1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> 2<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en-US" lang="en-US"> 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 <title>Coordinate System</title> 7 <link rel="stylesheet" href="../css/mainpage.css" type="text/css" /> 8 </head> 9 10 <body> 11 12<h1>Coordinate System</h1> 13 14<h2>Direction of Coordinate Axes</h2> 15<p>NintendoWare uses a right-handed coordinate system with the positive direction of the Y axis pointing upward.</p> 16<img src="./images/coordinate_system.jpg"> 17<p><br>3ds Max uses a right-handed coordinate system with the positive direction of the Z axis pointing upward. <br>The 3ds Max Export plug-in converts vertex coordinates, normal, translation, rotation, scale and other values into values for a right-handed coordinate system with the positive direction of the Y axis pointing upward.</p> 18<img src="./images/coordinate_system_3dsmax.jpg"> 19 20<h2>Shape Bounding Volume Information</h2> 21<p>The coordinate system for the shape's bounding volume information (the <OrientedBoundingBox> element of the CMDL file) will differ depending on the state of skinning.</p> 22<ul> 23<li>No skinning <br>Local coordinate system of bone to which shape belongs.</li> 24<li>Rigid skinning or smooth skinning<br> World coordinate system of the bind pose.</li> 25</ul> 26 27<h2>Vertex Coordinates - Normal - Tangent</h2> 28<p>The coordinate system for vertex coordinates, normals and tangents will differ depending on the state of skinning.</p> 29<ul> 30<li>No skinning <br>Local coordinate system of bone to which shape belongs.</li> 31<li>Rigid skinning<br> Local coordinate system of the influencing bone.</li> 32<li>Smooth skinning<br>World coordinate system of the bind pose.</li> 33</ul> 34 35<p><br><br><br><br></p> 36 37 <hr><p>CONFIDENTIAL</p></body> 38</html> 39