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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<a href="#start_maya">Launching Maya</a><br> <a href="#preferences">Maya Environment Settings</a><br> <a href="#letters">Restrictions on Usable Characters</a><br> <a href="#maya2011">Maya2011 Restrictions</a><br>
14</p>
15
16<h2 id="start_maya">Launching Maya</h2>
17<p>In order to use plug-ins, launch Maya using the batch files listed below. <CODE>%NW4C_ROOT%</CODE> is the folder where NintendoWare for CTR was installed. <br> You must first set the folder where Maya was installed as an environment variable using the procedures described in <a href="setup.html">Installation Method</a> before you can use the batch file.</p>
18<table class="arguments">
19  <col span="1" width="30%">
20<tbody>
21<tr>
22<td><B>Maya Version to use</B></td>
23<td>Batch File</td>
24</tr>
25<tr>
26<td>Maya 2008</td>
27<td><strong>%NW4C_ROOT%\tools\DccPlugin\Maya\NW4C_Maya2008.bat</strong></td>
28</tr>
29<tr>
30<td>Maya 2009</td>
31<td><strong>%NW4C_ROOT%\tools\DccPlugin\Maya\NW4C_Maya2009.bat</strong></td>
32</tr>
33<tr>
34<td>Maya 2010</td>
35<td><strong>%NW4C_ROOT%\tools\DccPlugin\Maya\NW4C_Maya2010.bat</strong></td>
36</tr>
37<tr>
38<td>Maya 2011</td>
39<td><strong>%NW4C_ROOT%\tools\DccPlugin\Maya\NW4C_Maya2011.bat</strong></td>
40</tr>
41<tr>
42<td>Maya 2008 64bit</td>
43<td><strong>%NW4C_ROOT%\tools\DccPlugin\Maya\NW4C_Maya2008_64bit.bat</strong></td>
44</tr>
45<tr>
46<td>Maya 2009 64bit</td>
47<td><strong>%NW4C_ROOT%\tools\DccPlugin\Maya\NW4C_Maya2009_64bit.bat</strong></td>
48</tr>
49<tr>
50<td>Maya 2010 64bit</td>
51<td><strong>%NW4C_ROOT%\tools\DccPlugin\Maya\NW4C_Maya2010_64bit.bat</strong></td>
52</tr>
53<tr>
54<td>Maya 2011 64bit</td>
55<td><strong>%NW4C_ROOT%\tools\DccPlugin\Maya\NW4C_Maya2011_64bit.bat</strong></td>
56</tr>
57</tbody>
58</table>
59<!-- p><br>なお、インストーラを使ってインストールした場合、Windows のスタートメニューの「プログラム &gt; NintendoWare for CTR &gt; Maya**」(** は Maya のバージョン)から、プラグインが使用できる状態で Maya を起動することもできます。</p -->
60<p><BR>The scene will open when Maya is started if a scene file name is specified as an argument to the batch file for starting Maya.</p>
61<pre>NW4C_Maya2010.bat scene1.mb</pre>
62<p>The specified project scene opens if &quot;-proj project_name&quot; is specified after the scene file name.</p>
63<pre>NW4C_Maya2010.bat scene1.mb -proj D:\Project1</pre>
64
65<h2 id="preferences">Maya Environment Settings</h2>
66<p>Be sure to set preferences (Window → Settings/Preferences → Preferences) as follows.</p>
67<ul>
68<li>Under <STRONG>Settings</STRONG> -&gt; <STRONG>Up axis</STRONG>, select <STRONG>Y</STRONG>.</li>
69<li>Under <STRONG>Settings</STRONG> -&gt; <STRONG>Angular</STRONG>, select <STRONG>degrees</STRONG>.</li>
70</ul>
71
72<h2 id="letters">Restrictions on Usable Characters</h2>
73<ul>
74<li>Prohibited Characters
75<p>Only single-byte uppercase and lowercase alphabetic characters, numeric characters, and underscores (_) can be used in node names and material names. Use of any other character or symbol is prohibited. If a prohibited character is used, it will be converted to an underscore (_) at time of output. <br> A node name and such sometimes includes a colon (:) when Import or Reference has been used. Note that the colon is a prohibited character and will be converted to an underscore when output is made to the intermediate file. Nodes named <CODE>Test:Cube1</CODE> and <CODE>Test_Cube1</CODE> are handled as different names by Maya, but are handled as the same name by NintendoWare. This is caused by NW4R name conversion when intermediate files are output.</p>
76</li>
77<li>Regarding Uppercase and Lowercase
78<p>Although either uppercase or lowercase characters can be entered for notation used in Windows, they are overwritten when output because <CODE>ABC.cmdl</CODE> and <CODE>abc.cmdl</CODE> are recognized as the same file during internal processing. On the other hand, the names <CODE>ABC</CODE> and <CODE>abc</CODE> (when used for a node name, for example) with Maya are treated as different names. In other words, such names can co-exist. There is a possibility that such naming with Maya might collide during data clipping. When outputting data externally from Maya to the operating system in the form of files, make sure to name the files in such a way that there will be no conflict, even when the name is treated as all lowercase.</p>
79  </li>
80</ul>
81
82<h2 id="maya2011">Maya2011 Restrictions</h2>
83<p>The following restrictions apply to the new features in Maya2011</p>
84
85<ul>
86	<li>
87		When using Scene Time Warp, the animations for all nodes are baked.<br> They will be baked by simply adding Scene Time Warp, even if warp effects have not been configured.
88	</li>
89	<li>
90		When you use Dual Quaternion skinning, the result nevertheless will be output as Classic Linear skinning mode.<br> Take note of this, because the data that is output differs from the Maya preview.  (There are plans to display a warning on the exporter.)
91	</li>
92</ul
93
94<p><br><br></p>
95<hr><p>CONFIDENTIAL</p></body>
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