This chapter describes procedures and precautions regarding the use of 3ds Max to create scenes for NintendoWare.
Output of standard lighting is supported as shown below.
A value where intensity has been applied to the color is output.
This is set for the diffuse of the light if [Diffuse reflected light] under [Diffuse effects] is ON, or for the specular of the light if [Specular reflected light] is ON.
A lookup table is created based on hotspot and fall-off values.
Global coordinate space values are output for the light position and direction. If a light has a parent node, the Position and Rotate for the parent node are also applied.
Free cameras and target cameras are supported.
Targets cameras are output as Aim
type, whereas free cameras are output as Rotate
type.
As the projection methods, both perspective camera and orthographic camera are supported. Orthographic cameras are configured by turning ON orthogonal projection on the Camera Parameter Panel.
The aspect ratio is output by calculating it based on the rendering resolution.
The angle of view is configured using the Field of View on the Camera Parameter Panel.
This is converted to the vertical angle of view and output to the intermediate file.
When using an orthographic camera, the height of the orthogonal projection is calculated based on the distance to the target using the expression below.
tdist = Distance to target fovY = View angle in vertical direction ortho_height = tan( fovY / 2) * tdist * 2
Global coordinate space values are output for the camera position and direction. If camera or target (equivalent to Aim
) nodes have parent nodes, the Translate and Rotate settings of the parent node are also applied.
CONFIDENTIAL