This chapter describes general precautions.
Restrictions on Usable Characters
Differences From the Maya Plug-in
Restrictions for 3dsMax 2011 and Later
Known Issues
For node names, material names, texture names and any other names reflected in the 3D intermediate files, the only allowed characters are single-byte alphabet letters (uppercase and lower case), numerals, the hyphen ( - ) and the underscore ( _ ).
Use of any other character or symbol is prohibited. Japanese characters and other double-byte characters are not supported. If prohibited characters are used within the model data that will be exported, a warning will be displayed and the characters will be replaced with the underscore ( _ ) in the intermediate file.
If 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.
Because the coordinate systems differ between 3ds Max and NintendoWare, data is converted and then output.
Coordinate System | Horizontal direction | Up direction | Depth direction | |
3ds Max | Right-hand system | X | Z | Y |
NintendoWare | Right-hand system | X | Y | -Z |
Here is a rundown of the main differences between the 3ds Max plug-ins and the Maya plug-ins.
In the NintendoWare 3D development environment, animation curves are calculated using keys and data formats based on Hermite interpolation.
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.
3ds Max uses a different calculation method for animation interpolation, so with the 3ds Max plug-ins, the keys and data are always baked inside the Export plug-in for output.
The following restrictions apply to the new features in 3ds Max 2011 and later versions.
Sometimes some of the files will fail to export during a batch export.
In some cases the export can be successful by restarting 3ds Max and executing the batch export process again.
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