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https://w.atwiki.jp/simai/pages/1003.html
What is simai's Notation? Location of Note Numbers Chart Definition and Ending Definition of BPM Length of NotesHow to Define the BPM How to Define the Length Divider TAP HOLD SLIDE (Basics Shapes) SLIDE (Multiple Chaining)Multiple SLIDE Chaining SLIDE TOUCH, TOUCH HOLD, Firework EffectTOUCH TOUCH HOLD Firework Effect EACH EX Notes Other NotationsChange Normal TAP to Star-shaped TAP Change Star-shaped TAP to Normal TAP Notations of Pseudo-TAP HOLD and Pseudo-TOUCH TOUCH HOLD Pseudo EACH SLIDE without Star-shaped TAP ※BREAK's notation is summarized in the description of TAP, HOLD, and SLIDE. What is simai's Notation? simai's notation was created by Celeca in 2013 for denoting the various types of notes appeared in maimai in plain text. By using combinations of half-width alphanumeric characters according to the rules explained below, any maimai charts can be accurately denoted using only plain text theoretically. This notation was first used in simai, a chart simulator for maimai which was first released on February 5, 2013, by Celeca. Since then, various simulators inspired by maimai have been created by volunteers, and the simai's notation has often been used as their chart notation. While Celeca will be closing simai to the public on February 5, 2023, there are still a certain number of users who use simai's notation, which is why Celeca decided to create this page. Although some simulators may have extended/further developed simai's notation in their implementation, only the notation rules officially defined as "simai's notation" are listed here. For those who want to create a simulator supporting simai's notation, it is recommended to make the simulator able to handle the notation rules on this page. Also, if you make such a simulator, Celeca would appreciate it if you could inform Celeca, who has the rights to the simai's notation. Although it is not necessary to inform, Celeca would be glad to hear from you. Location of Note Numbers First, please look at the image below. ⑧① ⑦ ② ⑥ ③ ⑤④ This shows the numbered location of maimai's buttons and sensor areas. They are numbered 1 to 8 in clockwise order. For sensor areas, each numbered location is further divided into 4 alphabet-numbered sensor areas as explained later. These numbers are used to represent notes' position, so be sure to remember this. Chart Definition and Ending A chart in simai's notation is composed by a series of commas and note notations. Every comma occupies a certain length of time. For example, when a comma has a length of 1 second and there are 10 commas in the chart, the chart will have a total length of (10 × 1s =) 10 seconds. In this case, 【1,1,1,1,1,1,1,1,1,1,1,1,1,】 represents a chart with 10 TAP notes at BUTTON-1, in the density of 1 note per second. Once the chart definition has begun, the chart can be defined using commas and note notations. However, for dealing with songs beginning with a fade-in section, a large number of commas would be needed. To save the efforts, there is a parameter which determines how many seconds should pass since the music begins playing when the chart begins at the first comma of the chart. In simai, this is determined by the parameter "first". Since the timing of the beginning of the chart should be determined precisely and accurately, a number with decimal places such as 1.234 seconds is usually used. If "first" is 1.234 seconds, then the same 【1,1,1,1,1,1,1,1,1,1,1,】 chart will have 10 TAP notes at BUTTON-1 at 1.234, 2.234, 3.234, ..., and 10.234 seconds, respectively, after the music begins playing. Just as a real sheet music has an ending notation, an ending should be defined in simai's notation, otherwise the music may continue playing endlessly. ※In simai, when the chart definition is longer than the length of the MP3, the chart still ends when the MP3 is played to the end The end of a chart is denoted by an "E". If "first" is 1.234 seconds and the chart definition is 【1,1,1,1,1,1,1,1,1,1,1,1,1,E】, the chart progresses until 10.234 seconds, as described above, and since the last comma also has a length of 1 second, the chart ends at 11.234 seconds. A chart definition in simai's notation is a long string with a large number of commas and note notations and then an "E" at the end. Line breaks, spaces, and tabs can be inserted in the middle of this string for better readability. These characters are ignored when the chart definition is being parsed. Definition of BPM Length of Notes In the previous examples, a comma has the length of 1 second. Although the following example has a BPM which make the calculation difficult on purpose, the length of a 16th note at 174 BPM is 0.08620689655 seconds. If such length is assigned to every comma, notes with the length of a 16th note at BPM 174 can be placed correctly. However, it would be troublesome to calculate this manually every time. The per-comma length can be changed by adjusting the BPM and/or the length divider by using the following notations. How to Define the BPM (120) Input the BPM value and enclose it in a pair of round brackets. Since the BPM value should be accurate, a number with decimal places can be used. How to Define the Length Divider {2} Input the dividing value and enclose it in a pair of curly brackets. E.g., "{4}" specifies the per-comma length to be a quarter note, "{8}" to be an 8th note, and "{1}" to be the whole note. A number with decimal places can be used but should be avoided because it may cause confusions. The BPM must be defined before the length divider. Because the length of notes cannot be calculated unless the BPM value is defined, when these two parameters are defined together, the length divider should come after the BPM. E.g., 【(120){2}】 specifies the per-comma length to be a half note at 120 BPM (exactly 1 second). If the BPM value is B and the length divider is T, the per-comma length can be calculated using the following formula Per-comma length = 240 / B / T (seconds). Depending on the music, there might be cases where charting to a special sound effect or so with unknown BPM is attempted or matching the vocals precisely is desired. In these cases, 【{#0.35}】, for example, can be used, and the per-comma length after this will become 0.35 seconds. When this notation is used, the per-comma length is already determined, so there is no need to specify the length divider. These two parameters can be defined anywhere when necessary. TAP From here on, note notations which can be added before a comma will be explained. TAP is the most basic note type in maimai. TAP's notation is very simple and is denoted by a button number followed by a comma. TAP that occurs at BUTTON-1 ... 【1,】 TAP that occurs at BUTTON-5 ... 【5,】 To change a TAP into a BREAK TAP, add a "b" before the comma, e.g., 【1b,】, 【5b,】. HOLD To place a HOLD, in addition to the button number, how long the button should be held down should also be specified. For example, for a hold to be held down for the length of a half note at 174 BPM, its held-down length would be 0.68965517241...... seconds. However, as with the BPM example above, this is also troublesome to calculate manually every time. If the current BPM is 174, then 【(174)】 has already been placed before. What is missing is the length divider, 【one half note】. The held-down length is written as 【[2 1]】 in simai's notation. The number before the colon denotes the length divider (half note), and the number after colon denotes the multiplier of the length divider (1×). Hence the total held-down length of such HOLD note is (1 × half note =) one half note. This way of denoting the length parameter is used in both HOLD and SLIDE. In the actual notation, a button number is specified, an "h" is specified after the button number to make it clear that the note is a HOLD, and then the held-down length is be specified after both of them. HOLD that occurs at BUTTON-5 with the held-down length of one half note ... 【5h[2 1],】 This is the basic notation. However, there might be cases where it is more convenient to specify the held-down length to be an exact number of seconds. HOLD that occurs at BUTTON-4 with a held-down length of 5.678 seconds ... 【4h[#5.678],】 HOLD that occurs at BUTTON-4 with a held-down length of one half note at 150 BPM ... 【4h[150#2 1],】 To change a HOLD into a BREAK HOLD, add a "b" after the "h" like 【5hb[2 1],】. It does not matter whether the "h" and the "b" are swapped, as in 【5bh[2 1],】. SLIDE (Basics Shapes) To place a SLIDE, many parameters should be specified, such as the starting and ending button numbers, how they are to be connected with the arrow track, and how long the tracing star is to move. Although SLIDE has gone through remarkable development in the history of maimai, and many features have been implemented to it, this section only describes the basic notation and the shapes of SLIDE. The format of SLIDE's basic notation is a combination of 【starting point, shape of track, ending point, and tracing length】. BUTTON-1 to BUTTON-4, straight shape, tracing length of 3 8th notes ... 【1-4[8 3],】 The 【[8 3]】 part at the end of the notation is specified using the same concept as the held-down length described for HOLD. For SLIDE, there is a waiting time after the approaching star-shaped TAP reaches the judgment line and before the tracing star actually begins to move. Specifically, it is one beat at the current BPM. The tracing length of the SLIDE and the waiting time for the tracing star to start moving can be directly specified in seconds as follows Status ... BUTTON-1 to BUTTON-4, straight shape, 120 BPM Waiting time is one beat at 160 BPM, tracing length is three 8th notes at 160 BPM ... 【1-4[160#8 3],】 Waiting time is one beat at 160 BPM, tracing length is 2 seconds ... 【1-4[160#2],】 Waiting time is 3 seconds, tracing length is 1.5 seconds ... 【1-4[3##1.5],】 Waiting time is 3 seconds, tracing length is three 8th notes at current BPM ... 【1-4[3##8 3],】 Waiting time is 3 seconds, tracing length is three 8th notes at 160 BPM ... 【1-4[3##160#8 3],】 The arrow track of a SLIDE has many possible shapes. "-" ... Straight shape Connects the start to the end in a straight line. " ", " ", "^" ... Arc shape Connects the start to the end along the circled judgment line. If the direction of travel is to the right, use " ". If left, use " ". If the distance is shorter than half the circle, "^" can be used and thinking of the direction is thus not needed. "v" ... v-shape Connects the start to the end through the screen center as the turning point in two straight lines. "p", "q" ... p-shape, q-shape Connects the start to the end while curving around the screen center. "s", "z" ... Thunderbolt shape Connects the start to the end with three short lines in the shape of a thunderbolt symbol (⚡). "pp", "qq" ... Grand p-shape, Grand q-shape Connects the start to the end while curving along an imaginary circle which is tangent to both the screen center and the circled judgment line. "V" ... Grand v-shape Connects the start to the end through a middle turning point in two straight lines. The line connecting the start to the middle turning point is always a short straight line. "w" ... Fan shape Connects the start to three ends in an expanding track in a shape similar to a folding hand fan. Three tracing stars going to each end are spawn for this SLIDE shape. For the "V" SLIDEs, the middle turning point is specified by an extra button number in addition to the button numbers of the starting and ending points. Starting point is BUTTON-1, turning point is BUTTON-3, ending point is BUTTON-5 ... 【1V35】 Every SLIDE has a constant tracing speed from the start to the end. To change the track of a SLIDE into a BREAK SLIDE, add a "b" after the "]" like 【1-4[8 3]b,】. The allowed positions of the ending point relative to the starting point are restricted by the shape of the SLIDE. The following table lists the possible combinations of starting and ending points of each SLIDE shape where the arrow track of the SLIDE can be drawn normally. SLIDE (Multiple Chaining) Multiple SLIDE Multiple SLIDE refers to a SLIDE note with two or more arrow tracks stating from a single star-shaped TAP. Each SLIDE arrow track is specified with its own set of parameters, since every set of parameters may be different for each SLIDE arrow track, except that the starting point is the same. The tracing speed can be different for each SLIDE arrow track, but these SLIDE arrow tracks are treated as EACH because their tracing stars begin to move at the same time. BUTTON-1 to BUTTON-4, straight shape, tracing length of 3 4th notes, plus BUTTON-1 to BUTTON-6, arc shape, tracing length of 5 8th notes ... 【1-4[4 3]*-6[8 5],】 After the starting button number at the beginning of the note notation, there is no need to repeat that button number. An "*" can be added after the second SLIDE arrow track to specify the third arrow track and so on. Chaining SLIDE Chaining SLIDE is a SLIDE note which composes of multiple SLIDE arrow tracks with their starting and ending points joined together and is treated as a single SLIDE arrow track. For example, the 【1V75】 arrow track is internally two SLIDE arrow tracks (【1-7】 and 【7-5】) combined into one. However, the combination is not limited to the grand V-shapes but can be any shape and two or more SLIDE arrow tracks joined together. No matter how long the chaining SLIDE is, the tracing speed is calculated from the tracing length to be a constant from the start to the end of tracing. BUTTON-1 to BUTTON-4 with straight shape, BUTTON-4 to BUTTON-7 with q-shape, BUTTON-7 to BUTTON-2 with straight shape, tracing length of two whole notes ... 【1-4q7-2[1 2],】 Specify a series of button numbers and SLIDE shapes and then specify the tracing length at the end. In the case of this SLIDE, the tracing star continues tracing at a constant speed from BUTTON-1 until it reaches BUTTON-2. However, there might be cases where different tracing lengths are desired for some of the SLIDE arrow tracks. In such cases, the tracing length for each SLIDE arrow track can be specified like 【1-4[2 1]q7[2 1]-2[1 1],】. However, be sure to specify the tracing speed for all individual SLIDE arrow tracks. Otherwise, an error may occur. To change it to BREAK SLIDE, add a "b" after the "]", which the same as for regular SLIDE. It is not possible to make only a section of chaining SLIDE into BREAK SLIDE. A chaining SLIDE note can only be either a normal SLIDE or a complete BREAK SLIDE. Therefore, even when different tracing speeds can be specified for some of the SLIDE arrow tracks, the "b" can be added only after the last "]". TOUCH, TOUCH HOLD, Firework Effect TOUCH In maimai DX series, there are 34 sensor areas on the screen which the player can touch. All of these can handle contact events, and SLIDEs require the contact events to be made in a specific order. Since maimai DX, there have been new types of notes that require directly touching the sensor. They are TOUCH and TOUCH HOLD. The sensor areas are also divided into five major groups Group A, located adjacent to the buttons; Group B, located between Group A and the center of screen; Group C, which is in charge of the center; Group D, which fills the space between the areas of Group A; and Group E, located slightly inward from Group D and adjacent to Group B. Group C is in the center and has 2 sensor areas, while each of the other groups has 8 sensor areas which are numbered in clockwise order. The following diagram shows the approximate location and positioning of the sensors. To place a TOUCH, the sensor number of the desired location is denoted in the same way as TAP. TOUCH that occurs at SENSOR-B1 ... 【B1,】 TOUCH that occurs at SENSOR-D4 ... 【D4,】 The sensor in the center is divided into two areas, C1 and C2. However, no TOUCHes appear separately for each of them, instead a TOUCH appears in the middle of the areas. Therefore, a TOUCH that occurs in the center can be denoted as 【C,】 without numbering. Denoting this as either 【C1,】 or 【C2,】 causes no errors and is treated the same as 【C,】. TOUCH HOLD TOUCH HOLD is a note that requires the sensor to be pressed and held. It is counted as "HOLD" in the play result. The awarded score is also the same as HOLD. This notation is a direct combination of TOUCH and HOLD. Just simply replace the button number of a HOLD with a sensor number. TOUCH HOLD that occurs at SENSOR-C with held-down length of 3 4th notes ... 【Ch[4 3],】 While TOUCH has appeared in all 34 sensor areas since DX FESTiVAL, TOUCH HOLD has only appeared on the C sensor since DX classic, at least until DX UNiVERSE PLUS. However, in simai's notation, TOUCH HOLD can appear anywhere if the sensor number is specified to be not C. Firework Effect Firework effect refers to the rainbow-colored radial effect that appears as if fireworks are spreading from a certain location when a specific TOUCH is touched. Since there was no official name for this effect at the time DX classic was launched, 3simai used the name "firework effect" for convenience. To enable firework effect, add an "f" after the sensor number. TOUCH that occurs at SENSOR-B7 with firework effect ... 【B7f,】 TOUCH HOLD that occurs at SENSOR-C with held-down length of two whole notes with firework effect ... 【Chf[1 2],】 In the case of TOUCH HOLD, when "h" for HOLD and "f" for FIREWORK effect are specified together, either "hf" or "fh" is fine. EACH If two or more notes occur at exactly the same time, they are treated as an EACH (BOTH). In the case of SLIDEs, even if their tracing length are different, they are still considered to be an EACH if their tracing stars begin to move at the same time. The notes treated as part of an EACH change their color to yellow, except for BREAK notes. An EACH is denoted by placing each composing note and separating each of them with a "/". TAP at BUTTON-1 and HOLD at BUTTON-8 with held-down length of one half note ... 【1/8h[2 1],】 Their order does not matter, so the notation 【8h[2 1]/1,】 works fine. However, for SLIDEs, for example, in 【1-4[8 1]/2-6[8 1],】, 【1-4[8 1]】 will be displayed as if it occurred before 【2-6[8 1]】. In other words, the SLIDE defined earlier will be displayed as if it occurred earlier. Three or more elements are also treated as an EACH and can be denoted as note A / note B / note C ... Only EACHes composing of only non-BREAK TAPs can be denoted like 【12】 without the "/". The "/" between each note cannot be omitted even if there is only a single non-TAP or BREAK note within the EACH. EX Notes TAP, HOLD, and BREAK can be specified as EX notes. EX notes are judged to be CRITICAL PERFECT if they are hit within the timing window of GOOD or better. Simulators that support only the autoplay mode always hit notes within the timing window of CRITICAL PERFECT regardless of the notes' EX setting. However, Celeca have defined the notation because demands are expected for the needs of reproducing official charts and/or charting for simulators that react to player's input. To change a note into an EX note, add an "x" in the similar manner for changing the notes into BREAKs. EX-TAP at BUTTON-1 ... 【1x,】 EX-HOLD at BUTTON-3 ... 【3hx[α β],】 EX-BREAK at BUTTON-5 ... 【5bx,】 EX-BREAK HOLD at BUTTON-7 ... 【7bxh[α β],】 When two or more of "x", "h", and "b" characters are specified together, they can be specified in any order. Other Notations The notations listed below allow charters to create special charts more easily, such as the UTAGE charts appeared in MURASAKi version. Change Normal TAP to Star-shaped TAP A BUTTON-1 TAP is denoted as 【1,】. But if a "$" is appended and denoted as 【1$,】, it changes into a star-shaped TAP that would appear if a SLIDE were placed. This can be used in conjunction with a BREAK TAP or an EX-TAP. When two or more of "$", "b", and "x" characters are specified together, they can be specified in any order. Also, if two "$" are stacked to form "$$", the star-shaped TAP rotates. Currently, the rotation speed of the star-shaped TAP is a pre-defined constant. Change Star-shaped TAP to Normal TAP When a SLIDE is described as 【1-5[8 1],】, the BUTTON-1 TAP automatically changes into a star-shaped TAP, but if a "@" is appended to the star-shaped TAP as in 【1@-5[8 1],】, this star-shaped TAP changes back into a normal TAP. The SLIDE is processed as usual, so the SLIDE arrow track appears to start from the normal TAP. This can be used in conjunction with a BREAK TAP or an EX-TAP too. When two or more of "@", "b", and "x" characters are specified together, they can be specified in any order. Notations of Pseudo-TAP HOLD and Pseudo-TOUCH TOUCH HOLD Assuming there is a HOLD denoted by 【3h[1 1],】, if its held-down length is shortened to the limit, the required held-down length becomes instant, and the visual length of the HOLD shrinks as well, giving it the appearance of a hexagonal TAP. Although such a HOLD can be denoted like 【3h[1000 1],】, it can be easily denoted by removing the held-down length notation like 【3h,】. The same notation can be used for TOUCH HOLD. For example, a TOUCH HOLD denoted as 【Ch,】 gives a judgment instantly when hit. This can be used to denote a pseudo TAP or pseudo TOUCH. Note that this notation is treated internally as if 【[1280 1]】 were specified. It is because the held-down length of such notes is implied to be set to the length of a 1280th note in the official fan book sold by SEGA. Pseudo EACH When denoting two TAPs that are almost but not exactly simultaneous, the notes in the nearby section would needed be very fine-tuned in this way {96} 1,2,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, {8} ~~~~~~ In the above example, the 96th note length divider was used for the timing gap, and specifying the notes to be closer to each other would be even harder. When strictly reproducing an official chart, this made it infeasible, and when creating a fan-made chart, this could be troublesome. In this case, 【1`2,】 can be used. It makes the BUTTON-2 TAP placed only slightly later than the BUTTON-1 TAP but still almost simultaneous. The BUTTON-2 TAP is processed internally as a TAP that is 1 millisecond later than the BUTTON-1 TAP. Since they are not exactly simultaneous to become a part of an EACH, the two TAPs do not turn yellow and do not count as an EACH on the play result. For example, in 【1`2`3/4,】, a BUTTON-2 TAP is placed 1 millisecond after the BUTTON-1 TAP, and an EACH composing of a BUTTON-3 TAP and a BUTTON-4 TAP is placed another 1 millisecond after the BUTTON-2 TAP. Note that, the "`" symbol can be entered by holding down Shift and pressing the "@" key right to the "P" key on a JIS layout keyboard and also by directly pressing the "`" key left to the "1" key on a US or UK layout keyboard. SLIDE without Star-shaped TAP When a SLIDE is placed, a star-shaped TAP normally always appears and approaches to the SLIDE's starting point, but this approaching star-shaped TAP can be eliminated. Assume that there is a SLIDE denoted by 【1-5[2 1],】. The tracing star fades in before starting to move ... 【1?-5[2 1],】 The tracing star does not fade in and suddenly appears when it begins to move ... 【1!-5[2 1],】 In both cases, the SLIDE arrow track fades in and the approaching star-shaped TAP does not appear. For creating a chart that letters, symbols, etc. are drawn using SLIDEs, it is recommended to use "?" to make it clear where to start tracing. For creating a chart with single-stroke SLIDEs, using "!" is recommended to avoid displaying extra stars on the screen. [pseudoEach] backtick (`) is located to the left of "1" on a US/UK layout keyboard. Its Alt code is 96. Alternatively you can copy and paste... -- cubruce1103 (2023-02-13 02 35 50) 名前 コメント
https://w.atwiki.jp/matchmove/pages/117.html
Image Preparation Dialog The image preparation dialog allows the incoming images from disk to be modified before they are cached in RAM for replay and tracking. The dialog is launched either from the open-shot dialog, or from the Shot/Image Preparation menu item. Like the main SynthEyes user interface, the image preparation dialog has several tabs, each bringing up a different set of controls. The Stabilize tab is active above. With the left button pushed, you can review all the tabs quickly. For more information on this panel, see the Image Preparation and Stabilization sections. Warning you should be sure to set up the cropping and distortion/scale values before beginning tracking or creating rotosplines. The splines and trackers do not automatically update to adapt to these changes in the underlying image structure, which can be complex. Use the Apply/Remove Lens Distortion script on the main Script menu to adapt to late changes in the distortion value. Shared Controls OK. Button. Closes the image preprocessing dialog and flushes no-longer-valid frames the RAM buffer to make way for the new version of the shot images. You can use SynthEyes s main undo button to undo all the effects of the Image Preprocessing dialog as a unit, or then redo them if desired. Cancel. Button. Undoes the changes made using the image preprocessing dialog, then closes it. Undo. Button. Undo the latest change made using the image preprocessing panel. You can not undo changes made before the panel was opened. Redo. Button. Redo the last change undone. Final. Button. Reads either Final or Padded the two display modes of the viewport. The final view shows the final image coming from the image preparation subsection. The padded view shows the image after padding and lens undistortion, but before stabilization or resampling. Both. Button. Reads either Both, Neither, or ImgPrep, indicating whether the image prep and/or main SynthEyes display window are updated simultaneously as you change the image prep controls. Neither mode saves time if you do not need to see what you are doing. Both mode allows you to show the Padded view and Final view (in the main camera view) simultaneously. Margin. Spinner. Creates an extra off-screen border around the image in the image prep view. Makes it easier to see and understand what the stabilizer is doing, in particular. Show. Button. When enabled, trackers are shown in the image prep view. Image Prep View. Image display. Shows either the final image produced by the image prep subsystem (Final mode), or the image obtained after padding the image and undistorting it (Padded mode). You can drag the Region-of-interest (ROI) and Point-of-interest (POI) around, plus you can click to select trackers, or lasso-select by dragging. Playbar (at bottom) Preset Manager. Drop-down. Lets you create and control presets for the image prep system, for example, different presets for the entire shot and for each moving object in the shot. Preset Mgr. Disconnect from the current preset; further changes on the panel will not affect the preset. New preset. Create and attach to a new preset. You will be prompted for the name of the new preset. Reset. Resets the current preset to the initial settings, which do nothing to the image. Rename. Prompt for a new name for the current preset. Delete. Delete the current preset. Your presets. Selecting your preset will switch to it. Any changes you then make will affect that preset, unless you later select the Preset Mgr. item before switching to a different preset. Rewind. Button. Go back to the beginning of the shot. Back Key. Button. Go back to the previous frame with a ROI or Levels key. Back Frame. Button. Go back one frame; with Control down, back one key; with Shift down, back to the beginning of the shot. Auto-repeats. Frame. Spinner. The frame to be displayed in the viewport, and to set keys for. Note that the image does not update while the spinner drags because that would require fetching all the intermediate frames from disk, which is largely what we’re trying to avoid. Forward Frame. Button. Go forward one frame; with Control down, forward one key; with Shift down, forward to the end of the shot. Auto-repeats. Forward Key. Button. Go forward to the next frame with a ROI or Levels key. To End. Button. Go to the end of the shot. Make Keys. Checkbox. When off, any changes to the levels or region of interest create keys at frame zero (for when they are not animated). With the checkbox on, keys are created at the current frame. Enable. Button (stoplight). Allows you to temporarily disable levels, color, blur, downsampling, channels, and ROI, but not padding or distortion. Use to find a lost ROI, for example. Effective only within image prep. Rez Tab Blur. Spinner. Causes a Gaussian blur with the specified radius, typically to minimize the effect of grain in film. Applied before down-sampling, so it can eliminate artifacts. Hi-Pass. Spinner. When non-zero, creates a high-pass filter using a Gaussian blur of this radius. Use to handle footage with very variable lighting, such as explosions and strobes. Radius is usually much larger than typical blur compensations. Applied before down-sampling. DownRez. Drop-down list None, By 1/2, By 1/4. Causes the image from disk to be reduced in resolution by the specified amount, saving RAM and time for large film images, but reducing accuracy as well. Interpolation. Drop-down list. Bi-Linear, 2-Lanczos, 3-Lanczos. The bi-linear method is fastest but softens the image slightly. If the shot has a lot of noise, that can be a good thing. The 2-Lanczos filter provides a sharper result, after a longer time. The 3-Lanczos filter is even sharper, with more time and of course the noise is made sharper also. Channel. Drop-down list RGB, Luma, R, G, B, A. Allows a luminance image to be used for tracking, or an individual channel such as red or green. Blue is usually noisy, alpha is only for spot-checking the incoming alpha. This can reduce memory consumption by a factor of 3. Invert. Checkbox. Inverts the RGB image or channel to improve feature visibility. Levels Tab High. Spinner. Incoming level that will be mapped to full white in RAM. Changing the level values will create a key on the current frame if the Make Keys checkbox is on, so you can dynamically adjust to changes in shot image levels. Use right-click to delete a key, shift-right-click to truncate keys past the current frame, and control-right-click to kill all keys. High, Mid, and Low are all keyed together. Mid. Spinner. Incoming level that will be mapped to 50% white in RAM. (Controls the effective gamma.) Low. Spinner. Incoming level that will be mapped to 0% black in RAM. Gamma. Spinner. A gamma level corresponding to the relationship between High, Mid, and Low. Saturation. Spinner. Controls the saturation (color gain) of the images, without affecting overall brightness. Hue. Spinner. Rotates the hue angle +/- 180 degrees. Might be used to line up a color axis a bit better in advance of selecting a single-channel output. Cropping Tab Left Crop. Spinner. The amount of image that was cropped from the left side of the film. Width Used. Spinner. The amount of film actually scanned for the image. This value is not stored permanently; it multiplies the left and right cropping values. Normally it is 1, so that the left and right crop are the fraction of the image width that was cropped on that size. But if you have film measurements in mm, say, you can enter all the measurements in mm and they will eventually be converted to relative values. Right Crop. Spinner. The relative amount of the width that was cropped from the right. Top Crop. Spinner. The relative amount of the height that was cropped. Height Used. Spinner. The actual height of the scanned portion of the image, though this is an arbitrary value. Right Crop. Spinner. The relative amount of the height that was cropped along the bottom. Effective Center. 2 Spinners. The optic center falls, by definition, at the center of the padded-up (uncropped) image. These values show the location of the optic center in the U and V coordinates of the original image. You can also change them to achieve a specified center, and corresponding cropping values will be created. Stabilize Tab For more information, see the Stabilization section of the manual. Get Tracks. Button. Acquires the path of all selected trackers and computes a weighted average of them together to get a single net point-of-interest track. Stabilize Axes Translation. Dropdown list None/Filter/Peg. Controls stabilization of the left/right and up/down axes of the stabilizer, if any. The Filter setting uses the cut frequency spinner, and is typically used for traveling shots such as a car driving down a highway, where features come and go. The Pegged setting causes the initial position of the point of interest on the first frame to be kept throughout the shot (subject to alteration by the Adjust tracks). This is typical for shots orbiting a target. Rotation. Dropdown list None/Filter/Peg. Controls the stabilization of the rotation of the image around the point of interest. Cut Freq(Hz). Spinner. This is the cutoff frequency (cycles/second) for low-pass filtering when the peg checkbox(es) are off. Any higher frequencies are attenuated, and the higher they are, the less they will be seen. Higher values are suitable for removing interlacing or residual vibration from a car mount, say. Lower values under 1 Hz are needed for hand-held shots. Note that below a certain frequency, depending on the length of the shot, further reducing this value will have no effect. Auto-Scale. Button. Creates a Delta-Zoom track that is sufficient to ensure that there are no empty regions in the stabilized image, subject to the maximum auto-zoom. Can also animate the zoom and create Delta U and V pans depending on the Animate setting. Animate. Dropdown list Neither/Translate/Zoom/Both. Controls whether or not Auto-Scale is permitted to animate the zoom or delta U/V pan tracks to stay under the Maximum auto-zoom value. This can help you achieve stabilization with a smaller zoom value. But, if it is creating an animated zoom, be sure you set the main SynthEyes lens setting to Zoom. Maximum auto-zoom. Spinner. The auto-scale will not create a zoom larger than this. If the zoom is larger, the delta U/V and zoom tracks may be animated, depending on the Animate setting. Clear Tracks. Button. Clears the saved point-of-interest track and reference track, turning off the stabilizer. Lens Tab Get Solver FOV. Button. Imports the field of view determined by a SynthEyes solve cycle, or previously hand-animated on the main SynthEyes lens panel, placing these field of view values into the stabilizer s FOV track. Field of View. Spinner. Horizontal angular field of view in degrees. Animatable. Separate from the solver s FOV track, as found on the main Lens panel. Focal Length. Spinner. Camera focal length, based on the field of view and back plate width shown below it. Since plate size is rarely accurately known, use the field of view value wherever possible. Plate. Text display. Shows the effective plate size in millimeters and inches. To change it, close the Image Prep dialog, and select the Shot/Edit Shot menu item. Get Solver Distort. Button. Brings the distortion coefficient from the main Lens panel into the image prep system s distortion track. Note that while the main lens distortion can not be animated, this image prep distortion can be. This button imports the single value, clearing any other keys. You will be asked if you want to remove the distortion from the main lens panel, you should usually answer yes to avoid double-distortion. Distortion. Spinner. Removes this much distortion from the image. You can determine this coefficient from the alignment lines on the SynthEyes Lens panel, then transfer it to this Image Preparation spinner. Do this BEFORE beginning tracking. Can be animated. Scale. Spinner. Enlarges or reduces the image to compensate for the effect of the distortion correction. Can be animated. Apply distortion. Checkbox. Normally the distortion, scale, and cropping specified are removed from the shot in preparation for tracking. When this checkbox is turned on, the distortion, scale, and cropping are applied instead, typically to reapply distortion to externally-rendered shots to be written to disk for later compositing. Adjust Tab Delta U. Spinner. Shifts the view horizontally during stabilization, allowing the point-of-interest to be moved. Animated. Allows the stabilization to be “directed,” either to avoid higher zoom factors, or for pan/scan operations. Note that the shift is in 3-D, and depends on the lens field of view. Delta V. Spinner. Shifts the view vertically during stabilization. Animated. Delta Rot. Spinner. Degrees. Rotates the view during stabilization. Animated. Delta Zoom. Spinner. Zooms in and out of the image. At a value of 1.0, pixels are the same size coming in and going out. At a value of 2.0, pixels are twice the size, reducing the field of view and image quality. This value should stay down in the 1.10-1.20 range (10-20% zoom) to minimize impact on image quality. Animated. Note that the Auto-Scale button overwrites this track. Output Tab Resample. Checkbox. When turned on, the image prep output can be at a different resolution and aspect than the source. For example, a 3K 4 3 film scan might be padded up to restore the image center, then panned and scanned in 3-D and resampled to produce a 16 9 1080p HD image. New Width. Spinner. When resampling is enabled, the new width of the output image. New Height. Spinner. The new height of the resampled image. New Aspect. Spinner. The new aspect ratio of the resampled image. The resampled width is always the full width of the zoomed image being used, so this aspect ratio winds up controlling the height of the region of the original being used. Try it in “Padded” mode and you’ll see. 4 3. Button. A convenience button, sets the new aspect ratio spinner to 1.333. 16 9. Button. More convenience, sets the new aspect ratio to 1.778. Save Sequence. Button. Brings up a dialog which allows the entire modified image sequence to be saved back to disk. Apply to Trkers. Button. Takes whatever all the stabilization system is doing to the image, and does the same thing to the trackers, so that they will still be in the same place in the main SynthEyes interface. Used to avoid retracking after stabilizing a shot. Do not hit more than once! Remove f/Trkers. Button. Assuming you’ve already hit the Apply button above, this removes the effect of the stabilization. You must do this before changing the stabilization around again, then re-Apply it. Region of Interest (ROI) Hor. Ctr., Ver. Ctr. Spinners. These are the horizontal and vertical center position of the region of interest, ranging from -1 to +1. These tracks are animated, and keys will be set when the Make Keys checkbox is on. Normally set by dragging in the view window. A smaller ROI will require less RAM, allowing more frames to be stored for real-time playback. Use right-click to delete a key, shift-right-click to truncate keys past the current frame, and control-right-click to kill all keys. Half Width, Half Height. Spinners. The width and height of the region of interest, where 0 is completely skinny, and 1 is the entire width or height. They are called Half Width and Height because with the center at 0, a width of 1 goes from -1 to +1 in U,V coordinates. Use Control-Drag in the viewport to change the width and height. Keyed simultaneously with the center positions. Use right-click to delete a key, shift-right-click to truncate keys past the current frame, and control-right-click to kill all keys. Save Processed Image Sequence Dialog Launched from the Save Sequence button on the Output tab. … Button. Click this to set the output file name to write the sequence to. Make sure to select the desired file type as you do this. When writing an image sequence, include the number of zeroes you wish in the resulting sequence file names. For example, seq0000 will be a four-digit image number, starting at zero, while seq1 will have a varying number of digits, starting from 1. Compression Settings. Button. Click to set the desired compression settings, after setting up the file name and type. Subtle non-SynthEyes Quicktime “feature ” the H.264 codec requires that the Key Frame every … frames checkbox in its compression settings must be turned off. Otherwise the codec produces only a single frame! RGB Included. Checkbox. Include the RGB channels in the files produces (should usually be on). 16bit/channel. Checkbox. Produce 16 bit/channel files. Possible only if the source is 16 bit/channel. Alpha Included. Checkbox. Include the alpha channel in the output. Can be turned on only if the output format permits it. If the input images do not contain alpha data, it will be generated from the roto-splines and/or green-screen key. Or, if (only after) you turn off the RGB Included checkbox, you can turn on the Alpha Included checkbox, and alpha channel data will be produced from the roto-spline/green-screen and converted to RGB data that is written. This feature allows a normal black/white alpha-channel image to be produced even for formats that do not support alpha information, or for other applications that require separate alpha data. Start. Button. Get going… Cancel. Button. Stop when next convenient. For image sequences on multi-core processors, this can be several frames later because frames are being generated in parallel.
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Ernst Gombrich, Symbolic images, London Phaidon, 1967. (Gombrich on the renaissance volume 2 symbolic images) Introduction Aims and Limits of Iconology Tobias and the Angel Botticelli s Mythologies A Study in the Neo-Platonic Symbolism of his Circle An Interpretation of Mantegna s Parnassus Raphael s Stanza delIa Segnatura and the Nature of its Symbolism Hypnerotomachiana The Sala dei Venti in the Palazzo del Te The Subject of Poussin s Orion Icones Symbolicae Philosophies of Symbolism and their Bearing on Art 『シンボリック・イメージ』 序説 イコノロジーの目的と限界 1 トピアと天使 2 ボッティチェッリの神話画―画家のサークルの新プラトン主義的象徴表現 3 マンテーニャ「パルナッソス」の一解釈 4 ラファエッロ〈署名の間〉壁画とその象徴表現の本質 5 ヒュプネロトマキアナ―『ポリフィロの夢』 6 パラッツォ・デル・テ〈風の間〉「サーラ・デイ・ヴェンティ」 7 プッサン「オリオン」の主題 8 シンボリック・イメージ―象徴表現の哲学とその美術との関係 ************************************
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元ネタ:When in Rome(Billy Joel) 作:ヤジタリウス Well I hear you with the leaning Pegging me to well meaning And I think about other peeps Like they said it s all those who claim When you turn me away from what I can hold If I m gonna call it just bullshit Though post the other shit to make my day of fit Cause I know you re leaning on your meaning And when I hear you talking about our common working high It s that again, for a new conundrum Well it s templates if you ve taken a liking to this done You can settle down for a good and odds that will grow into one It s a mold in the field for the only shield Whether you can oppose them on your head It s mandate called maneuver For whoever is educated jerk And when I hear you, while your thought is gonna be a while off It s that again, for a new conundrum I ve ever become industrious, it s taken me a while to follow up And that s the reason on which I ve wanted it all the more... Then you can t keep maneuvering with all your dilemma You can t keep gazing at expanse Because you ve been molded And frame is tough, you ve feel just enough During between got it and junk it Either way you keep it sufficient So as to snatch an advantage you can get thorough It s that again, for a new conundrum Until when can you keep leading with your designated life Why don t you take frame to be safe Because you ve learned the mold It s the humble struggle in the rough few enough All but one held is the blame and problem So as to snatch an advantage you can get thorough It s that again, for a new conundrum And too common for words, just to get forward Whether you could stop worrying or not Anyway you d take it from elsewhere and more Everybody s work up a bit sharing For a new conundrum... 検索タグ Billy Joel その他ネタ フルコーラス ヤジタリウス 洋楽 メニュー 作者別リスト 元ネタ別リスト 内容別リスト フレーズ長別リスト
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【Tags Len Rin mayuko tS H】 Original Music title 送墓唄 English music title Song of Sending To A Grave Romaji music title Hakaokuri no Uta Music Lyrics written, Voice edition by mayuko Music arranged by mayuko Singer(s) 鏡音リン (Kagamine Rin), 鏡音レン (Kagamine Len) The song is a mix of with Len s リイマカハ(EVARG A GNITISIV) and Rin s ハカマイリ (VISITING A GRAVE). Click here for the original Japanese Lyrics Rin s part English Lyrics (translated by blacksaingrain): Shall we go around to lit the light of ghostfire to ears of silver grasses that took their last breathes? Dead bodies, dead bodies got dewy at night Here and there There are even no figures that bury them Let us go, taking uproar and tumult Though the mortuary at midwinter cannot even prevent the rain If you re on the way to go, I will take you there The hand is beckoning and the arms are folded Shall we hold it and and tie them by the bones of the neck of five inches? Stupid dulls who don t know what they need in return With thou, with you and with you bastard "I LL VISIT A GRAVE" There are sotoba blown by a gusty wind at tumulus They got broken and what they pierce are eyes of the dead bodies The eyes have been fallen and the hollows are left on the dead bodies, the dead bodies Where is it? Here is it Figures that seek and wander are here and there Let us go, taking uproar and tumultu) Though there is even no monk at the mortuary at midwinter If you re on your way back, please go alone by yourself By the time the sun is about to set at the time for disasters Beckoning and beckoning “Come over here” With thou, with you and with you bastard who went missing without destination (atedo mo yukue mo shirezu no anata to omae to kisama to) "I LL VISIT A GRAVE" My dear, your family s graveyard is Near a swampy place where frogs often croak Frogs croak with cracked sounds [Crying with a cracked voice,“want to go back, want to go back”] Down the lane, down the lane, down the lane, down the lane[Croak, croak, croak, croak] Shall we go back? A candy drop, an orb of a heart and this begging orb Shall I put them in a row and eat them up from the edge? Though they look different, far and wide, one and all Come here, come here, come this way The hand is beckoning and the arms are folded Shall we hold it and and tie them by the bones of the neck of five inches? I ll go with a stake in one hand I ll make thou, you and you bastard "VISIT A GRAVE" "GO TO THE OTHER WORLD" "VISIT A GRAVE" "JOINING US" "VISIT A GRAVE" What pulls at the sleeve by the time frogs are none is... [What pulls at the sleeve by the time without going back is...] Now, let us go to the spine-chilling door of the wailing and grieving of restless ghosts Len s part English Lyrics (translated by blacksaingrain): Fox s fire yelps and yelps Bloomed flowers shine the moor and return to dust Beloved dead bodies, dead bodies of white orbs Here and there Being left thrown and good-bye! Making obeisance to chains! Making obeisance to chains! Such a noisy chindon that plays and raises a rumpus If you re on way to go, you ll be picked up When the sounds of stakes ring, one and two, as we count and count Those who finally notice are stupid dulls Now I ll go with you bastard "TO VISIT A GRAVE" The eyes with beauteous glints got broken and came loose A dance of the hands that wriggle to look for them Receives a roar of applause from the dead bodies, the dead bodies Where is it? Here is it Being forgotten and good-bye! A festive night! Ah, offerings! What such a noisy voice recites is a Buddhist chant If you re on your way back, please go alone by yourself In the evening twilight, I pull the hand Inviting and inviting “Come over here” Even if one who is alone in the world is missing, there is nothing to make a fuss over, with you bastard "I LL VISIT A GRAVE" My dear, your family s graveyard is Near a swampy place where cries of "want to go back" often can be heard A deep threatening voice says "I won t let you go back" Down the lane, down the lane, down the lane, down the lane [Croak, croak, croak, croak] Shall we go ahead? An eye, an orb of a heart and that of a skull Shall I put them in a low, compare and show them to you? They look beauteous ever so, ever so Count them, count them, come this way When the sounds of stakes ring, one and two, as we count and count Let us go next I ll drag you into it, you bastard "VISIT A GRAVE" "GO TO THE OTHER WORLD" "VISIT A GRAVE" "JOINING US" "VISIT A GRAVE" What pulls at the sleeve by the time frogs are none is... [What pulls at the sleeve by the time without going back is...] Now, let us go to the spine-chilling door of the wailing and grieving of restless ghosts Rin s part Romaji lyrics (transliterated by blacksaingrain): iki no todaeta kareobana ni tomoshite megurou ka yuureibi yotsuyu ni nureta mukuro, mukuro achira kochira uzumu tame no kage wa mie mo senu gouzensouzen hikitsure mairou mafuyu no tamaya wa ame mo shinogenu ga yuki no michi nara otsureshiyou temaneki komanuku otete wo nigiri keikotsugosun de tsunagou ka? mikaeri mo shiranu guzudomo anata to omae to kisama to "HAKAMAIRI" kaze fukisabu tsuka ni sotoba heshi ore sasaru wa kabane no manako ochite kubonda mukuro mukuro dochira kochira sagashi samayou kage wa sokokashikoni gouzensouzen hikitsure mairou mafuyu no tamaya nya bouzu mo oranu ga kaeru michi nara ohitori de irihi no koroai oumagatoki ni temaneki temaneki "oide ya" atedo mo yukue mo shirezu no anata to omae to kisama to "HAKAMAIRI" omae-sama no gokakei no hakaba wa kaeru no yoku naku numachi ni chikaku kaeru kaeru naku shagareta koe de gero gero gero gero modorou ka? amedama kodama ni tougai kotsudama narabete hashi kara kuratte miseyou ka sugata wa tagaedo amaneku amanaku oide ya oide ya kochira e temaneki komanuku otete wo nigiri keikotsugosun de tsunagou ka? kuize wo katate ni mairou anata to omae to kisama wo "HAKAMAIRI" "ANOYOYUKI" "HAKAMAIRI" "NAKAMAIRI" "HAKAMAIRI" kaeru no naku koro sode wo hiku no wa saa kikokushuushuu no tobira e mairou Len s part Romaji lyrics (transliterated by blacksaingrain): kitsunebi naku naku saita hana wa areno terashite chiri to naru itoshii hakugyoku no mukuro mukuro achira kochira suteokarete sayounara! haisa! haisa! kaku mo urusaki sawagu narasu chindon yuki no michi nara omukae ga kui no oto ga hitotsu futatsu to kazoe kazoe hibikyaa yatto kizuku wa guzudomo saa sa mairou kisama to "HAKAMAIRI" uruwashii gansei kudake hotsure sagashi notautsu teodori ni hakushukassai suru mukuro mukuro dochira kochira wasurerarete sayounara! saiyo! sai yo! kaku mo urusaki tonau koe wa nenbutsu kaeru michi nara ohitori de tasogaredoki otete wo hiite sasoi sasoi "oide ya" ohitori-sama ga shirezu to sawagu koto nashi kisama to "HAKAMAIRI" omae-sama no gokakei no hakaba wa kaeru no yoku naku numachi ni chikaku kaeshaasen zo to dosugoe hitotsu gero gero gero gero mairou ka? medama kodama zugai no tama to narabe kurabe miseyou ka satemo satemo uruwashii sugata kazoe kazoe kochira e kui no oto ga hitotsu futatsu to kazoe kazoe hibikyaa tsugi wa warera ga mairou kisama wo hikiotosou zo "HAKAMAIRI" "ANOYOYUKI" "HAKAMAIRI" "NAKAMAIRI" "HAKAMAIRI" kaeru no naku koro sode wo hiku no wa saa kikokushuushuu no tobira e mairou
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Action Order Action OrderHalt Action Move Rotate Jump Quick Movement Quick Rotation Attack Defense Special Move Select and Fire Firing Direction Counter-Type Reticle Start Reticle Move Reticle Shoot Reticle Halt Action Cancel the action in progress and go back to neutral. Processing stops until the OKE becomes neutral. Move Order the OKE to move. Continue to move until another command is ordered. Rotate Order the OKE to rotate. Continue to rotate until another command is ordered. Jump Order the OKE to Jump. OKEs without legs aren’t capable of jumping. However, Gazer can jump above. Quick Movement Order the OKE to move quickly. Unlike normal movement, this is a transitory action. Quick Rotation Order the OKE to rotate quickly. Unlike normal rotation, this is a transitory action. Attack Order the OKE to attack. Damage varies depending on the OKE. Defense Order the OKE to be in defense mode. Damage will be reduced when the OKE is in defense mode. Special Move Order the OKE to perform a special action. Actions vary depending on the OKE. Select and Fire Order the OKE to shoot the enemy in the specified range. Invalid when there’s no enemy in the specified range. Firing Direction Order the OKE to launch a weapon in a specific direction. When you are using a weapon that doesn’t shoot the enemy. a shooting OKE doesn’t rotate with Auto-Rotate Targeting. Counter-Type Reticle Move reticle in direction specified by Counter. Can’t move in direction beyond the weapon’s capability. Start Reticle Order the OKE to start or cancel the reticle. Move Reticle Order the OKE to move the reticle. Shoot Reticle Order the OKE to shoot at the reticle.
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This page contains spoilers. ED1 We ll Meet Again ( 再会の約束) ・If you give Garry your handkerchief and escape with him, you will reach this ending. ・You will be able to give your handkerchief to Garry if his affinity for you is high enough. ……………Tips on Raising Garry s Affinity…………… ① Examine as much as you can while he is with you. → Reading posters, viewing paintings, examining bookshelves, etc. will trigger dialogue. ② Talk to Garry as much as possible. → You will be able to start a conversation with Garry at 2 points in the story. Try to talk to him about 6 or 7 times. (It s alright if he says the same thing). You should answer Garry when he asks you questions. ③ Refrain from breaking objects as much as possible. → Try not to break objects unless you must (for the sake of advancing the story). If you break too many objects, Garry s mortality rate will rise. Other points to consider... ・Humour Mary when she asks strange questions. ・Do your best to escape the room when collecting the 7th globe of paint. Failing to do so will raise Garry s mortality rate considerably. If you keep the above in mind, you ll be given the chance to choose whether or not you want to hand Garry your handkerchief. Hand him your handkerchief and you re set. ED2 Together Forever ( いつまでも一緒) ・If Garry dies and you escape without burning Mary s portrait, you will reach this ending. ・There will be a slight variation depending on the which of Garry s items Ib has in her possession. ED3 Deep Recesses of Memory ( 片隅の記憶) ・Escaping with Garry, but failing to hand him your handkerchief will lead to this ending. ED4 A Forgotten Portrait ( 忘れられた肖像) ・You will reach this ending if Garry dies and you burn Mary s portrait. ED5 Lonely Ib ( ひとりぼっちのイヴ) ・You will reach this ending if you hesitate or decide to follow anyone who suddenly appears before you jump into the large painting. Translated from the official site.
https://w.atwiki.jp/fumixc/pages/15.html
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