Specifications

Developers guidelines | 3D graphics with Java ME
40 June 2010
A: It is possible to do back face culling and it can be set directly to the figure data by
using the PAC tool.
The PAC tool can be downloaded from
http://www.mascotcapsule.com/toolkit/sony_ericsson
Q: Why doesn't the model display in the viewer?
A: The UV values of bac data are all whole numbers. If decimals appear in the UV
coordinate values of the 3D tool, deviations will occur when exporting to the bac file.
The extent of the error will only be plus or minus one pixel, but this is sufficient enough
to distort textures. Currently, there is no solution to this problem. However, as one
method of improving the appearance of your work, we recommend that eyes and
alphanumeric characters, for example, use higher resolution textures. In addition, fine
textures may run together when displayed on an actual phone, if sizes are too small.
This is caused by lower screen resolutions on phones.
Another consideration is exporting models without any camera or lights which might
cause the viewer to display them incorrectly.
Mascot Capsule Version 4 (JSR-184)
Q: Which tools and documents are available to create Mascot Capsule Version 4 (JSR-
184) models?
A: All offical Mascot Capsule created tools and plugins can be found at
http://www.mascotcapsule.com/M3G/download/e_index.html
.
A number of projects are underway by various parties, some popular links are:
http://sourceforge.net/projects/juinness/
Finnish project dedicated to creating a M3G converter that will be able to read
almost any common 3D format
http://fivedots.coe.psu.ac.th/~ad/jg/objm3g/
A tutorial explaining how to convert OBJ files to M3G
http://www.renderware.com/
Renderware, a very well-known program throughout the industry
http://www.jcodeworks.com/demomidp.html
A M3G exporter that takes OBJ files and turns into a format that can be read by the
supplied loading class.
Q: When loading a M3G a "nested uri" IO exception is thrown?
A: This occurs when using multiple maps and textures that use more than 256 colours.
Ensure your texture maps use a maximum 256 colours palette. Under 3D Max, there is
a 'Texture Tool' within the exporter dialog with an option to use 'Optimized Palette'
which will facilitate this.
Q: When exporting using the native 3D Max M3G plugin I note that the output is larger
than when using the Mascot Capsule exporter plugin?