="0" --></p> 250<iframe id="CommonTolerance" src="../../common/CommonTolerance.html" frameborder="0" scrolling="auto" width="100%" height="370px"></iframe> 251 252<h3 id="manage_options">Managing Option Settings</h3> 253<p>Use the item in the option window's <strong>NW4C Settings</strong> menu to save option settings by scene or input/output option settings using a c3es (CTR 3D Export Settings) file.</p> 254<p><img src="images/SettingsMenu1.gif" border="0"></p> 255 256<h4 id="scene_settings">Saving Option Settings for a Scene</h4> 257<p>If <B>Save / Load Scene Settings</B> is selected (the default), the option settings used the last time an intermediate file was output will be saved as scene data when a scene is saved. (Internally, these option settings are saved to the <I>script</I> node named <CODE>nw4cExpDialog_Setting1</CODE>.) Option settings saved for scene data are loaded when a scene is opened. (Be sure to select the Open Scene... option <strong>Execute Script Nodes</strong>.) The current option settings remain if option settings were not saved with the scene data. Furthermore, an option setting is loaded when a scene for which option settings have been saved is imported. If <strong>Save / Load Scene Settings</strong> is cleared, no option settings are saved as scene data. Furthermore, option settings are not loaded when scene data is opened.<br> Clicking <strong>Delete Scene Settings</strong> deletes the script node used to save option settings.</p> 258 259<h4 id="c3es_file">Loading/Saving Option Settings Using C3ES Files</h4> 260<p>To output option settings to a C3ES file, click <B>Save Settings to r3es File</B>. Option settings will be output when an output file name is specified on the file selection window. If the extension of the output file is other than <CODE>.c3es</CODE>, <CODE>.c3es</CODE> will be added automatically.<br> Click <B>Load Settings from c3es File</B> to enter option settings from a C3ES file. Option settings will be input when an input file name is specified on the file selection window. Option settings are saved in the scene if <B>Save / Load Scene Settings</B> has been selected in the <B>NW4C Settings </B>menu.</p> 261 262<h2 id="error_warning">Errors and Warnings</h2> 263 264<h3 id="errors">Error Types and Handling Errors</h3> 265<p>The error that occurs during the output will be displayed in Output Window and in Script Editor.<br> Errors that deserve particular attention are described in alphabetical order.</p> 266<ul> 267<li><strong>CreativeStudio cannot be found</strong> 268<p>CreativeStudio has not been correctly installed.<br> CreativeStudio must be installed in the folder <CODE>tools\CreativeStudio</CODE>, located beneath the folder defined by the environment variable <CODE>NW4C_ROOT</CODE>. If the environment variable <strong><CODE>NW4C_ROOT</CODE></strong> is not defined correctly, correct it and restart Maya.</p></li> 269<li><strong>Animation range file name is not unique</strong> 270<p>The animation range output mode file name (<root node name>__<animation range name>) is duplicated.</p> 271</li> 272<li><strong>Animation range name is not unique</strong> 273<p>The animation range name for one model is duplicated.</p> 274</li> 275<!-- li><strong>Blend shape in-between target is not supported</strong> <p>ブレンドシェイプのシリアルなブレンド処理は使用できません。ブレンドシェイプ作成時にインビトウィーン(In-Between)オプションを OFF にしてください。</p> </li --> <!-- li><strong>Blend shape target is duplicate</strong> <p>ブレンドシェイプで、同じ名前のターゲットオブジェクトが重複登録されています。 ベースオブジェクトとすべてのターゲットオブジェクトはユニークな名前になるように設定してください。同じ形状をターゲットオブジェクトとして別途登録したい場合は、別名のターゲットオブジェクトを用意してください。</p> </li --> <!-- li><strong>Blend shape target topology is different from original mesh</strong> <p>ブレンドシェイプのターゲットオブジェクトの頂点数、面数、各面の頂点数が、ベースオブジェクトと異なっています。</p> </li --> 276<li><strong>Can't get texture size</strong> 277<p>Cannot get the size of image due to invalid data in the texture file.</p></li> 278<li><strong>Can't open file</strong> 279<p>This error occurs when the file does not exist, cannot be opened, or cannot be overwritten.</p></li> 280<!-- li><strong>Face number is different from original mesh</strong> <p>ブレンドシェイプを設定したオブジェクトの面数がオリジナル mesh ノード(~Orig)の面数と異なっています。</p> </li --> <!-- li><strong>Component type of user attribute is not identical</strong> <p>同じマテリアルを割り当てたオブジェクトで、ユーザー頂点属性用のカラーセットのコンポーネントタイプ(A、RGB、RGBA)が統一されていません。</p> </li --> 281<li><strong>Failed to start CreativeStudio</strong> 282<p>CreativeStudio has failed to start. Be sure to check CreativeStudio error output.</p></li> 283<li><strong>Frame extension list is not set for animation layer</strong> 284 <p>This error is generated when animation layers are being used with texture pattern animation, but the list of textures to be output by the <a href="NW4C_SetFrameExtensionList.html">NW4C Set Frame Extension List plug-in</a> has not been set. When using animation layers, be sure to set the list of textures to be output by the <A>NW4C Set Frame Extension List plug-in</A>.</p> 285 </li> 286<li><strong>Frame extension list is not set for expression</strong> 287 <p>This error is generated when expressions are being used with texture pattern animation, but the list of textures to be output by the <a href="NW4C_SetFrameExtensionList.html">NW4C Set Frame Extension List </a> plug-in has not been set. When using expressions, always be sure to set the list of textures to be output by the <A>NW4C Set Frame Extension List plug-in</A>.</p> 288 </li> 289<li><strong>Frame extension list is wrong</strong> 290 <p>This error occurs when the list of textures output for texture pattern animation as set using the <a href="NW4C_SetFrameExtensionList.html">NW4C Set Frame Extension List plug-in</a> is incorrect. Be sure to correct the list using the <a href="NW4C_SetFrameExtensionList.html">NW4C Set Frame Extension List plug-in</a>.</p> 291 </li> 292<li><strong>Holed polygon exists</strong> 293<p>A polygon with holes in it exists. Divide into triangles under Maya and output.</p></li> 294<li><strong>Influence object is not outputted</strong> 295 <p>Nodes affected by skinning are not output. This error is issued in the following cases (1) the Export option <B>Export Target</B> is set to <B>Selection</B> but nodes affected by skinning have not been selected; (2) the <B>Template </B>attribute is selected for the node affected by skinning; (3) the nodes are hidden in the display layer. Furthermore, in animation range output mode, skinning shapes and skeletons must exist within the <B>same </B>hierarchical structure.</p></li> 296<li><strong>Multiple bind poses are not supported</strong> 297<p>Multiple bind poses are in use. Detach the skin and use a common bind pose to re-bind each object.</p></li> 298<li><strong>No effective node</strong> 299<p>There is no active node to be output. If you want to output only the locator, use the <a href="NW4C_SetNoCompressNode.html">NW4C Set No Compress Node</a> plug-in to set the node compression disable flag.</p></li> 300<li><strong>No output file</strong> 301<p>This error occurs when all output specifications for the intermediate file are cleared, or when only the output specification for texture data is selected but there is no texture to output.</p></li> 302<li><strong>No shading group</strong> 303<p>A shading group has not been connected to the object. Be sure to allocate a material.</p></li> 304<li><strong>Node for Output File Name is not selected</strong> 305<p>This error occurs when the Export option Output File Name is <CODE>@node</CODE>, but no nodes are selected.<br> When using batch export, you must specify the -Node option for keyword Scene in the c3be file.</p></li> 306<li><strong>Output File Name is wrong</strong> 307<p>This error occurs if the Export option <B>Output File Name</B> is left blank or contains illegal characters.</p></li> 308<li><strong>Output Folder is wrong</strong> 309<p>This error occurs if the Export option <B>Output Folder</B> is left blank or contains illegal characters.</p></li> 310<!-- li><strong>Path of cmdl file to merge is wrong</strong> <p>マージする cmdl ファイルのパスが空の場合や、禁止文字が含まれる場合に発生します。</p></li --> 311<li><strong>Same user attribute exists</strong> 312<p>More than one color set corresponding to user vertex attributes having the same number exist. This may be issued, for example, when color sets having the names "nw4cUser0" and "nw4cUser0_b" both exist for the same object. Either delete unnecessary color sets or change their names.</p></li> 313<li><strong>Texture image name is wrong</strong> 314<p>This error occurs if the file node's image name is empty, or if the file name of the texture to be used for the texture pattern animation is not in the <CODE>name.#.ext</CODE> format (where <CODE>#</CODE> is a numeric value, and <CODE>ext</CODE> is a file extension). <br> Be sure to specify an appropriate texture file.</p></li> 315<!-- li><strong>Texture is used for color and normal mapping</strong> <p>1つのテクスチャがカラー用と法線マップ用の両方に使用されています。</p></li --> <!-- li><strong>Texture mipmap level is not identical</strong> <p>同じ法線マップ用テクスチャのミップマップレベル数が file ノードによって異なっています。</p></li --> 316<li><strong>Texture size is wrong</strong> 317<p>A texture has a size whose height and width cannot be handled by CTR. Height and width must both be set to a power of two equal to or greater than 8 and equal to or less than 1024.</p></li> 318<li><strong>TGA file is wrong</strong> 319<p>TGA file contents are invalid.</p></li> 320<li><strong>The number of composite texture is over 3</strong> 321<p>This error occurs when three or more textures are being used with a single material.</p></li> 322<li><strong>The number of vertices exceeds the limitation</strong> 323<p>After this message a set of mesh and material names is specified. If this combination were drawn the number of vertices would exceed the limit (of 65,535 vertices). If this error occurs, divide up the pertinent mesh to get the appropriate size. For details, see the description of <a href="modeling.html#vertex" target="main">Vertices</a>.</p></li> 324 325 326 327 328<li><strong>UV linking is not identical</strong> 329<p>The combination of textures and UV sets differs depending on the object. For details, refer to the description of <a href="modeling.html#multi_uv">Multi UV</a>.</p></li> 330<li><strong>Vertex number is different from original mesh</strong> 331<p>This error occurs when the number of vertices of an object for which skinning or blend shape animation is set differs from the number of vertices of the original mesh node (~Orig) as a result of an operation that changed the number of vertices. For skinning, either re-bind after detaching and deleting the history, or use <B>Edit</B> → <B>Delete by Type</B> → <B>Non-Deformer History</B>.</p></li> 332<li><strong>Wrong weighted vertices exist</strong> 333<p>This error occurs when there are vertices whose total skinning weight is less than 1.0. Be sure to correct the weight value.<br> Note that if the <B>Normalize Weights</B> attribute of the <CODE>skinCluster </CODE>node is selected, the total is automatically adjusted to 1.0 when the weight value is changed.</p></li> 334<li><strong>Polygon bone size is over</strong> 335<p>The number of bones used by a polygon exceeds the maximum number of bones that can be referenced by a primitive.<BR> If an error occurs, adjust the <a href="export.html#options_model">Max Reserved Uniform Registers option</a> to decrease the number of uniform registers being reserved.</p></li> 336<li><strong>Max Reserved Uniform Registers is wrong</strong> 337<p>An out-of-bounds value has been specified for the <a href="export.html#options_model">Max Reserved Uniform Registers option</a>.<br> The setting value must range from 0 to 57 (from 0 to 54 when the <a href="export.html#options_model">Non-Uniform Scale option</a> is ON.</p></li> 338</ul> 339 340 341 342 343<h3 id="warnings">Warning Types and Handling Warnings</h3> 344<p>If a warning occurs during the output, it will be displayed in the Output Window and in Script Editor.<br> Warnings which should be paid particular attention are described in alphabetical order.</p> 345<ul> 346<li><strong>Animation curve or expression is not connected to frame extension</strong> 347<p>This warning occurs when <B>Use Frame Extension</B> is selected for a <CODE>file </CODE>node and something other than an animation curve or expression is connected to the frame extension. The texture pattern animation is not output.</p></li> 348<!-- li><strong>Blend shape has no member</strong> <p>ブレンドシェイプのデフォーマセットのメンバが1つもありません。シェイプアニメーションは出力されません。</p></li --> <!-- li><strong>Blend shape has no target</strong> <p>ブレンドシェイプのターゲットオブジェクトが設定されていません。シェイプアニメーションは出力されません。</p></li --> <!-- li><strong>Blend shape normal and color can't be animated when target is deleted</strong> <p>ブレンドシェイプのターゲットオブジェクトが削除されているため、法線と頂点カラーはアニメーションできません。</p></li --> 349<li><strong>Can't combine shapes because of texture-tangent settings</strong> 350<p>There is a mesh without the required texture-tangent settings among meshes being applied by the same material. Revise code so that meshes being applied by the same material have the same vertex attributes.</p></li> 351<li><strong>Can't combine shapes because of vertex-color settings</strong> 352<p>There is a mesh without the required vertex color among meshes being applied by the same material. Revise code so that meshes being applied by the same material have the same vertex attributes.</p></li> 353<li><strong>Can't export NURBS surface</strong> 354<p>NURBS surfaces cannot be output. Output as a locator.</p></li> 355<li><strong>Can't export Subdivision surface</strong> 356<p>Subdivision surfaces cannot be exported. Output as a locator.</p></li> 357<li><strong>Can't get UV</strong> 358<p>UV coordinates have not been set for the surface to which the texture has been bound. UV coordinates for each vertex of the surface are output as U = 0, V = 0.</p></li> 359<li><strong>Deformer is not effective</strong> 360<p>The deformer is disabled. (The <B>Node State</B> attribute is <B>HasNoEffect</B>.) Animation using the deformer cannot be output.</p></li> 361<!-- li><strong>End frame is wrong</strong> <p>指定された終了フレームが Maya 上のアニメーション開始(Animation Start)より前に設定されています。Maya 上のアニメーション終了(Animation End)を終了フレームとして出力します。</p></li --> <!-- li><strong>Failed to merge cmdl file</strong> <p>cmdl ファイルのマージに失敗した場合に発生します。Export オプションの Merge cmdl File で指定したパスを確認してください。</p></li --> 362<li><strong>File texture is not connected</strong> 363<p>Not even one file node is connected to the <CODE>layeredTexture</CODE> node. Output is made as if no texture has been bound.</p></li> 364<li><strong>Frame extension is wrong</strong> 365<p>This warning is output when a texture corresponding to the value of Frame Extension has not been output for a particular frame. Of the textures files to output, the one closest to the Frame Extension value is used as pattern animation data.<br> To stop this warning from appearing, either correct the animation curve or forcibly specify the texture to be output using the <a href="NW4C_SetFrameExtensionList.html">NW4C Set Frame Extension List</a> plug-in.</p></li> 366<li><strong>Frame offset is not zero</strong> 367<p>The animation includes frames whose Frame Offset attribute for the file node is other than 0. Note that texture pattern animation is not output correctly in this case.</p></li> 368<li><strong>Inherits transform of non-skinned object is off</strong> 369<p>The <CODE>transform</CODE> node is something other than a skinned shape but the <B>Inherits Transform </B>attribute is cleared. Objects will not display correctly if this is not selected.</p></li> 370<li><strong>Material name is changed</strong> 371<p>A material name output to the intermediate file was changed because two or more materials had the same name. This warning is generated when a single material has been connected to more than one shading group.</p></li> 372<!-- li><strong>No color animation</strong> <p>ccla ファイル出力が指定されていますが、出力対象にカラーアニメーションが設定されていません。</p></li --> 373<li><strong>No shader</strong> 374<p>No materials are connected to the shading group. When this warning occurs, the plug-in performs output by automatically adding the default material (named <strong>DummyMaterial</strong>) to the intermediate file.</p></li> 375<!-- li><strong>No shape animation</strong> <p>csha ファイル出力が指定されていますが、出力対象にシェイプアニメーションが設定されていません。すべてのターゲットのウェイト値が常に 0 である場合も発生します。</p></li --> <!-- li><strong>No texture pattern animation</strong> <p>cmata ファイル出力が指定されていますが、出力対象にテクスチャパターンアニメーションが設定されていません。</p></li --> <!-- li><strong>No texture SRT animation</strong> <p>cmata ファイル出力が指定されていますが、出力対象にテクスチャ SRT アニメーションが設定されていません。</p></li --> 376<li><strong>Node name is changed</strong> 377<p>This warning occurs when two or more nodes have the same name, when illegal characters are included in a node name, or when the node name to be output to the intermediate file is changed.</p></li> 378<!-- li><strong>Normal mapping polygon's vertex weight is wrong</strong> <p>法線マッピングを使用するマテリアルが割り当てられているポリゴン群について、すべての頂点のウェイト値が同じノードに 1.0 になっていないため、正しく表示できません。</p></li --> 379<li><strong>Output File Name is changed</strong> 380<p>The filename to be output is changed when the output filename includes illegal characters.</p></li> 381<li><strong>Procedural texture is ignored</strong> 382<p>Procedural textures such as checker and ramp cannot be output as is, so they are ignored. First, convert to a file using <B>Convert to File Texture</B>, then output.</p></li> 383<li><strong>Projection mapping is not supported</strong> 384<p>Projection mapping with a Projection utility is used. The texture is not output.</p></li> 385<li><strong>PSD file texture is ignored</strong> 386<p>PSD file textures (psdFileTex nodes) are not output, so they are ignored.</p></li> 387<li><strong>Shader is not supported</strong> 388<p>A shader not supported by the Export plug-in is being used. When this warning occurs, the plug-in performs output by automatically adding default material to the intermediate file.</p></li> 389<li><strong>Shear is not zero</strong> 390<p>Because the Shear attribute of the transform node has a value other than 0, correct output is impossible. Be sure to either execute Freeze Transformations or to set the Shear attribute to (0, 0, 0).</p></li> 391<!-- li><strong>Start frame is wrong</strong> <p>指定された開始フレームが Maya 上のアニメーション終了(Animation End)より後に設定されています。Maya 上のアニメーション開始(Animation Start)を開始フレームとして出力します。</p></li --> 392<li><strong>Stencil mapping is not supported</strong> 393<p>Stencil mapping is being used. The texture is not output.</p></li> 394<li><strong>Texture file for texture pattern animation is not found</strong> 395<p>For the texture pattern animation, there is no texture file corresponding to Frame Extension. Of the texture files to output, the one closest to the Frame Extension value is used as the pattern animation data.</p></li> 396<li><strong>Texture name is changed</strong> 397<p>The texture name contains illegal characters. Illegal characters are converted to an underscore (<CODE>_</CODE>) and output as such.</p></li> 398<li><strong>There are multiple shapes</strong> 399<p>Two or more mesh nodes exist below the transform node. Only one mesh node is output.</p></li> 400<li><strong>There are multiple texture files with the same name</strong> 401<p>There are two or more texture files with the same filename as the export target, but in different folders or with a different extension. Make sure that there is only one RTEX file to be output.</p></li> 402 403<li><strong>The setting [Cycle with Offset] of Pre Inifinity or Post Inifinity is not supported in NintendoWare</strong> 404<p>Cycle with offset is specified for pre-infinity and post-infinity of the curve. Cycle with offset is not supported by the NintendoWare runtime library. </p></li> 405 406 407 408<li><strong>Unusual vertex-color that values are out of range [0.0 - 1.0]</strong> 409<p>A value outside the range 0.0 to 1.0 has been set for the vertex color. Even if an out-of-bounds value has been set, it is passed as-is to the runtime library. </p></li> 410<li><strong>Zero normal exists</strong> 411<p>A normal vector that has length 0 exists. Lighting effects will not be carried out normally. Be sure to correct this using <B>Set Vertex Normal</B> or <B>Set to Face</B>.</p></li> 412</ul> 413 414<p><br><br></p> 415<hr><p>CONFIDENTIAL</p></body> 416</html>