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9<ul>
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11<li id="options_compress_node"><strong>Compress Node</strong>
12
13<p>Specifies the node compression mode to use for the entire model. The load due to both the matrix computations and the amount of memory used can be reduced by lowering the number of nodes. <br /> Nodes (bones) output to the intermediate file will be compressed, but data saved in the DCC tool will not be changed. <br />
14</p>
15<table class="list_table"><tbody>
16<tr><td>Mode</td><td>Description</td></tr>
17<tr>
18<td valign="top"><strong>None</strong></td>
19<td valign="top">Do not compress nodes. Outputs the hierarchical structure used in the DCC tool as-is.</td>
20</tr>
21<tr>
22
23<td valign="top" nowrap="nowrap"><strong>Cull Useless Node</strong></td>
24<td valign="top">Deletes the nodes that are not required to display the model located at the end of the hierarchical structure and then exports. This is useful for models that use skinning.<BR> Notes for which the uncompressible flag has been set are not compressed.</td>
25</tr>
26<tr>
27<td valign="top" nowrap="nowrap"><strong>Cull Uninfluential Node</strong></td>
28<td valign="top">In addition to the processing performed when <B>Cull Useless Node</B> is specified, nodes whose matrices can be merged are merged and output. <br /> Generally, the number of nodes are reduced even more than with <B>Cull Useless Node</B>, but the following limit is placed on the Scale value. <br /> <B>An uneven Scale value (a scale value where X, Y, and Z are not the same) must not be set for nodes that have children.</B><br> A model may not be displayed correctly if compression is performed on a node that does not observe this limitation or on any children of such a node. All frames must respect the limitation described above when a scale value is being animated.<BR> Notes for which the uncompressible flag has been set are not compressed.</td>
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30</tr>
31<tr>
32<td valign="top"><strong>Unite Compressible Node</strong></td>
33<td valign="top">Nodes for which the uncompressible flag has been set are gathered.<br /> Do not select this mode when using skinning<!--, visibility animation, or shape animation.-->.<br /> <strong>The same scale-related limitations apply here as they do for Cull Uninfluential Node.</strong></td>
34</tr>
35<tr>
36<td valign="top"><strong>Unite All Node</strong></td>
37<td valign="top">Gathers nodes and outputs all polygons using global coordinates. (Name of the root node is used for node name.) Do not select this mode when using skinning<!--, visibility animation, or shape animation.-->.<br /> <strong>The same scale-related limitations apply here as they do for Cull Uninfluential Node.</strong></td>
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39</tr>
40<!-- <tr> <td valign="top"><strong>Unite Below Node</strong></td> <td valign="top">階層構造の末端に位置するポリゴンを持ったノードを1つにまとめて出力します。<br /> 以下の条件を元に圧縮するノードを決定します。<br /><br /> <strong>「圧縮可能フラグが設定されている」<br /> 「全ての子孫のノードに圧縮可能フラグが設定されている」</strong><br /> スキニングやシェイプアニメーションを使用する場合は、このモードを選択しないでください。<br /> <br /> <strong><font color="#ff0000">本オプションは、Unite Compressible Nodeなどで代替でき利用価値が低いため、将来のリリースで削除される予定です。</font></strong><br /> </td> </tr> -->
41</tbody></table>
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43<ul>
44   <li>Compression is supported for cmdl and cskla files.<BR> Node compression is also applied to cskla files only when <B>Cull Uninfluential Node</B> has been specified.</li>
45   <li><CODE>Unite Below Node</CODE> has been deprecated.</li>
46   <li>Differences in execution load when using Cull Useless Node and Cull Uninfluential Node</li>
47	<ul>
48	   <li>Differences in load depend on the data being processed, and nothing general can be said.</li>
49      <li>The most accurate measure is to actually output using both options and compare. </li>
50      <li>This is used as a guideline to check whethere there is any benefit in terms of difference in number of bones. </li>
51      <li>With the sample data, Male, changing both options did not differ by even one bone.<BR> Even in this case, you can confirm that a difference of approximately 0.4$ per frame results when playing 25 animations simultaneously. </li>
52	</ul>
53
54</ul>
55
56</li>
57
58<li id="options_compress_mat"><strong>Compress Material</strong>
59<p>Specifies that the material be compressed. <br /> No compression is performed if <B>None</B> is specified. If <B>Compress Same Material</B> is specified, materials that have the same attribute are compressed and gathered for output. <br /> Materials for which Compress has been set to <strong>Don’t compress</strong> using the <a href="NW4C_SetMaterialAttr.html">plug-in for setting material attributes (NW4C Set Material Attribute)</a> are not compressed.
60</p>
61</li>
62<!-- <li><strong>Optimize Primitive</strong> <p>ON にするとスケルタルモデル(スキンモデル)からモデルへの変換を行います。 </p> <p> 	<strong>スケルタルモデル(スキンモデル)からモデルへの変換について</strong><br /> </p> <ul> 	<li>利点         <p>モデルはスケルタルモデルに比べシンプルな構造で、実機でより効率的に処理することができます。</p> 	</li> 	<li>注意事項 		<p>モデル変換時に、すべてのボーンは統合されスケルトン情報(階層構造)が無くなります。<br /> 		<strong>スケルトン情報が破棄されるので、スケルタルアニメーションやビルボードが利用できなくなります。</strong></p> 	</li> </ul> <p> 	<strong>Disable SkeletalModel-Simplification オプション の廃止について</strong><br/> 	<ul> 		<li>明快さを重視して、明示的に指定した時だけモデル変換を行うようになりました。<br /> 		    それに伴い、モデルへの自動変換の抑止指定 Disable SkeletalModel-Simplification オプション も廃止されました。</li> 	</ul> </p> </li> -->
63
64<li>
65  <strong>Optimize Primitive</strong>
66  <p>Optimize Primitive optimizes polygon primitives and then outputs.<BR> This reduces the drawing process load compared to when set to OFF.
67  </p>
68  <p>
69    Optimization is made to adjust the arrangement of triangles to increase the hit rate of the vertex cache inside the GPU.<BR> The degree of improvement varies depending on data content and rendering conditions.<BR> Improvement in performance can be expected under conditions where vertex processing has become a bottleneck.
70  </p>
71</li>
72
73<li>
74  <strong>Convert To Model</strong>
75  <p>Conversion from a skeletal model (skin model) to a model is performed if set to ON.</p>
76  <p>
77	  <strong>Conversion from a skeletal model (or skin model) to a model</strong><br />
78  </p>
79  <ul>
80	  <li>Benefits
81          <p>Models have a simpler structure than skeletal models and can be handled more efficiently by the actual hardware.</p>
82	  </li>
83	  <li>Notes
84		  <p>During model conversion, all bones are combined and skeleton information (the hierarchical structure) is lost.<BR> <strong>Skeleton information is destroyed, making it impossible to use skeletal animation and billboarding.</strong></p>
85
86	  </li>
87  </ul>
88  <p>
89	  <strong>Regarding the eliminated of the disable SkeletalModel-Simplification option</strong><br />
90  </p>
91  <ul>
92		  <li>
93		    Emphasizing clarity, model conversion is now performed only when specified explicitly.<BR> Accordingly, the Disable SkeletalModel_Simplification option for specifying the suppression of automatic conversion to a model has also been eliminated.
94		  </li>
95	</ul>
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109</ul>
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