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https://w.atwiki.jp/vocalive/pages/172.html
LIVEと行事一覧DB データベース (DataBase for Live Concerts and Events) メニューMENU +←クリック目次 [←Click here for CONTENTS] ↓↓↓このページ名(Current Page Name)↓ 自動作成目次(contents) 行事紹介(Live Concert and Event Information) 【LIVE/海外/Hatsune MIKU EXPO in Los Angeles New York USA 2014】 HATSUNE MIKU EXPO 2014 in Los Angeles* HATSUNE MIKU EXPO 2014 in New Yorkダイジェスト映像・動画配信・写真等(Summary Video, Live Streaming Photo) チケット情報・グッズ情報・BD/CD・その他 (Ticket Goods Information, etc.) 技術情報・出演ボーカロイド・スクリーン・MMD・3Dモデル・プロジェクター・ソフト・舞台等 (Technology・Vocaloid Name・Screen・MikuMikuDance・3D Model・Projector・Software) 出演者・製作者・関連ブログ等 (Musician, Staff, Related Blog and Credit) セットリスト(演奏曲目)・その他 (Set List, name of music) Summary in English and other language(英語等での紹介) 行事を行う団体や個人等 (Organizer and Group) スポンサー・協賛等 (Sponsor and Support) 関連行事 (Related Event Info.) Contest of making 3D Video for Hako Vision (Box Vision) Hako Vision (Box Vision) 紹介記事・参考サイト・謝辞・文献等 (News, References, Acknowledgement and Credit) International News (国際ニュース) New Project and collaboration Blog (このサイト内での関連内部リンク・補助リンク・Internal Link) Memo・メモ帳 EDIT Page 行事紹介(Live Concert and Event Information) ↓このページ名(Current Page Name)↓ 【LIVE/海外/Hatsune MIKU EXPO in Los Angeles New York USA 2014】 LIVE/海外/Hatsune MIKU EXPO in Los Angeles & New York USA 2014 Related page LIVE/海外/Hatsune MIKU EXPO 【[MIKU EXPO]HATSUNE MIKU COMING BACK TO the US! [初音ミク]】 https //www.youtube.com/watch?v=hbvLLHbWfKs "HATSUNE MIKU EXPO", an event of the virtual singer Hatsune Miku, is being held in Los Angeles and New York, U.S. in October this year! Find Your Concert Tickets! LA http //mikuexpo.com/la_ticket NY http //mikuexpo.com/ny_ticket HATSUNE MIKU EXPO 2014 in Los Angeles* Live Concerts Date October 11th 12th Live Concert Venue NOKIA Theatre Exhibition Event Venue TBA Website http //mikuexpo.com/la http //mikuexpo.com/ny HATSUNE MIKU EXPO 2014 in New York Live Concerts Date October 17th 18th Concert Venue Hammerstein Ballroom Exhibition Event Venue TBA Website http //mikuexpo.com/ny Official Website http //mikuexpo.com NOKIA Theatre 1st Show Oct. 11, 2014 START 7 00pm (DOORS OPEN 6 00pm) 2nd Show Oct. 12, 2014 START 12 30pm (DOORS OPEN 11 30am) Hammerstein Ballroom 1st Show] Oct. 17, 2014 START 8 30pm (DOORS OPEN 7 00pm) 2nd Show Oct. 18, 2014 START 6 30pm (DOORS OPEN 5 00pm) ■イベント名称:MIKU EXPO ■会場:NOKIA Theatre ■日程: ■イベント名称:MIKU EXPO ■会場:Hammerstein Ballroom ■日程: 【 チケット販売について 】 <一般発売> Twitter # Tag #mikupa タグ http //twitter.com/#!/search/%23mikupa facebook Hatsune-Miku http //www.facebook.com/pages/Hatsune-Miku/10150149727825637 公式の観覧ツアー MIKUEXPO公式ツアー 1)LA コース 10月11土-15水 3泊5日 2) NYコース 10月16木-20月 3泊5日 1)LA+NY コース 10月11土-20月 8泊10日 近畿日本ツーリスト(株) トラベルサービスセンター東日本 「HATSUNE MIKU EXPO 2014 IN LA NY オフィシャルツアー」事務局 〒160-0023 東京都新宿区西新宿8-14-24 西新宿KFビル3F TEL:03-6730-3220 FAX:03-6730-3229 E-mail http //entame.knt.co.jp/2014/mikuexpous/ http //mikuexpo.com/ny http //mikuexpo.com/la 会場詳細 MIKUEXPOのLiveのNY会場の正式名称は、Manhattan Center TVスタジオが2個 Manhattan Center 311 West 34th Street, New York, NY 10001 http //www.mcstudios.com/ http //www.themanhattancenter.com/ Hammerstein Ballroom http //www.mcstudios.com/the-hammerstein/ Hammerstein Ballroom Google MAP https //www.google.co.jp/maps/place/Hammerstein+Ballroom/@40.752738,-73.994274,15z/data=!4m2!3m1!1s0x0 0xb817f7c5b81b1633?hl=ja Hammerstein Ballroom wikipedia Manhattan Center Promo Video http //www.youtube.com/watch?v=F_R9NkXmtcU Introduction of the equipments and technical rooms of Manhattan Center by Darren Moore, Chief Engineer, Manhattan Center Manhattan Center Quick Tour http //www.youtube.com/watch?v=7s7_kHv9rXM NOKIAシアター L.A. LIVE Nokia Theatre L.A. LIVE 777 Chick Hearn Ct Los Angeles, CA 90015 Map of Nokia Theatre https //www.google.co.jp/maps/place/L.A.%E3%83%A9%E3%82%A4%E3%83%96/@34.044429,-118.267074,17z/data=!3m1!4b1!4m2!3m1!1s0x0 0xc71d771bd9c0cf0f?hl=ja Public Transportation http //www.nokiatheatrelalive.com/parking/public-transportation 座席表 Seating map http //www.nokiatheatrelalive.com/seating-map ダイジェスト映像・動画配信・写真等(Summary Video, Live Streaming Photo) wowow 話題沸騰のバーチャル・シンガー“初音ミク”。世界各地で開催中の「HATSUNE MIKU EXPO」より初のニューヨーク単独公演を番組化。 http //www.wowow.co.jp/pg_info/release/003155/index.php 関連映像 (Related Videos) Rehearsal (リハーサル) Miku 39 s Giving Day EXTRA http //www.youtube.com/watch?v=IAyXqV0hlMw HatsuneMiku channel http //www.youtube.com/user/HatsuneMiku 【Hatsune Miku】 CONCERT!! 【初音ミク】 http //www.youtube.com/playlist?list=PL-pKPpZ1Q5NZqi-pHqc2zKXk8GG3U2fkW 【初音ミク】MIKUNOPOLISダイジェスト映像 http //www.youtube.com/watch?v=WzYssX-CcSY Summary video of the Live concert 2012 at Tokyo, Japan 初音ミク】「ミクの日大感謝祭」ダイジェスト映像 http //www.youtube.com/watch?v=rqg4Eun7fgs#t=325 5分25秒目からが「ミクの日大感謝祭」=325sec from the beginning is the opening. チケット情報・グッズ情報・BD/CD・その他 (Ticket Goods Information, etc.) チケット情報一覧 http //mikuexpo.com/la_ticket http //mikuexpo.com/ny_ticket official goods ニコ生 (Nico NIco Video LIVE streaming) 技術情報・出演ボーカロイド・スクリーン・MMD・3Dモデル・プロジェクター・ソフト・舞台等 (Technology・Vocaloid Name・Screen・MikuMikuDance・3D Model・Projector・Software) ライブ技術一覧 Hatsune Miku Kagamine Rin Kagamine Len Megurine Luka Meiko Kaito 技術内容が不明の部分は、空けておいて下さい。 (IF YOU DO NOT UNDERSTAND, LEAVE THE TECHNOLOGY SECTION OPEN.) 投影スクリーンの種類 (Screen Type):ディラッド・ボード又はディラッド・スクリーン、もしくは改良品 投影スクリーンの形状 (Shape of Screen): スクリーンの素材(Materials for making screen): スクリーン素材の網の目等のメッシュのサイズ:Mesh number # or Mesh size of Screen: スクリーン素材の製品カタログ番号等(Product Number of materials for making screen): スクリーン素材の透過率(%)及び色等(Light Transmittance (%) of screen, Color): 投影スクリーン等への映り込み状態(Reflection): 舞台の高さ(stage height): スクリーンの高さ(Screen height): スクリーンの湾曲の程度=(映りこんだ物の歪み方の程度): スクリーンの大きさ又は横の長さ (Screen Size): スクリーンの継ぎ目の数=(つないで使用された投影ボード等の枚数-1、?): 使用された投影ボード等の枚数(Number of board used): ? 音響設備及び音響状態 (Sound): プロジェクタの種類・台数 (Projector): 使用ソフト (Software): VFエンジン 3D model: スクリーン及び映像の解像度(Resolution of Screen and video): 投影時の色補正(Color Adjustment to view on screen): MMDのモデルの種類(Model Type of MikuMikuDance): Computer and OS: リアルタイム レンダリングの有無(real-time rendering or not) レンダリング速度等 fps フレーム速度 fps カメラ等 (Camera): 技術説明動画・写真等 (Tech Video Photo): 会場設備のホームページ (Homepage of the Event Hall): 会場設備 その他 (others): 衣装モジュール及びデザイン (Clothing design of the models) 選曲: 出演者・製作者・関連ブログ等 (Musician, Staff, Related Blog and Credit) 演奏者と関連ブログ ■フロントアクト 各公演のゲスト出演Pが決定しました! セットリスト(演奏曲目)・その他 (Set List, name of music) Set List LIVE SET LIST Hatsune Miku Concert Final 39 s Giving Day http //mikubook.com/setlist/mikupa2012inTokyo http //www.mikubook.com/index.php/home/specials SET LIST and Producer links of Vocaloid wiki Vocaloid concert directory http //vocaloid.wikia.com/wiki/Vocaloid_concert_directory Live Events http //vocaloid.wikia.com/wiki/Live_Events http //hatsunemikusetlists.wordpress.com/ for listings that are already in English, there will be no ‘romaji’. Summary in English and other language(英語等での紹介) http //www.niconico.com/ http //live.niconico.com/ ※This show will be pay per view. If you would like to purchase the single tickets for each shows, please refer to the following link. You will be directed to Paypal for your payment. You can purchase the ticket until (JST). You can watch the timeshift until (JST). LIve viewing 行事を行う団体や個人等 (Organizer and Group) スポンサー・協賛等 (Sponsor and Support) 関連行事 (Related Event Info.) please find the separate page. TECH/日本/Hatsune Miku Hako Vision (Box Vision) Production Contest of making 3D Video for Hako Vision (Box Vision) Detail is listed in following Japanese Official page. http //www.bandai.co.jp/candy/hakovision/tlive/ 「ハコビジョン 初音ミク」に投影できる、3DCG映像を募集いたします。 ★応募は「ニコニコ動画」で、指定タグ「てのひらいぶフェス」を付けて動画を投稿して行ってください。 ※投稿時には、「てのひらいぶフェス」のタグを使用し、タグはロックをかけて投稿してください。 初音ミク ハコビジョン プロモーションムービー http //www.nicovideo.jp/watch/1402886230 http //www.youtube.com/watch?v=vDCHCSm5v7Y Product description http //www.bandai.co.jp/candy/hakovision/products/03/ わかむらPによるHOW TO HAKOVISION LIVE How to make Hako Vision Live by Wakamura-P (for contest) http //www.youtube.com/watch?v=X9gXc6LU4cU 1)Make a video for Hako Vision. 2)Upload your video with tag name 「てのひらいぶフェス」. (make sure to lack the Tab for 「てのひらいぶフェス」. (「てのひらいぶフェス」 means hand on live festival.) 3)Recommended video size is 960pixel × 540pixel. ※サイズは(推奨)横960pixel × 縦540pixel でご制作ください。 http //www.upload.nicovideo.jp/upload 4)Use the suggested 3D model. ※3Dモデルは指定のモデルを使用してください。 5) ※配布素材内のステージデータを使用するなどして、「ハコビジョン 初音ミク」に投影できる映像をご制作ください。 Please make the 3D video to screen on 「ハコビジョン 初音ミク」(Hako Vision Hatsune Miku). Some stage data is available from this official site. ) 公式配布素材は、本コンテストの応募作品に使用する限りにおいて、改変することを可とします。 Modification of official data is permitted only for participant of this contest. ) Deadline 2014年8月31日(日) 23 59 59 ■募集期間 2014年8月1日(金)~2014年8月31日(日) 23 59 59まで ■受賞作品発表・無料配信 2014年9月末予定 ■受賞に関して 大賞1作品、優秀賞2作品の計3作品を受賞作品とします。受賞作品の選出にあたっては、ニコニコ動画での作品の再生数・マイリスト登録数を参考にしながら、バンダイ、クリプトン・フューチャー・メディア、わかむらPによる合同の審査を行います。受賞作品については、バンダイで加工・調整のうえ、ハコビジョン公式動画として無料配信致します。大賞にはAmazonギフト券3万円分、優秀賞には1万円分を贈呈予定です。 ) Contest participant needs to use following official song or new song which have not released yet. Official Music for Hako Vision <ハコビジョン 初音ミク収録楽曲> ●Tell Your World/livetune ●Story Rider/エレキ ●二次元ドリームフィーバー/PolyphonicBranch <初音ミク「マジカルミライ 2014」 OFFICIAL ALBUM収録楽曲> ●39/sasakure.UK×DECO*27 sasakure.UK x DECO*27 - 39 feat. Hatsune Miku http //www.youtube.com/watch?v=ecU_uJRzhfk Help us caption translate this video! http //amara.org/v/CHoQ/ ●shake it!/emon 【初音ミク】 shake it! 【鏡音リン・レン】 http //www.nicovideo.jp/watch/sm17608134 ●からくりピエロ/40mP http //40mp.jp/Chiisana/ ●深海少女/ゆうゆ ●新規に創作した未発表楽曲 (Newly made song which have not released yet) ) 3D models Following 3D models need to be used for this contest ●あにまさ式ミク (Animasa model) ●Tda式Appendミク ●ままま式あぴミク (Mamama model) ●Lat式ミク Official Date for the contest video Data Download vc.channel.or.jp/hakovision/miku/design_data.zip 公式モーションデータ (Motion data) 「shake it!」 モーションデータ作成 わかちん様 振付nanashi様 「Tell Your World」(Motion data) モーションデータ作成・振付 ラジ様 ●公式ステージデータ (Stage Data) 制作協力 6次元アニメーション様 ================================== Effect Data and accessory Data which already get the permission for this contest. Do not use NON-Commercial data ビームマンP エフェクト集 http //www43.atwiki.jp/beamman/ Technical info http //www.bandai.co.jp/candy/hakovision/info/list.html Selection 審査・選考 動画の再生回数・マイリスト登録数・コメント数を参考にして、バンダイ、クリプトン・フューチャー・メディア、わかむらPによる合同の審査を行います。 ※選考過程、内容、結果等についてのご質問はお受けできかねますのでご了承ください。 Play number, My list number, comment numbers Awarding notice to your Nico Nico Video account from Dowango. The winner need toreply to Bandai by e-mail. 受賞した作品の応募者には、株式会社ドワンゴよりメールにてご連絡いたします。 ※連絡用メールアドレスは動画を投稿した「niconico」アカウントに登録されたメールアドレスになります。 応募の前に登録メールアドレスの確認を行ってください。 ※メール内に記載された、株式会社バンダイのメールアドレスに、指定された情報をお送りください。株式会社ドワンゴ宛に返信頂いた場合、賞品の発送が出来ませんのでご注意ください。 ※指定する期日までにご提出いただけないときは、当該受賞を取り消しさせていただく場合がございます。 ※賞品送付は、10月末までに行われます。 受賞作品の発表は、「niconico」内、バンダイキャンディトイ公式チャンネルでも行う予定です。 Selection notice will be also published in バンダイキャンディトイ channel on Nico Nico DOuga. http //ch.nicovideo.jp/candytoy 1.参加資格 応募作品は、応募者本人が制作した作品に限られるものとします。 尚、個人・団体は問いませんが、複数人で創作された作品の場合、制作者全員の承諾を得た上で応募者が代表者となり御応募下さい。 ※応募は、日本国内在住者に限られます。 Contact phone number for contest candidate 03-3847-0128 受付時間 10時〜17時(土、日、祝日、夏期・冬期休業日を除く) 【その他(グッズ)】「ハコビジョン 初音ミク てのひらいぶフェス」映像募集開始! http //blog.piapro.net/2014/08/z1407311-1.html ==================================================================== Hako Vision (Box Vision) http //www.bandai.co.jp/candy/hakovision/products/03/ Hand on Hologram Live. 【最新】バンダイ「ハコビジョン」プロモーションムービー/世界初!スマホを使って楽しむ驚愕の映像エンターテインメント食玩 http //www.youtube.com/watch?v=ok4yixTYRjI What is Hako Vision http //www.bandai.co.jp/candy/hakovision/about/ http //www.nicovideo.jp/watch/1402886230 Using Projection Mapping tech. http //www.bandai.co.jp/candy/hakovision/about/images/img2.jpg Product description http //www.bandai.co.jp/candy/hakovision/products/03/ Amazon ハコビジョン 初音ミク 2個入 BOX (食玩・ガム) バンダイ 『ハコビジョン 初音ミク』 500円(税別) 全2種・各2曲 【商品内容】 ステージ1個、クリアプレート1枚、ガム1個 http //www.amazon.co.jp/dp/B00JVEEZ6Q 手のひらサイズのホログラムライブ♪ 2014/8/11発売予定 User Manual http //www.bandai.co.jp/candy/hakovision/info/pdf/011.pdf http //www.bandai.co.jp/candy/hakovision/info/pdf/012.pdf hakovisiontv http //www.youtube.com/channel/UCkESLSAQyDJn9S8setQ1_1A http //wakamura.livedoor.biz/ 紹介記事・参考サイト・謝辞・文献等 (News, References, Acknowledgement and Credit) 情報一覧MEMO International News (国際ニュース) New Project and collaboration Blog MikuFan Interview With Crypton Future Media at Anime Expo 2014 http //www.mikufan.com/mikufan-interview-with-crypton-future-media-at-anime-expo-2014/ http //39mikustream.blogspot.jp/2014/07/mikufancom.html (このサイト内での関連内部リンク・補助リンク・Internal Link) LIVE/日本/大感謝祭 Special 39 s Giving Day in Tokyo Japan 2012-Miku LIVE Memo・メモ帳 ライブ技術一覧/過去のライブの反省会等の一部 The New York Times ニューヨーク・タイムズ 620 8th Ave New York, NY 10018 http //www.nytimes.com/ The New York Times Google Map http //www.nytimes.com/pages/national/index.html?action=click pgtype=Homepage region=TopBar module=HPMiniNav contentCollection=U.S. WT.nav=page http //www.nytimes.com/content/help/contact/directory.html ニューヨーク・タイムズ wikipedia The Wall Street Journal, WSJ http //online.wsj.com/home-page?_wsjregion=na,us _homepage=/home/us http //jp.wsj.com/home-page The Wall Street Journal Wikipadia http //www.usatoday.com/ USA Today wikipedia EDIT Page If do not know about editing web page of this Wiki, DO NOT EDIT. Click HERE to Edit Current Page or click following URL to edit this page. http //www18.atwiki.jp/vocalive/editx/27.html Make sure to rewrite correct page number after (/vocalive/editx/) or (/vocalive//editx/PAGE NUMBER.html) to edit current page. [ページ保存] button below the editing window=means SAVE the page after editing to finish editing. [プレビュー] button below the editing window=means PREVIEW the page during editing. input the code number shown to perform these command. To cancel editing, just use Web browser button out side the editing window to go back. or CLOSE the editing page of the Web browser s window. If you make mistake, DO NOT SAVE the page. Do NOT press [ページ保存] button. [» タグ ]box below the editing window=means make TAG of this page after editing. If you have any problem, insert "HELP" in the TAG to identify the page at later for repair. EDIT & MAKE Page コメント・Comment 名前 コメント
https://w.atwiki.jp/cod4mod/pages/19.html
Exporting a Viewmodel Gun 1. Open m16.VMGun.mb in a valid copy of Maya. This is the weapon model. The root bone is J_gun. The viewmodel gun and it’s joint setup will be in this file. Make sure the model is skinned using smooth bind 1. Maya の有効コピーで m16.VMGun.mb を開いてください。これは武器モデルです。ルートボーンは J_gun です。viewmodel 銃とそれの共同の設定はこのファイルにおけるでしょう。モデルが皮をはがれた使用スムーズバインドであることを確認してください 2. Goto COD Tools - Model Exporter Note If you have anything selected before opening the COD Tools, everything will be deselected. 2. COD ツール - モデルエクスポータに行ってください ノート:もし、 COD ツールを開く前に、あなたが選択された何かを持っているなら、すべてが選択を取り消されるでしょう。 3. Set the file path to model_export\viewmodels\viewmodel_m16.XMODEL_EXPORT (you do not have to add the ‘.XMODEL_EXPORT’ at the end of the name. The exporter will add it automatically) 3. model_export\viewmodels\viewmodel_m16.XMODEL_EXPORT にファイルパスを設定してください(あなたは名前の終わりに「.XMODEL_EXPORT」を加えなくてもよいです。エクスポータは自動的にそれを加えるでしょう) 4. Select every joint (J_gun and it’s siblings), and select all geometry 4.すべてのジョイント(J_gun とそれの兄弟)を選択して、そしてすべてのジオメトリを選択してください 5. Click the Set Exports button. This tells what joints and geometry should be in the file you have specified. 5.設定された輸出ボタンをクリックしてください。これはジョイントとジオメトリがべきであることであなたが持っているファイルが指定したと言います。 6. Click the ‘Export All Entries’ button. 6.「すべての項目を書き出す」ボタンをクリックしてください。 7. Click Yes or No on the save changes prompt. 7.セーブチェンジプロンプトでイエスかノーをクリックしてください。 Viewmodel_m16.XMODEL_EXPORT is now exported. If you open this file in a text editor you can find out a lot of valuable information. On the top it will tell you what source file the asset came from. It will list the time it was exported as well. It will tell you the number of bones in the file and individually list all of them. Most of the file is telling you the location of each vertice. If you scroll down to the bottom of the file you will find a list of each piece of geometry in the file and a material list. If you’re trying to troubleshoot a problem, I highly recommend opening your XMODEL_EXPORT or XANIM_EXPORT files in a text editor in order to make sure you included everything you need in the file. If your material isn’t showing up in game, make sure the material in your XMODEL_EXPORT file is the correct one. Also, check your shader in Maya and make sure it is referencing the correct file. Viewmodel_m16.XMODEL_EXPORT が今エクスポートされます。もしあなたがこれを開くなら、テキストであなたキャンが大いに貴重な情報から外れていることを見いだすエディタをファイルしてください。頂点にそれはあなたに資産がどんなソースファイルから来たか述べるでしょう。それはそれがエクスポートされた時を申し分がないと記載するでしょう。それはあなたにファイルにおけるボーンの数を話して、そして個々にそれらのすべてをリストするでしょう。ファイルの大部分があなたにそれぞれの vertice のロケーションを教えています。もしあなたが下にスクロールするなら、ファイルの最下段にあなた意志がそれぞれの一片のファイルにおけるジオメトリのリストと資料リストを見いだします。もしあなたが問題を解決しようとしているなら、私は大いにあなたの XMODEL_EXPORT を開くことを勧めます、あるいは XANIM_EXPORT はあなたがファイルにあなたが必要とするすべてを含めたことを確認するためにテキストでエディタをファイルします。もしあなたのマテリアルがゲームで現われていないなら、あなたの XMODEL_EXPORT ファイルにおけるマテリアルが正しい(の・もの・人)であることを確認してください。同じく、 Maya におけるあなたのシェーダをチェックして、そしてそれが正しいファイルを参照していることを確認してください。 CREATE NEW GUNSLEEVES 1. First off, you must have the .VMGun.mb file open that you want to create the gunsleeves for. Gunsleeves is the animation model that is used for each specific guns animations. 1.まず第一に、あなたはあなたが(そのために) gunsleeves を作ることを望むファイルが開く .VMGun.mb を持っていなくてはなりません。「Gunsleeves」はそれぞれ特定の銃アニメーションのために使われる「アニメーションモデル」です。 2. To create gunsleeves for a particular VMGun.mb gun, have the gun open and go to the Call of Duty 4 drop down menu. Under ViewModel Tools , select Create new gunsleeve Maya file’. After pressing this, a Maya file will automatically be created and so will an XMODEL_EXPORT for this gun setup. This XMODEL_EXPORT will be added to this guns animations in its GDT settings. 2.特定の VMGun.mb 銃のための gunsleeves を作成するために、銃が開くようにして、そして Call of Duty 4ドロップダウン・メニューに行ってください。「ViewModel ツール」の下で、「新しい gunsleeve Maya ファイルを作ってください」を選択してください。これを押した後で、 Maya ファイルが自動的に作られるでしょう、そしてこの銃設定のための XMODEL_EXPORT もそうするでしょう。この意志がこれに加えられる XMODEL_EXPORT はその GDT 設定値におけるアニメーションを銃で撃ちます。 CREATE NEW VIEWMODEL ANIMATION RIG 1. To create a new Viewmodel animation rig for your VMGun.mb, you do not need any file open. If you have a file open, a prompt will ask you to save the current file. 1.あなたの VMGun.mb のための新しい Viewmodel アニメーション rig を作るために、あなたはどんなファイルでも開く必要性ではなくします。もしあなたがファイルが開くようにするなら、プロンプトがあなたに現在ファイルをセーブするように求めるでしょう。 2. Go to the Call of Duty 4 drop down menu and select ‘Create new ViewModel Rig File’ 2. Call of Duty 4ドロップダウン・メニューに行って、そして「新しい ViewModel Rig ファイルを作成してください」を選択してください 3. A window will open asking you to select the VMGun.mb file that you want to make the animation rig for. Choose the VMGun.mb that you would like. 3.表示があなたにあなたが(そのために)アニメーション rig を作ることを望む VMGun.mb ファイルを選択するように求めて開くでしょう。あなたが欲しい VMGun.mb を選択してください。 4. After this is complete, save the created file in the same directory as the VMGun.mb file you selected. We name these files with the ‘_animation’ suffix. Rig is now ready for animation. 4.これがコンプリートであった後、あなたが選択した VMGun.mb ファイルと同じディレクトリにおける作成されたファイルをセーブしてください。我々はこれらのファイルに名前をつけるで「- アニメーション」添字. Rig は今アニメーションのために準備ができています。 SETTING ANIMATION EXPORTS There are two types of exports sets that are used for Viewmodel animation. ADS animations and non-ADS animations. Viewmodel アニメーションのための使われるエクスポートセットの2つのタイプがあります。 ADS Animation Exports 1. Open viewmodelanimation_m16.mb 1. viewmodelanimation_m16.mb を開いてください 2. Go to COD Tools- Animation Exporter 2. COD Tools- Animation Exporter に行ってください 3. Select ‘tag_view’ and ‘tag_ads’ 3.「tag_view」と「tag_ads」を選択してください These may have a prefix in front of them. You are selecting these to set to the two main aiming-down-site (ADS) animations. Tag_view will never move. It is also the location of the camera. Animating tag_ads will move the entire viewmodel. If you have a new weapon model, you will need to create an animation of the viewmodel going up to ADS from the hip position, and an animation of it going from ADS down to the hip position. When you line up the reticle for the ADS position, you want to make sure it is exactly in the middle of the screen. Take your camera that is at 0,0 with tag_view and change the focal length to zoom in. You want to still have your gun reticle in the middle of the screen at a very very high zoom. If your reticle is off, then people will be aiming somewhere that the gun isn’t shooting. これらはそれらの前で接頭辞を持っているかもしれません。あなたはこれらを - 向けている2つのメインにダウンサイト(ADS)アニメーションを設定するよう選んでいます。Tag_view は決して引っ越さないでしょう。それは同じくカメラのロケーションです。tag_ads をアニメ化することは全部の viewmodel を動かすでしょう。もしあなたが新しい武器モデルを持っているなら、あなたは必要性がヒップポジションから ADS に至っている viewmodel のアニメーションを作るのを可能にします、そして ADS からヒップポジションまで下がっているそれのアニメーション。あなたが ADS ポジションのためのレチクルを確保するとき、あなたはそれが正確にスクリーンの真ん中にあることを確認することを望みます。におけるズームに tag_view とチェンジで0,0であるあなたのカメラに焦点距離を要してください。あなたは非常に、非常に高いズームにスクリーンの真ん中にまだあなたの銃レチクルを持つことを望みます。もしあなたのレチクルが離れ、それで人々がどこか(に・で)それを向けているであろうなら、銃はシュートではありません。 4. Set Exports on the ADS_down and ADS_up animations 4. ADS_down と ADS_up アニメーションの上にエクスポートを設定してください Non - ADS Animation Exports For any other animation export, you need to select almost every ‘deforming joint’ in the Viewmodel skeleton Hierarchy EXCEPT ‘rig DefMesh tag_view’ 他のいかなるアニメーションエクスポートも、ほとんどあなた選択するべき必要性のためすべての「rig DefMesh tag_view」以外 Viewmodel スケルトン階層で「ジョイントをゆがめています」 1. Select tag_ads and all of it’s siblings 1.選り抜きの tag_ads とそれのすべての兄弟 2. Select j_gun and all of it’s siblings (All ‘VM_Gun *’ joints) 2. j_gun とそれのすべての兄弟(すべての「VM_Gun *」ジョイント)を選択してください 3. Set Exports on all of the remaining animations. All of the animation paths should already be set. You can change them if necessary. 3.残っているアニメーションのすべての上にエクスポートを設定してください。アニメーションパスのすべてがすでに設定されるべきです。あなたキャンチェンジそれらもし必要であるなら。 4. Click Export All Entries 4.すべて項目的なエクスポートをクリックしてください 5. Run converter.exe 5. converter.exe を動かしてください Using Asset Manager for Viewmodels Asset Manager (AssMan for short) is a little program that helps us edit all our game data files (.gdt’s). GDT’s control how Maya models become game models, how materials and animations associate with models and how normal maps are associated with color maps. They also control a whole host of other, less-art-specific things, like how weapons behave and what gun each AI uses. Asset Manager is in cod3-pc\cod3-modtools\public\bin. 資産マネージャ(ショートのための AssMan)は我々が我々のすべてのゲームデータファイル(.gdt)をエディットするのを助ける小さいプログラムです。GDT は Maya モデルがどのようにゲームモデルになるか、マテリアルとアニメーションがどのようにモデルを関連づけるか、そして法線マップがどのようにカラーマップと関連しているかをコントロールします。それらは武器が振る舞う方法とそれぞれのAIが何の銃を使うかのように、同じく他の、さらに少なく芸術に特定されたものの多数全体をコントロールします。資産マネージャが cod3-pc\cod3-modtools\public\bin にあります。 1. Open xanim_viewmodel.gdt in the cod3-pc\cod3-modtools\public\xanim_export directory with AssMan 1. AssMan と一緒に cod3-pc\cod3-modtools\public\xanim_export ディレクトリの中に xanim_viewmodel.gdt を開いてください 2. Scroll down to viewmodel_m16_xxxxx 2.スクロールが viewmodel_m16_xxxxx まで下がっています There are already animations setup in AssMan. Click on one of the m16 animation files. You’re only going to be changing the filename field for each animation you setup. There are no animations that should be set to ‘looping’(except the *sprint_loop animation). Type should be ‘relative’. If you want to add another animation it is easiest to click on ‘Copy Entry’ and then just change the filename. そこにすでにアニメーションは AssMan における設定ですか。m16 アニメーションファイルの1つでクリックしてください。あなたはただそれぞれのアニメーションあなた設定のためのファイル名フィールドを変えているために行くだけです。「ループする」ことに、(* sprint_loop アニメーション以外)、設定されるべきであるアニメーションがありません。タイプは「相対的である」べきです。もしあなたがもう1つのアニメーションを加えることを望むなら、「コピー入力」そして次にただチェンジ、ファイル名、でクリックすることは最も容易です。 3. In the ‘filename’ field add your XANIM_EXPORT that corresponds to the xanim asset you are creating. 3.「ファイル名」フィールドで、あなたが作っている xanim 資産に対応するあなたの XANIM_EXPORT を加えてください。 4. In the ‘model’ field add the name of the XMODEL_EXPORT that corresponds to the asset you are creating. (This is the model that is exported when you created the ‘gunsleeves’ file. This model is not the visual representation of the gun and sleeves, but is the JOINT info of the sleeves and gun, enabling your animation to play.) 4.「モデル」フィールドで、あなたが作っている資産に対応する XMODEL_EXPORT の名前を加えてください。(あなたが「gunsleeves」ファイルを作ったとき、これはエクスポートされるモデルです。このモデルは銃とそでの視覚表示ではありませんが、プレーまでのあなたのアニメーションを可能にして、そでと銃のジョイントインフォメーションです。) 5. Open viewmodels.gdt in cod3-pc\cod3-modtools\public\model_export 5. cod3 - pc \ cod3 - modtools \パブリック\ model_export におけるオープン viewmodels.gdt 6. Scroll down to viewmodel_m16 6.スクロールが viewmodel_m16 まで下がっています This GDT contains the model of the gun you exported from the VMGun.mb file. In this case this is the ‘viewmodel_m16.XMODEL_EXPORT’. Just make sure the type is set to animated and the filename corresponds to the asset you are creating. Now your viewmodel is set. この GDT はあなたが VMGun.mb ファイルからエクスポートした銃のモデルを含んでいます。この場合これは「viewmodel_m16.XMODEL_EXPORT」です。ただタイプが定められているから活気がある、そしてファイル名があなたが作っている資産に対応することを確認してください。今あなたの viewmodel は設定されます。 7. Open weaponsettings.gdt from cod3-pc\cod3-modtools\public\source_data 7. cod3-pc\cod3-modtools\public\source_data から weaponsettings.gdt を開いてください 8. Select the m1m16 in the bulletweapon category 8. bulletweapon カテゴリにおける m1m16 を選択してください There are three main categories in weaponsettings. Bulletweapon will have all your regular guns, grenade weapon will have grenades, and projectileweapon will have bazookas or anything rocket propelled like RPGs. weaponsettings における3つの主なカテゴリがあります。Bulletweapon はあなたのすべての通常の銃を持っているでしょう、手りゅう弾武器が手りゅう弾と projectileweapon 意志がロケットがRPGのように推進させたバズーカあるいは何でも持っているようにするでしょう。 9. In the ‘View Gun’ field in the XModels category type in ‘viewmodel_m16’ 9.「viewmodel_m16」における XModels カテゴリタイプの「ビュー Gun」フィールドで These all are most likely already set, but this is what you’d do if the field wasn’t already there. Viewmodel_m16 is the name of the asset you created in viewmodels.gdt. これらはすべてたいていすでに設定されます、しかし、もしフィールドがすでにそこにではなかったなら、これはあなたがするであろうことです。Viewmodel_m16 は viewmodels.gdt におけるあなたが作った資産の名前です。 10. Set ‘Default view Hand’ to ‘viewmodel_base_viewhands’ 10.「デフォルトビューの手」を「viewmodel_base_viewhands」に設定してください viewmodel_base_viewhands is the name of the basic sleeves mesh that you will be using. This will usually always be the same model. あなたが使用であろうとは、 viewmodel_base_viewhands は基本的なそでメッシュの名前です。この意志は通常常に同じモデルです。 11. Set all the animation fields to the appropriate animations. 11.適切なアニメーションにすべてのアニメーションフィールドを設定してください。 Consult the AssMan Settings section of this document to find out what each animation field means. それぞれのアニメーションフィールドが何を意味するか見つけだすためにこの書類の AssMan 設定値項に相談してください。 Asset Manager Settings XModels gunModel This is where you would have weapon_bar. It’s the weapon file for the viewmodel. Keep in mind that the world models for weapons are completely separate from viewmodels. worldModel This is where you select the worldmodel for the weapon that is dropped when you kill a player, or just the model that is dropped in general when you drop a weapon for any reason. gunModel これはあなたが weapon_bar を持っているであろうところです。それは viewmodel のための武器ファイルです。武器のためのワールドモデルが完全に viewmodels から独立しているということを念頭においてください。 worldModel これはどこ(で・に)かです、あなたは、あなたがプレーヤーを殺す、あるいは、あなたがどんな理由ためでもの武器を落とすとき、ただモデルがすなわち、一般用を落としたとき、落とされる武器のための worldmodel を選択します。 XAnims idleAnim The viewmodel animation that is being played when the player is not doing anything. In Call of Duty this is always just a single pose, although you may want to put a whole animation in here (there’s no guarantee it’ll play properly though). Make sure that the frame you export is exactly like the pose that is at the beginning and end of every other viewmodel animation for that weapon, or you’ll get pops. emptyIdleAnim This is the animation that is played when you’re all out of bullets or ammo for your weapon. In most cases it will be the same as idleAnim, but for grenades you need an animation where the grenade is completely out of the view since you aren’t actually holding anything anymore if you run out of grenades. fireAnim Animation played when you fire the weapon lastShotAnim This is the animation played on the last bullet in the clip. On most weapons when you finish off a clip, the bolt stays back. So instead of the regular fire animation that has the bolt go backwards and then forwards quickly, or from the back position, forwards, and then back again, you would have an animation of the bolt staying where it is. rechamberAnim This is the animation that will be played on bolt-action rifles after everyshot except the last shot. meleeAnim The close range Melee animation goes here. (In COD4 this is the swipe knife animation ‘*knife_1’) meleechargeAnim The charge Melee animation goes here. (In COD4 this is the stabbing knife animation ‘*knife_2’) reloadAnim This is the reload animation that is played when the you still have bullets in your clip or magazine. reloadEmptyAnim This is the reload animation that is played when the clip or magazine is empty. The reload process for many weapons is different depending on whether or not you finished off the clip/magazine or not. reloadStartAnim On bolt-action weapons like the springfield where you insert single bullets, this is the beginning of the animation. The animation usually consists of pulling the bolt back and inserting the first bullet. In this viewmodel mode, after this animation is played, it will use whatever you put in reloadAnim as a looping animation. So in the case of the springfield you would have reloadStartAnim be an animation of pulling back the bolt, inserting the first bullet, and then the loop would be played which is reloadAnim. If you needed three bullets to fill up your weapon, the loop would play twice. Remember you already inserted one bullet on the reloadStartAnim. reloadEndAnim To finish off the single bullet insert animation, you need to push the bolt forwards. This is where you would have an animation of pushing the bolt into position. raiseAnim This is the pulling out the weapon animation. dropAnim Putting the weapon away. altRaiseAnim and altDropAnim Put the firing mode switch animations in both of these fields. To have a weapon with an alternate fire, you will actually have two viewmodels setup in AssMan. They will be very similar, but of course will have different rates of fire. You need to set the altDropTime value to the length of the firing mode switch animation, and set altRaiseTime to 0. Do that for both viewmodels for that weapon. The BAR viewmodel, for example, switches between fast and slow fire rates. adsFireAnim We have an alternate field for the ADS fire animation because sometimes the regular firing animation doesn’t work correctly while in ADS. The most common problem is the amount of recoil looks too crazy when aiming down the site. You usually have to tone down the recoil in the firing animation, and export it for an ADS fire animation. Keep in mind, even though this is called an adsFireAnim you export this just like the other animations and not like the ADS up and down animations. adsLastShotAnim Same thing as adsFireAnim except for the last shot. adsRechamberAnim Same thing as adsFireAnim except for rechamber. adsUpAnim This is the animation of tag_ads going from the at the hip position to ADS. Look under important objects on how to export this. adsDownAnim This is tag_ads going from the ADS position to the hip position. Look under important objects on how to export this. idleAnim 何でもしているプレーヤーではないであるとき、viewmodelアニメーションつまり本質はプレーしました。Call of Dutyの中に、あなたがアニメーション全体をここ(に・で・は)置くことを望むかもしれないけれども、これは常にただシングルポーズに過ぎません(けれどもそれが適切にプレーするであろうという保証がありません)。あなたがエクスポートする列が正確にポーズつまりのようにその兵器のためのすべての他のviewmodelアニメーションの始まりと終わりにあることを確認してください、さもなくばあなたはポップを取るでしょう。 emptyIdleAnim あなたがあなたの兵器のための銃弾あるいは弾薬からすべてであるとき、これはプレーされるアニメーションつまりです。それがidleAnimと同じものである、しかし手榴弾のためであろうというたいていの場合の中にあなたは、あなたがもう実際に何も保っていませんから、手榴弾が、もしあなたが手榴弾を使い果たすなら完全に表示がなくなっているアニメーションを必要とします。 fireAnim アニメーション、あなたが兵器を発射するとき、プレーされます lastShotAnim これはクリップの中に最後弾丸でプレーされるアニメーションです。たいていの武器の上にあなたがクリップを終わらせるとき、遊底ステーは後退します。それで遊底が速く、あるいは後方のポジション、フォワード、から、そして次に後方に再び逆方向そして次にフォワードで行くようにする通常のファイヤアニメーションの代わりに、あなたはそれがある留まっている遊底のアニメーションを持つでしょう。 rechamberAnim これは最後発砲以外everyshotの後に遊底-行動ライフルの上にプレーされるであろうアニメーションです。 meleeAnim 近距離Meleeアニメーションはここに行きます。(COD4これの中にスワイプナイフアニメーション「* knife_1」があります) meleechargeAnim 装薬Meleeアニメーションはここに行きます。(COD4これの中に突き刺しているナイフアニメーション「* knife_2」があります) reloadAnim あなたがまだあなたのクリップあるいはマガジンに銃弾を持っているとき、これはプレーされるリロードアニメーションつまりです。 reloadEmptyAnim クリップあるいはマガジンが空きであるとき、これはプレーされるリロードアニメーションつまりです。多くの武器のプロセスがあなたがクリップを終わらせたか否かにかかわらず依存して異なっているリロード / マガジン、あるいはそうではありません。 reloadStartAnim あなたがシングル銃弾を差し込むspringfieldのようなボルトアクション兵器の上に、これはアニメーションの始まりです。アニメーションは通常遊底を引き戻して、そして最初弾丸を挿入することから成ります。このviewmodelモードの中に、このアニメーションがプレーされた後、それはあなたがreloadAnimにつぎ込んだものは何でも環状になっているアニメーションとして使用するでしょう。それでspringfieldのケースの中にあなたはreloadStartAnimが、最初弾丸を挿入して、遊底を引き戻すことについてのアニメーションであるようにするでしょう、そして次にreloadAnimである輪がプレーされるでしょう。もしあなたがあなたの兵器の上に充てんに3つの銃弾を必要としたなら、ループは2度かけるでしょう。あなたがすでにreloadStartAnimに1つの弾丸を挿入したことを覚えていてください。 reloadEndAnim シングル弾丸挿入アニメーションから外れた最後に、プッシュ、遊底フォワード、にあなた必要性。これはあなたが遊底を所定の位置に押しやることについてのアニメーションを持つであろうところです。 raiseAnim これは兵器アニメーションの外に引くことです。 dropAnim 兵器をしまいます。 altRaiseAnim and altDropAnim これらのフィールドの両方ともにファイアリングモードスイッチアニメーションを入れてください。代わりの発砲で兵器を持っているために、あなた意志はAssManの中に実際に2つのviewmodels設定を持っています。それらは非常に類似でしょう、しかしもちろん異なった発射速度を起こすでしょう。あなた必要性がファイアリングモードスイッチアニメーションのlengthへのaltDropTime値を設定して、そして0にaltRaiseTimeを設定します。その兵器のための両方のviewmodelsに対するそれをしてください。BAR viewmodel、例えば、高速そして低速のファイヤレートの間のスイッチ。 adsFireAnim 時々、ADSの中にである間に、通常のファイアリングアニメーションが正確に機能しないから、我々はADSファイヤアニメーションのための代わりのフィールドを持っています。最も多くの共通問題が、サイトの下方に狙いを定めるとき、あまりにも狂って反動様子の量です。あなたは通常ファイアリングアニメーションの中に反動を和らげて、そしてADSファイヤアニメーションのためのそれをエクスポートしなければなりません。心の中にもってください、これがadsFireAnimと呼ばれるけれども、あなたはただADSのアップアンドダウンアニメーションのようにではなく、他のアニメーションのようにこれをエクスポートします。 adsLastShotAnim 最後発砲以外のadsFireAnimとしての同じこと。 adsRechamberAnim 再薬室のためであるを除いてadsFireAnimとしての同じこと。 adsUpAnim こちらは行っているtag_adsのアニメーションであるからADSへのヒップポジションにおいて. どのようにこれをエクスポートするべきかについて重要なオブジェクトの下の外見。 adsDownAnim こちらはADSポジションからヒップポジションまで行っているtag_adsです。どのようにこれをエクスポートするべきかについて重要なオブジェクトの下の外見。 State Timers Some of the time values at the top of AssMan are confusing, but I’ll do my best to explain the aspects. AssManのトップのタイム値の若干が紛らわしいです、しかし私はアスペクトを説明するために最善を尽くすでしょう。 reloadAmmoAdd This is only applicable to bolt-action rifles. This is the amount of ammo added each time the the reload loop is played. For instance the enfield uses stripper clips, so it would be five. It would be one for the springfield. reloadStartAdd This is how many bullets are inserted when the reloadStartAnim is played. The enfield would be five, and the springfield one. reloadTime length of the reload animation when clip or magazine isn’t emptied. reloadEmptyTime length of animation when clip or magazine is emptied. reloadAddTime This is how far into the reload animation the ammo is actually added. You would see how long into the animation it takes before the new clip is inserted into the weapon. fireTime Length of the fire animation. meleeTime Length of melee animation. rechamberTime Length of rechamber animation. rechamberBoltTime This is the time in the rechamber animation that the bolt is actually pulled out. It tells the shells when to eject. dropTime Length of the putting the weapon away animation. raiseTime Amount of time it takes to pull the weapon out. There are many other values in the weaponsettings.gdt file, which control the behavior of the weapon. There are settings for the recoil strength and direction, the amount of bullet damage and the speed at which a player can run while carrying the weapon and the animation set used by player models when players carry this weapon. There are also settings for the hud icons, the sounds and effects played by the weapon. reloadAmmoAdd これはただボルトアクションライフルに適用できるだけです。これは毎回加えられる弾薬の量であるリロードループはプレーされる. 例えばenfieldはストリッパークリップを使います、それでそれは5でしょう。それはspringfieldのための1つでしょう。 reloadStartAdd これはいくつの銃弾が、reloadStartAnimがプレーされるとき、差し込まれるかです。enfieldは5とspringfieldの(の・もの・人)でしょう。 reloadTime クリップあるいはマガジンが空にされないリロードアニメーションのlength。 reloadEmptyTime クリップあるいはマガジンが空にされるアニメーションのlength。 reloadAddTime これは弾薬がどれほどリロードアニメーションに深く実際に加えられるかです。新しいクリップが兵器に挿入される前に、あなたはそれがアニメーションの中へのどれぐらい長くかかるか見るでしょう。 fireTime ファイヤアニメーションの長さ。 meleeTime 乱闘アニメーションの長さ。 rechamberTime 薬室改造アニメーションの長さ。 rechamberBoltTime これは遊底が実際にそうであるアニメーションが引き抜いた再薬室の中に時です。それはシェルにエジェクトにいつか言います。 dropTime パッティングの長さ、先の兵器、アニメーション。 raiseTime 兵器を引き抜くそれが要する時間の量。そこに、兵器の振舞いをコントロールするweaponsettings.gdtファイルの中に多くが他の文字ですか。反動強度のための設定値と方向、弾丸ダメージの量と、プレーヤーがこの兵器を所持するとき、兵器とアニメーションを運んでいる間に、動かされたプレーヤーキャンがプレーヤーモデルで使われた速度があります。兵器によって果たされた同じくhudアイコンのための設定値、音と効果があります。 Important Joints tag_view tag_view is basically the camera tag. This is where your camera in max should be attached at all times, because this is where the eyebone, or camera is in the game. This tag is never animated. tag_view tag_viewは基本的にカメラタグです。これはあなたのカメラが最大の中にいつも付加されるべきであるところです、なぜならこれはeyebone、あるいはカメラがゲームの中にあるところですから。このタグは決してアニメ化されていません。 tag_ads tag_ads is the bone that controls ADS (aiming down the site). When exporting ADS up and down animations, you only need to export tag_view and tag_ads. The tag_ads position will be applied to whatever full viewmodel animations are playing. When creating the ADS up and down animation, you need to make sure that tag_weapon is always in the exact some place relative to tag_ads. tag_ads tag_adsはADS(サイトの下方に狙いを定めています)コントロールするボーンです。アニメーションの上にそして下方にADSを輸出するとき、あなたのみ書き出しtag_viewとtag_adsへの必要性。tag_adsポジションは完全なviewmodelアニメーションがプレーしているものは何にでも適用されるでしょう。アニメーションの上にそして下方にADSを作るとき、tag_weaponがいくぶん常に正確な(人たち・もの)にあることを確認するあなた必要性はtag_adsに相対を置きます。 tag_weapon tag_weapon is what the majority of the animating is done on, except the hands. The weapon you re using is parented to that, and the right and left hands are usually IK’ed to it. Be really careful to make sure that all your animations start and end on a particular tag_weapon position so you don t get any pops before or at the end of your animations. You shouldn’t be animating tag_weapon directly, but rather through a controller in maya. Either way will work, but you don’t want animation on both the controller and tag_weapon or it will get confusing. tag_weapon tag_weaponはアニメ化している(人たち・もの)の過半数が、手以外、されることです。あなたが使っている兵器はそれと右に育てられます、そして左手が通常、それにIKの教育学です。あなたのすべてのアニメーションが始まることを確認するように気を使う再連合であって、そして、あなたが前に、あるいはあなたのアニメーションの終わりにポップを取らないように、特別のtag_weaponポジションに関して終わってください。あなたはmayaの中に直接、しかしむしろコントローラを通してtag_weaponをアニメ化しているべきではありません。いずれかの方法が機能するでしょう、しかしあなたはコントローラとtag_weapon両方の上にアニメーションを欲しません、あるいはそれは混乱させることを取るでしょう。 tag_flash This is at the end of the weapon, and tells the game where the muzzle flash should go. tag_flash これは指定期間の末、兵器、であって、そしてゲームにマズルフラッシュがどこに行くべきであるか言います。 tag_brass This tag is where shells eject. Point the X axis the direction you want them to come out. tag_brass このタグはシェルがイジェクトするところです。あなたがそれらがという結果になることを望むX軸、方向、を向けてください。 (Original "http //www.infinityward.com/wiki/index.php?title=View_Model") 名前 すべて読む
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Ministry of Internal Affairs and Communications(MIC) express the preparations to receive the afflicted people on their website. (Updated on 19th January, 2012) Here is the information of the preparations to receive the afflicted people in each prefectures. →Refecense → PDF Here is the information of the preparations to receive the public housing and temporary housing. →Ministry of Land, Infrastructure and Transport disaster information HP (All information are described in Japanese only.) 2012 Evacuation progam during summer vacation. ■【To know the society, and change for the power;"Mirai Camp"】 ■【Fukui Prefecture Fukui City】Fukufuku camp for kid s smile! ■【Hyogo Prefecture Akashi City】Cheer up your mind! Summer camp in Akashi ■【United States】University of California support Study Abroad in summer vacation (completely free) for College high school students in the affected area. http //www45.atwiki.jp/childreninfksm_en/tag/2012+summer+vacation This is the wiki collectively information of shelter for the afflicted people in Fukushima where many people had large damage due to the accident of the first nuclear power plant.We share the information from 【Fukushima network for protecting the children from nuclear 「http //kofdomofukushima.at.webry.info/」】founded by the civic organization," Fukushima revival conference from nuclear power plant " in May,1.2011. If you want to know how to edit this page, you would know everyone can edit this page easily, and please refer http //www45.atwiki.jp/childreninfukushima/pages/91.html (written by in Japanese for the wiki participant about the edit of wiki, using the template and tag collection. If you, your friends and your family know the effective information, you can participate in this website. We were established in May,9.2011. , and we hope the information will be more useful for the people who want to know more informations. ★We hope you to refer these information as the index of 【http //www45.atwiki.jp/childreninfukushima】 for foreigners. Though We share these updated information with a few people in this system, we need you to inquiry to opponent, thank you. search for the Refuge Local name or administrative divisions Hokkaido Tohoku Area Hokkaido Aomori Iwate Yamagata Miyagi Fukushima Nagano Fukui Kanto Area IbarakiTochigi Gumma Saitama Chiba Tokyo Kanagawa search for by the object (written by Japanese;from the left icon,"Damage certification;,Evacuation area;Voluntary evacuation;Mothers and children s evacuation;Only the childen s evacuation.) " #ref error :ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (.8%8E%E3%81%82%E3%82%8A) Tag Cloud Foreign Countries Italy Long Stay Hokkaido Tohoku Area Voluntary evacuation Only the Children's evacuation pregnant women who expectant mother Evacuate on summer holidays Voluntary Evacuation Nagano Koshinetsu Area Yamagata Kanto Yokohama Damage certification Kinki Area Mothers Childen's evacuation Only Children's evacuation Hokuriku Area Fukui Prefecture Kanto Area Kanagawa Evacuate on summer holidays Foreign Countries Afflicted people Mothers Childen's evacuation acua Evacuate during summer holiday Fukui Evacuation directive district Homestay Free for the participation Free for Fukushima people Reflesh Temporary refuge Tokai Area Aizu Fukushima Afflicted people 2011 Winter Program 2012spring vacation 2012 summer vacation How to to claim expenditure concerning shelter to TEPCO. customer service representative of consultation concerning amends whole of nuclear damage http //www.tepco.co.jp/en/index-e.html started by Aprill 28,2011. Fukushima Nuclear Compensation Office (Call center) Phone Number 0120-926-404 ※Note not to call the wrong number reception time 9:00~21:00 http //www.tepco.co.jp/en/index-e.html Web Master Profile elico Web Project Coordinator mother of 2 little cute kids★ Birth/ Nihonmatsu City, Fukushima Pre. Growing / Fukushima City, Fukushima Pre. Contact us in Japanese → savechildreninfukushima@gmail.com Contact in English → coffee-flavor5@mail.goo.ne.jp (Translator; Akiko Ayabe)
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hb_helpMenu );" ヘルプ /a a class="headmenuButton" href="javascript void(0);" onclick="return headmenuButtonClick(event, hb_socialMenu );" onmouseover="headmenuButtonMouseover(event, hb_socialMenu );" ブックマーク登録 /a a class="headmenuButton" href="javascript void(0);" onclick="return headmenuButtonClick(event, hb_rssMenu );" onmouseover="headmenuButtonMouseover(event, hb_rssMenu );" RSS登録 /a div style="position absolute;top 6px;right 2px;" a href="http //www39.atwiki.jp/gokuu/mypage" title="設定" class="headmenuButton" 設定 /a a href="http //www39.atwiki.jp/gokuu/logout/1.html" title="ログアウト (gokuu)" class="headmenuButton" ログアウト (gokuu) /a /div /div /div !-- -- !-- -- div id="hb_fileMenu" class="headmenu" onmouseover="headmenuMouseover(event)" a class="headmenuItem" href="http //www39.atwiki.jp/gokuu/new/%E3%83%88%E3%83%83%E3%83%97%E3%83%9A%E3%83%BC%E3%82%B8" 新規ページ作成 /a div class="headmenuItemSep" /div a class="headmenuItem" href="http //www39.atwiki.jp/gokuu/copy/" すでにあるページをコピーして新規ページを作成 /a a class="headmenuItem" href="http //www39.atwiki.jp/gokuu/bbsquote/" スレッドフロート型掲示板から引用して新規ページ作成(α版) /a a class="headmenuItem" href="http //www39.atwiki.jp/gokuu/rssquote/" ブログの内容から引用して新規ページ作成(α版) /a a class="headmenuItem" href="http //www39.atwiki.jp/gokuu/upmake/" ファイルをアップロードして新規ページ作成(α版) /a a class="headmenuItem" href="http //www39.atwiki.jp/gokuu/webquote/" 他のホームページから引用して新規ページ作成(α版) /a div class="headmenuItemSep" /div a class="headmenuItem" href="http //atpages.jp/" [PR] 無料ホームページ @PAGES /a a class="headmenuItem" href="http //atpne.jp/" [PR] 無料SNSレンタル @PNE /a a class="headmenuItem" href="http //atbb.jp/" [PR] 無料フォーラム型掲示板レンタル @BB /a a class="headmenuItem" href="http //atbbs.jp/" [PR] 選べる無料掲示板 @BBS /a a class="headmenuItem" href="http //atchs.jp/" [PR] 2ch型無料レンタル掲示板 @chs /a div class="headmenuItemSep" /div a class="headmenuItem" href="http //atwiki.jp/l/" @wikiで新規wikiを作成 /a /div !-- -- div id="hb_editMenu" class="headmenu" onmouseover="headmenuMouseover(event)" a class="headmenuItem" href="http //www39.atwiki.jp/gokuu/editx/1.html" このページを編集 /a a class="headmenuItem" href="http //www39.atwiki.jp/gokuu/editxx/1.html" このページを編集(メニュー非表示編集;α) /a a class="headmenuItem" href="http //www39.atwiki.jp/gokuu/copy2/1.html" このページをコピーして新規ページを作成 /a a class="headmenuItem" href="http //www39.atwiki.jp/gokuu/renamex/1.html" このページのページ名を変更 /a a class="headmenuItem" href="http //www39.atwiki.jp/gokuu/chkind/1.html" このページの編集モードを変更 /a a class="headmenuItem" href="http //www39.atwiki.jp/gokuu/chmod/1.html" このページの閲覧/編集権限の変更 /a div class="headmenuItemSep" /div a class="headmenuItem" href="http //www39.atwiki.jp/gokuu/upload/1.html" このページにファイルをアップロード /a div class="headmenuItemSep" /div a class="headmenuItem" href="http //atwiki.jp/ftp/" target="_blank" このウィキにファイルをアップロード(FTP機能/管理者のみ利用可) /a div class="headmenuItemSep" /div a class="headmenuItem" href="/gokuu/edit/%E3%83%A1%E3%83%8B%E3%83%A5%E3%83%BC flag=onlymain" メニューを編集(メニュー部分は非表示で編集) /a /div !-- -- div id="hb_viewMenu" class="headmenu" onmouseover="headmenuMouseover(event)" a class="headmenuItem" href="http //www39.atwiki.jp/gokuu/diffx/1.html" このページの最新版変更点 /a a class="headmenuItem" href="http //www39.atwiki.jp/gokuu/backupx/1/list.html" このページの編集履歴(バックアップ) /a a class="headmenuItem" href="http //www39.atwiki.jp/gokuu/ref/1.html" このページへのリンク元 /a a class="headmenuItem" href="http //www39.atwiki.jp/gokuu/trackback/1.html" このページへのトラックバック /a div class="headmenuItemSep" /div a class="headmenuItem" href="http //www39.atwiki.jp/gokuu/pages/1.pdf" このページをPDFで表示(α版) /a div class="headmenuItemSep" /div a class="headmenuItem" href="http //www39.atwiki.jp/gokuu/list" このwikiのページ一覧 /a a class="headmenuItem" href="http //www39.atwiki.jp/gokuu/?cmd=backup amp;action=list" 編集履歴(バックアップ)のあるページ一覧 /a a class="headmenuItem" href="http //www39.atwiki.jp/gokuu/tag" このwikiのタグ一覧 /a a class="headmenuItem" href="/gokuu/rss10.xml" img src="http //img.atwiki.jp/_skin/h/feed.png" alt="このwikiの更新情報RSS" / このwikiの更新情報RSS /a a class="headmenuItem" href="/gokuu/rss10_new.xml" img src="http //img.atwiki.jp/_skin/h/feed.png" alt="このwikiの新着ページRSS" / このwikiの新着ページRSS /a /div !-- -- div id="hb_toolsMenu" class="headmenu" onmouseover="headmenuMouseover(event)" a class="headmenuItem" href="/gokuu/search" このwiki内を検索 /a a class="headmenuItem" href="#" onclick="return false;" onmouseover="headmenuItemMouseover(event, hb_toolsMenu2 );" span class="headmenuItemText" @wikiパーツ /span span class="headmenuItemArrow" #x25B6; nbsp; /span /a a class="headmenuItem" href="#" onclick="return false;" onmouseover="headmenuItemMouseover(event, hb_toolsMenu3 );" span class="headmenuItemText" @wiki便利ツール /span span class="headmenuItemArrow" #x25B6; nbsp; /span /a a class="headmenuItem" href="/gokuu/contact" このwikiの管理者に連絡 /a /div !-- -- div id="hb_helpMenu" class="headmenu" onmouseover="headmenuMouseover(event)" a class="headmenuItem" href="http //sns.atfb.jp/view_community2.php?no=112" @wiki助け合いコミュニティ /a div class="headmenuItemSep" /div a class="headmenuItem" href="http //atwiki.jp/l/" wiki(ウィキ)って何? /a div class="headmenuItemSep" /div a class="headmenuItem" href="http //www33.atwiki.jp/atwikibeginner" 初心者ガイド /a div class="headmenuItemSep" /div a class="headmenuItem" href="http //www1.atwiki.jp/guide/" ご利用ガイド /a a class="headmenuItem" href="http //www1.atwiki.jp/guide/pages/21.html" 良くある質問 /a a class="headmenuItem" href="http //www1.atwiki.jp/guide/pages/32.html" プラグイン一覧 /a a class="headmenuItem" href="http //www1.atwiki.jp/guide/pages/20.html" 編集モードの違いについて /a a class="headmenuItem" href="http //www1.atwiki.jp/guide/pages/18.html" 不具合や障害を見つけたら /a a class="headmenuItem" href="http //www1.atwiki.jp/guide/pages/36.html" 管理・設定マニュアル /a /div !-- -- div id="hb_socialMenu" class="headmenu" onmouseover="headmenuMouseover(event)" a class="headmenuItem" href="#" onclick="onw( http //b.hatena.ne.jp/append?http //www39.atwiki.jp/gokuu/pages/1.html );" はてなブックマークする /a a class="headmenuItem" href="#" onclick="onw( http //bookmark.fc2.com/user/post?url=http //www39.atwiki.jp/gokuu/pages/1.html amp;title=tesssttttttttttttttttt%20-%20%E3%83%88%E3%83%83%E3%83%97%E3%83%9A%E3%83%BC%E3%82%B8 );" FC2ブックマークに追加 /a a class="headmenuItem" href="#" onclick="onw( http //clip.livedoor.com/clip/add?link=http //www39.atwiki.jp/gokuu/pages/1.html amp;title=tesssttttttttttttttttt%20-%20%E3%83%88%E3%83%83%E3%83%97%E3%83%9A%E3%83%BC%E3%82%B8 );" Livedoor クリップに追加 /a a class="headmenuItem" href="#" onclick="onw( http //bookmarks.yahoo.co.jp/bookmarklet/showpopup?t=tesssttttttttttttttttt%20-%20%E3%83%88%E3%83%83%E3%83%97%E3%83%9A%E3%83%BC%E3%82%B8 amp;u=http //www39.atwiki.jp/gokuu/pages/1.html amp;opener=bm amp;ei=UTF-8 );" Yahoo!ブックマークに登録 /a a class="headmenuItem" href="#" onclick="onw( http //del.icio.us/post?url=http //www39.atwiki.jp/gokuu/pages/1.html amp;title=tesssttttttttttttttttt%20-%20%E3%83%88%E3%83%83%E3%83%97%E3%83%9A%E3%83%BC%E3%82%B8 );" del.icio.usに追加 /a /div !-- -- div id="hb_rssMenu" class="headmenu" onmouseover="headmenuMouseover(event)" a class="headmenuItem" href="#" onclick="onw( http //r.hatena.ne.jp/append/http //www39.atwiki.jp/gokuu/rss10.xml );" はてなRSSに追加 /a a class="headmenuItem" href="#" onclick="onw( http //reader.livedoor.com/subscribe/http //www39.atwiki.jp/gokuu/rss10.xml );" livedoor ReaderにRSSフィードを登録 /a a class="headmenuItem" href="#" onclick="onw( http //e.my.yahoo.co.jp/config/jp_promo_content?.module=jp_rss amp;.url=http //www39.atwiki.jp/gokuu/rss10.xml );" Yahoo!にRSSフィードを登録 /a a class="headmenuItem" href="#" onclick="onw( http //www.bloglines.com/sub/http //www39.atwiki.jp/gokuu/rss10.xml );" BloglinesにRSSフィードを登録 /a a class="headmenuItem" href="#" onclick="onw( http //www.newsgator.com/ngs/subscriber/subext.aspx?url=http //www39.atwiki.jp/gokuu/rss10.xml );" NewsGator OnlineにRSSフィードを登録 /a a class="headmenuItem" href="#" onclick="onw( http //fusion.google.com/add?feedurl=http //www39.atwiki.jp/gokuu/rss10.xml );" GoogleパーソナライズドホームページにRSSを追加 /a /div !-- -- !-- -- !-- Submenus. -- div id="hb_toolsMenu2" class="headmenu" a class="headmenuItem" href="/gokuu/jsparts" @wikiパーツ:あなたのサイトにWikiデータを簡単表示! /a div class="headmenuItemSep" /div a class="headmenuItem" href="/gokuu/jsparts/recent" 最近更新したページの一覧を表示する /a a class="headmenuItem" href="/gokuu/jsparts/newcreate" 最近作成したページの一覧を表示する /a a class="headmenuItem" href="/gokuu/jsparts/search" このwiki内を検索するフォームを表示する /a a class="headmenuItem" href="/gokuu/jsparts/tagcloud" このwikiのタグクラウドを表示する /a a class="headmenuItem" href="/gokuu/jsparts/autolink" 自動リンク辞書を利用する /a /div !-- -- div id="hb_toolsMenu3" class="headmenu" a class="headmenuItem" href="http //atwiki.jp/tools/" target="_blank" @wiki便利ツール:トップページ /a div class="headmenuItemSep" /div a class="headmenuItem" href="http //atwiki.jp/tools/rssmaker.html" target="_blank" RSSかんたん作成 /a a class="headmenuItem" href="http //atwiki.jp/tools/rssnavimaker.html" target="_blank" 興味キーワードをチェック!!(RSSナビ) /a a class="headmenuItem" href="http //atwiki.jp/tools/blogrssmaker.html" target="_blank" いろんなblogのRSSかんたん作成ページ /a a class="headmenuItem" href="http //atwiki.jp/tools/a.php" target="_blank" アマゾン商品検索(簡単アフィリエイト) /a a class="headmenuItem" href="http //atwiki.jp/tools/quote.html" target="_blank" wikiに株式情報(日本)を表示 /a a class="headmenuItem" href="http //atwiki.jp/tools/quote2.html" target="_blank" wikiに株式情報(中国)を表示 /a a class="headmenuItem" href="http //atwiki.jp/tools/html.html" target="_blank" かんたんHTML直接入力 /a a class="headmenuItem" href="http //atwiki.jp/tools/qa.html" target="_blank" Q amp;Aサイトかんたん連携作成 /a a class="headmenuItem" href="http //atwiki.jp/tools/kawase.html" target="_blank" wikiに為替情報を表示 /a a class="headmenuItem" href="http //atwiki.jp/tools/hatena.html" target="_blank" はてなアンテナと簡単連携 /a /div !-- -- !-- -- !-- /Head Bar -- !-- google_ad_section_end -- div id="atwiki-jp-bg2" div id="container" div id="banner" div id="bannerLeft" div id="atwiki-jp-bg1" /div /div div id="bannerRight" h1 class="sitename" a href="/gokuu/" title="tesssttttttttttttttttt" tesssttttttttttttttttt /a /h1 h2 class="title" a href="http //www39.atwiki.jp/gokuu/pages/1.html" title="トップページ (1m)" トップページ /a /h2 /div /div div id="content" div id="leftColumn" div id="leftColumnTop" div id="menu" !--@@@@@-- div |- a href="http //www39.atwiki.jp/gokuu/pages/1.html" title="トップページ (5m)" トップページ /a br / |- a href="http //www39.atwiki.jp/gokuu/pages/8.html" title="プラグイン (15h)" プラグイン紹介 /a br / |- a href="http //www39.atwiki.jp/gokuu/pages/11.html" title="css (1m)" css /a br / |- a href="http //www39.atwiki.jp/gokuu/?page=html" html /a br / |- a href="http //www39.atwiki.jp/gokuu/?page=a" a /a br / |- a href="http //www39.atwiki.jp/gokuu/?page=b" b /a br / |- a href="http //www39.atwiki.jp/gokuu/?page=c" c /a br / |- a href="http //www39.atwiki.jp/gokuu/pages/2.html" title="メニュー (0s)" メニュー /a br / |- a href="http //www39.atwiki.jp/gokuu/?page=%E3%83%A1%E3%83%8B%E3%83%A5%E3%83%BC2" メニュー2 /a br / /div hr / /div /div div id="leftColumnBottom" /div /div !-- BEGIN CONTENT AREA -- div id="rightColumn" !--- h3 class="title" a href="http //www39.atwiki.jp/gokuu/pages/1.html" title="トップページ (1m)" トップページ /a /h3 -- div class="text" div id="body" !--@@@@@-- div togasidead br / /div /div div class="ads" br / [ スポンサード リンク ] br style="display inline; " / script type="text/javascript" !-- ad_client = 72376; ad_start_count = 1; ad_end_count = 4; ad_total = 4; ad_format = "v336x66"; ad_width = 336; ad_height = 264; color_border = "FFFFFF"; color_bg = "FFFFFF"; color_link = "3D81EE"; color_url = "3D81EE"; color_text = "7F7F7F"; //-- /script script type="text/javascript" src="http //ad.pitattomatch.com/js/advertise.js" /script /div div id="body_footer" /div div id="menuarea" hr / a href="http //www39.atwiki.jp/gokuu/editx/1.html" title="このページを編集する" このページを編集する /a nbsp; nbsp; a href="http //www39.atwiki.jp/gokuu/trackback/1.html" title="トラックバック" トラックバック(0) /a nbsp; nbsp; a href="http //www39.atwiki.jp/gokuu/ref/1.html" title="リンク元" リンク元(0) /a /div div id="editmenu" !-- 編集用メニュー -- !-- google_ad_section_start(weight=ignore) -- | a href="http //www39.atwiki.jp/gokuu/new/%E3%83%88%E3%83%83%E3%83%97%E3%83%9A%E3%83%BC%E3%82%B8" title="新しいページ" 新しいページ /a | a href="http //www39.atwiki.jp/gokuu/search" title="検索" 検索 /a | a href="http //www39.atwiki.jp/gokuu/list" title="ページ一覧" ページ一覧 /a | a href="http //www39.atwiki.jp/gokuu/rss" title="RSS" RSS /a | a href="http //atwiki.jp/guide/" title="@ウィキご利用ガイド" @ウィキご利用ガイド /a | a href="http //www39.atwiki.jp/gokuu/contact" title="管理者にお問合せ" 管理者にお問合せ /a !-- google_ad_section_end -- br / !-- google_ad_section_start(weight=ignore) -- | a href="http //www39.atwiki.jp/gokuu/mypage" title="設定" 設定 /a |ログイン済み ( gokuu ) | a href="http //www39.atwiki.jp/gokuu/logout/1.html" title="ログアウト" ログアウト /a | !-- google_ad_section_end -- !-- 編集メニューリストフォーム -- !-- google_ad_section_start(weight=ignore) -- select onchange="location.href=this.options[this.selectedIndex].value" option 以下から選択してください /option option value="" ------------------------- /option option value="http //www39.atwiki.jp/gokuu/editx/1.html" このページを編集 /option option value="http //www39.atwiki.jp/gokuu/renamex/1.html" ページ名変更 /option option value="http //www39.atwiki.jp/gokuu/diffx/1.html" 差分 /option option value="http //www39.atwiki.jp/gokuu/backupx/1/list.html" 編集履歴 /option option value="http //www39.atwiki.jp/gokuu/upload/1.html" アップロード /option option value="" ------------------------- /option option value="http //www39.atwiki.jp/gokuu/new/%E3%83%88%E3%83%83%E3%83%97%E3%83%9A%E3%83%BC%E3%82%B8" 新しいページ /option option value="http //www39.atwiki.jp/gokuu/list" ページ一覧 /option option value="http //www39.atwiki.jp/gokuu/jsparts" @wikiパーツ /option option value="http //www39.atwiki.jp/gokuu/search" 検索 /option option value="" ------------------------- /option option value="http //www39.atwiki.jp/gokuu/mypage" 設定 /option /select !-- google_ad_section_end -- /div div class="attach" /div div class="footnote" /div /div /div !--end of rightColumn-- !-- END CONTENT AREA -- div id="clear" /div /div !-- end of content -- /div !-- end of container-- div class="footer" hr / div id="recommend" !-- google_ad_section_start(weight=ignore) -- div style="font-size 8px;" おすすめリンク | a href="http //employment.en-japan.com/" 転職ならen /a | a href="http //consultant.en-japan.com/" 転職ならエン /a | a href="http //haken.en-japan.com/" 派遣ならen /a | a href="http //honkibaito.en-japan.com/" アルバイトならen /a | a href="http //gakusei.enjapan.com/" 就職ならen /a | a href="http //www.fotofoo.com/" デジカメプリント /a | a href="http //www.fotofoo.com/oper/post_nenga/" 年賀状 /a | a href="http //www.fotofoo.com/square/square.html" ましかくプリント /a | a href="http //atpedia.jp" 辞書 /a | br / | a href="http //atchs.jp/" 2ch風無料掲示板 /a | a href="http //atword.jp/" 無料ブログ作成 /a | a href="http //sns.atfb.jp/" ソーシャルプロフィール /a | a href="http //atbbs.jp/" 無料掲示板 /a | a href="http //atbb.jp/" 高機能無料掲示板 /a | a href="http //atpages.jp/" 無料ホームページ /a | a href="http //atpne.jp/" 無料SNS /a | a href="http //php.atpedia.jp/" php /a | a href="http //atpocket.jp/" ポイント /a | /div !-- google_ad_section_end -- /div !-- google_ad_section_start(weight=ignore) -- a id="atwiki-jp-bottom" name="atwiki-jp-bottom" href="http //atwiki.jp/" title="@wiki - 無料レンタルウィキサービス" @wiki - 無料レンタルウィキサービス /a | a href="http //atwiki.jp/policy.html" title="@wikiのプライバシーポリシー" プライバシーポリシー /a !-- google_ad_section_end -- div style="font-size 9px;" Originally Designed by a href="http //www.gorotron.com" gorotron /a /div /div /div div id="extraDiv1" span /span /div div id="extraDiv2" span /span /div div id="extraDiv3" span /span /div div id="extraDiv4" span /span /div div id="extraDiv5" span /span /div div id="extraDiv6" span /span /div /body /html
https://w.atwiki.jp/comma-plus/
This is comma-plus project page "comma plus" is the temporary name of a project by Ayumi KIZUKA and Kazuki MATSUMOTO. We have started this project from April 2010. This page is used to review the progress. If you have any message or question, please visit here. Products of This project is open-source software. SVN repository is here New ★★ (5 to 23 Nov. 2011) We ll exhibit Bird Platform (tentatively name) in Machinaka Art Gallery 2011.11.5(sat),23(wed) at Hakata-Station. Link http //tenjin.jp/mag/ This page allow sharing of information among us. (with using password) New ★ (14 to 15 May. 2011) We Exhibited Torikage / Mebuki in Design Festa vol.33 2011.5.14(sat),15(sun) at Tokyo-Bigsight. (It s a international art event.) Thanks for your coming! Then, artists from various countries brought their works, putting them on display or sell. Torikage / Mebuki used a white board. First, an audience uses a pen. Second, he or she should wait. Three, some birds may come flying, and some buds may come out and bloom trees, flowers, or berry. If you block light from a projector, the birds would flied off and the botanical would sporulate toward fall leaves. Many guests tried and enjoyed Torikage / Mebuki. Some people have been amazing. We have finished this work "Mebuki" or "Torikage", and have exhibited !! But, we ll developing Mebuki continuously, thanks. The full work photos are here Finished. Sample Movie is here Prototype Movie. "torikage" performance, at Ishibashi Museum of Art 1F, July 2009. today - , yesterday - , total - | + + + | | |
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■Thanks for checking this site This page will explain about fuck #039;n player quot;Sonicflash quot; on Ifrit server.He came from Ramuh server because He commited many crimes. He had to moved to a new server where he is able to play this game. already, Ramuh server #039;s many players ignored him. He was renamed to quot;Sonicflash quot; from quot;Tatsuya quot;. but He doesn #039;t have relationship quot;Tatsuya quot; of Ifirt server at all. You can understand why he ignored from many players when you finished read this blog,I hope.. **- What did Sonicflash do? **- What is hage-festival? **- Who are quot;Thefool quot; and quot;Sonictatsuya? quot; **- Why we understood Ramuh #039;s quot;Tatsuya quot; and quot;Sonicflash quot; are same player? **- His behavior after move to Ifrit server from Ramuh server. **- Especially, there is no wrong now. Is there a wrong if he still keep in touch Ifrit Server? **- Can I help something to do? - What did Sonicflash do? * He was stalking many players,and others mental abuses by fabrication in quot;2ch quot;. quot;2ch quot; is really large BBS in Japan. * He was writing many suck comment his Linkshell(LS) member #039;s blog.after that, He was forbidden to access from that blog site by administrator. * He was threat his LS members on LS BBS, LS leader was kicked him from LS when The LS leader known about it. * He was executed writing many lies in the BBS. * He tried to embezzlement of the capital of Dynamis-LS. don #039;t worry,LS member found his plan and they asked about it to him(Sonicflash), he returned that capital to LS member, then He was kicked from Dynamis-LS.. * He said quot;I can delete your character easier, because I have friend great GameMaster quot; (but GameMaster said us quot;We don #039;t know him and actually we can #039;t accept his request..) * He can #039;t access 4 or 5th BBS site because he was forbidden from BBS administrator. * He recommend show one of site but It was adulty! he made that hyperlink on his Final Fantasy fan site. (These site are really cheap!) please check below site if you want to know more detail about him.. http //tatsuya.s244.xrea.com/ http //www35.atwiki.jp/7000/pages/112.html - What is hage-festival? They tring signature activity quit Sonicflash in Ifrit. and protest to him too, if he still in this server. many peoples are hate him for his cheat,lie,fear(because he's really crazy)..etc. Also,Japanese peoples makes character for baldness Galka character for protest activity,because that character have a impact! - Who are "Thefool" and "Sonictatsuya?" They are key person for this festival. They trying to warning for everything without Sonicflash. "He is too bad!" These people have Linkshell names "SonicTatsuyaTeam(STT)" please cheering them if you want!(Don't misunderstand! they don't want to get donation, just warning about Sonicflash) - Why we understood Ramuh's "Tatsuya" and "Sonicflash" are same player? He have some of personality(like a habit),someone found him after his move only 3 days by his fuck'n search comment. If you can read Japanese language,please check bellow site too. http //www35.atwiki.jp/7000/ That site gives you clearly answer about Sonicflash,actually. - His behavior after move to Ifrit server from Ramuh server. He have enjoying lier life on Ifrit as same as before(Ramuh). and He don't want to apologies everyone,why reason? He said "I don't think I must apologies in this time, why should I?" I'm sure he isn't seems to reflection now... - Especially, there is no wrong now.Is there a wrong if he still keep in touch Ifrit Server? sound good.please keep in check his action for a while. Be careful! and don't forget! He's crazy person. - Can I help something to do? please tells your friend about Sonicflash. Japanese player already check his action and discuss each other. If you have Japanese friend ask your friend about him and bellow Japanese site. http //www35.atwiki.jp/7000/
https://w.atwiki.jp/matchmove/pages/74.html
Exporting to Your Animation Package Once you are happy with the object paths and tracker positions, use the Export menu items to save your scene. The following options are currently available (note that this list is constantly being expanded; check the web site) · 3ds max 4 or later (Maxscript). Should be usable for 3D Studio MAX 3 as well. Separate versions for 3dsmax 5 and earlier, and 3dsmax 6 and later. · After Effects (via a special maya file) · Bentley Microstation · Blender · Carrara · Cinema 4D (via Lightwave scene) · Combustion · ElectricImage (less integrated due to EI import limitations) · FLAIR motion control cameras (Mark Roberts Motion Control) · Flame (3-D) · Fusion 5 · Hash Animation Master. Hash 2001 or later. · Houdini · Inferno 3-D Scene. · Lightwave LWS. Use for Lightwave, Cinema 4D · Maya scene file · Mistika · Motion – 2-D · Nuke (D2 Software, subsidiary of Digital Domain) · Particle Illusion · Poser · Realsoft 3D · Shake (several 2-D/2.5-D plus Maya for 3-D scenes) · SoftImage XSI, via a dotXSI file · Toxik · trueSpace · Vue 5 and 6 Infinite · VIZ (via 3ds Max scene) SynthEyes offers a scripting language, SIZZLE™, that makes it easy to modify the exported files, or even add your own export type. See the separate SIZZLE User Manual for more information. New export types are being added all the time, check the export list in SynthEyes and the support site for the latest packages or beta versions of forthcoming exporters. General Procedures You should already have saved the scene as a SynthEyes file before exporting. Select the appropriate export from the list in the File/Exports area. SynthEyes keeps a list of the last 3 exporters used on the top level of the File menu as well. Hint SynthEyes has many exports. To simplify the list, clickScript/System Script Folder, create a new folder “Unused” in it, and move all the scripts for applications you do not use into that folder. You will have to repeat this process when you later install new builds, however. There is also an export-again option, which repeats the last export performed by this particular scene file, with the most-recently-used export options, without bring up the export-options dialog again to save time for repeated exports. When you export, SynthEyes uses the file name, with the appropriate file extension, as the initial file name. By default, the exported file will be placed in a default export folder (as set using the preferences dialog). In most cases, you can either open the exported file directly, or if it is a script, run the script from your animation package. For your convenience, SynthEyes puts the exported file name onto the clipboard, where you can paste it (via control-V or command-V) into the open-file dialog of your application, if you want. (You can disable this from the preferences panel if you want.) Note that the detailed capabilities of each exporter can vary somewhat. Some scripts offer popup export-control dialogs when they start, or small internal settings at the beginning of each Sizzle script. For example, 3ds max does not offer a way to set the units from a script before version 6 and the render settings are different, so there slightly different versions for 3dsmax 5 and 6+. Settings in the Maya script control the re-mapping of the file name to make it more suitable for Maya on Linux machines. If you edit the scripts, using a text editor such as Windows’ Notepad, you may want to write down any changes as they must be re-applied to subsequent upgraded versions. Be aware that not all packages support all frame rates. Sometimes a package may interpret a rate such as 23.98 as 24 fps, causing mismatches in timing later in the shot. Or one package may produce 29.96 vs 29.97 in another. Handle image sequences and use frame counts rather than AVIs, QTs, frame times, or drop-frame time codes wherever possible. TheCoordinate System control panel offers an Exportable checkbox that can be set for each tracker. By default, all trackers will be exported, but in some cases, especially for compositors, it may be more convenient to export only a few of the trackers. In this case, select the trackers you wish to export, hit control-I to invert the selection, then turn off the checkbox. Note that particular export scripts can choose to ignore this checkbox. Setting the Units of an Export SynthEyes uses generic units a value of 10 might mean 10 feet, 10 meters, 10 miles, 10 parsecs—whatever you want. It does not matter to SynthEyes. This works because match-moving never depends on the overall scale of the scene. SynthEyes generally tries to export the same way as well—sending its numbers directly as-is to the selected animation or compositing package. However, some software packages use an absolute measurement system where, for instance, Lightwave requires that coordinates in a scene file always be in meters. If you want something else inside Lightwave, it will automatically convert the values. For such software, SynthEyes needs to know what units you consider yourself to be using within SynthEyes. It doesn’t care, but it needs to tell the downstream package the right thing, or pre-scale the values to match your intention. To set the SynthEyes units selection, use the Units setting on the SynthEyes preferences panel. Changing this setting will not change any numbers within SynthEyes; it will only affect certain exports. The exports affected by the units setting are currently these · After Effects (3-D) · Hash Animation Master · Lightwave · 3ds max · Maya · Poser Before exporting to one of these packages, you should verify your units setting. Alternatively, if you observe that your imported scene has different values than in SynthEyes, you should check the units setting in SynthEyes. Hint if you will be exporting to acompositing package, they often measure everything, including 3-D coordinates, in terms of pixels, not inches, meters, etc. Be sure to pick sizes for the scene that will work well in pixels. While you might scale a scene for an actor 2m tall, if you export to a compositor and the actor is two pixels tall that will rarely make sense. Image Sequences Different software packages have different conventions and requirements regarding the numbering of image sequences whether they start at 0 or 1, whether there are leading zeroes in the image number, and whether they handle sequences that start at other numbers flexibly. For example, if you have a shot that originally had frames img1.tif-img456.tif, but you are using only images img100.tif-img150.tif of it, SynthEyes will normally consider it as a 51 frame shot, starting with frame 0 (img100.tif) or, withFirst frame is 1preference on, as frame 1 at img100.tif. Other software sometimes requires that their frame numbers match the file number, so img100.tif must always be frame 100, no matter what frame# they normally start at. SynthEyes gives you the option to pad the beginning of IFLs with extra copies of the first frame, so that the SynthEyes frame number matches the image frame number, by turning on the Match frame# s preference. While this sounds simple, it will cause trouble for many of the exports. It is especially a problem if you do not have the unused frames, as is often the case. By being aware of these differences, you will be able to recognize when your particular situation requires an adjustment to the settings—typically when there is a shift between the camera path animation and the imagery. Generic 2-D Tracker Exporters There are a number of similar exporters that all output 2-D tracker paths to various compositing packages. Why 2-D, you protest? For starters, SynthEyes tracking capabilities can be faster and more accurate. But even more interestingly, you can use the 2-D export scripts to achieve some effects you could not with the compositing package alone. For image stabilizing applications, the 2-D export scripts will average together all the selected trackers within SynthEyes, to produce a synthetic very stable tracker. For corner-pinning applications, you can have SynthEyes output not the 2-D tracker location, but the re-projected location of the solved 3-D point. This location can not only be smoother, but continues to be valideven if the tracker goes off-screen. So suppose you need to insert a painting into an ornate picture-frame using corner pinning, but one corner goes off-screen during part of the shot. By outputting the re-projected 3-D point (Use solved 3-D points checkbox), the corner pin can be applied over the entire shot without having to guess any of the path. Taking this idea one step further, you can create an “extra” point in 3-D in SynthEyes. Its re-projected 2-D position will be averaged with any selected trackers; if there are none, its position will be output directly. So you can do a four-corner pin even if one of the corners is completely blocked or off-screen. By repeating this process several times, you can create any number of synthetic trackers, doing a four-corner insert anywhere in the image, even where there are no trackable features. Of course, you could do this with using a 3-D compositing environment, but that might not be simplest. At present, there are compatible 2-D exporters for AfterEffects, Digital Fusion, Discreet (Combustion/Inferno/Flame), Particle Illusion, and Shake. Note that you will need to import the tracker data file (produced by the correct SynthEyes exporter) into a particular existing tracker in your compositing package. There is also a 2-D exporter that exports all tracker paths into a single file, with a variety of options to change frame numbers and u/v coordinates. A similar importer can read the same file format back in. Consequently, you can use the pair to achieve a variety of effects within SynthEyes, including transferring trackers from SynthEyes file to SynthEyes file, as described in the section onMerging Files and Tracks. This format can also be imported by Fusion. Generic 3-D Exporters There are several 3-D exports that produce plain text files. You can use them for any software SynthEyes don’t already support, for example, non-visual-effects software. You can also use them as a way to manipulate data with little shell, AWK, or Perl scripts, for example. Importantly, you can also use them as a way to transfer data between SynthEyes scene files, for example, to compute some tracker locations to be used by a number of shots. There are several ways to do this, see the section onMerging Files and Tracks. The generic exports are Camera/Object Path for a path, Plain Trackers for the 3-D coordinates of trackers and helper points, and corresponding importers. You can import 3-D locations to create either helper points, or trackers. This latter option is useful to bring in surveyed coordinates for tracking. After Effects 3-D Procedure 1. Export to After Effects in SynthEyes to produce a (special) .ma file. 2. In After Effects, do a File/Import File 3. Change Files of Type to All File Formats 4. Select the .ma file 5. Double-click the Square-whatever composition 6. Re-import the original footage 7. Click File/Interpret Footage/Main and be sure to check the frame rate and pixel aspect. 8. Rewind to the beginning of the shot 9. Drag the re-imported footage from the project window into the timeline as the first layer 10.Tracker nulls have a corner at the active point, instead of being centered on the active point as in SynthEyes. After Effects 2-D Procedure 1. Select one or more trackers to be exported. 2. Export using the After Effects 2-D Clipboard. You can select either the 2-D tracking data, or the 3-D position of tracker re-projected to 2-D. 3. Open the text file produced by the export 4. In the text editor, select all the text, using control-A or command-A. 5. Copy the text to the clipboard with control-C or command-C. 6. In After Effects, select a null to receive the path. 7. Paste the path into it with control-V or command-V. Bentley MicroStation You can exporter to Bentley s Microstation V8 XM Edition by following these directions. Exporting from SynthEyes MicroStation requires that animated backgrounds consist of a consecutive sequence of numbered images, such as JPEG or Targa images. If necessary, the Preview Movie capability in SynthEyes s Perspective window can be used to convert AVIs or MOVs to image sequences. Perform tracking, solving, and coordinate system alignment in SynthEyes. (Exporting coordinates from MicroStation into SynthEyes may be helpful) File/Export/Bentley MicroStation to produce a MicroStation Animation (.MSA) file. Save the file where it can be conveniently accessed from MicroStation. The export parameters are listed below. SynthEyes/MicroStation Export Parameters Target view number. The view number inside MicroStation to be animated by this MSA file (usually 2) Scaling. This is from MicroStation s Settings/DGN File Settings/Working Units, in the Advanced subsection the resolution. By default, it is listed as 10000 per distance meter, but if you have changed it for your DGN file, you must have the same value here. Relative near-clip. Controls the MicroStation near clipping-plane distance. It is a “relative” value, because it is multiplied by the SynthEyes world size setting. Objects closer than this to the camera will not be displayed in MicroStation. Relative view-size.Another option to adjust as needed if everything is disappearing from view in MicroStation. Relative far-clip. Controls the MicroStation far clipping-plane distance. It is a “relative” value, because it is multiplied by the SynthEyes world size setting. Objects farther than this from the camera will not be displayed in MicroStation. Importing into MicroStation Open your existing 3-D DGN file. Or, create a new one, typically based on seed3d.dgn Open the MicroStation Animation Producer from Utilities/Render/Animation File/Import .MSA the .msa file written by the SynthEyes exporter. Set the View Size correctly—this isrequiredto get a correct camera match. Settings/Rendering/View Size Select the correct view # (typically 2) Turn off Proportional Resize Set X and Y sizes as follows. Multiply the height(Y) of your image, in pixels, by the aspect ratio (usually 4 3 for standard video or 16 9 for HD) to get the width(X) value. For example, if your source images are 720x480 with a 4 3 aspect ratio, the width is 480*4/3 = 640, so set the image size to X=640 and Y=480, either directly on the panel or using the “Standard” drop-down menu. This process prevents horizontal (aspect-ratio) distortion in your image. Hit Apply Turn Proportional Resize back on Close the view size tool On the View Attributes panel, turn on the Background checkbox. Bring up the Animation toolbar (Tools/Visualization/Animation) and select the Animation Preview tool. You can dock it at the bottom of MicroStation if you like. If you scrub the current time on the Animation Preview, you’ll move through your shot imagery, with synchronized camera motion. Unless you have some 3-D objects in the scene, you won’t really be able to see the camera motion, however. If desired, use the Tools/3-D Main/3-D Primitives toolbar to create some test objects (as you probably did in SynthEyes). To see the camera cone of the camera imported from SynthEyes, bring up Tools/Visualization/Rendering, and select the Define Camera tool. Select the view with the SynthEyes camera track as the active view in the Define Camera tool, and turn on the Display View Cone checkbox. Transferring 3-D Coordinates If you would like to use within MicroStation the 3-D positions of the trackers, as computed by SynthEyes, you can bring them into MicroStation as follows. You have the option of exporting only a subset of points from SynthEyes to MicroStation. All trackers are exported by default; turn off the Exportable checkbox on the coordinate system panel for those you don’t wish to export. You may find it convenient to select the ones you want, then Edit/Invert Selection, then turn off the box. In SynthEyes, File/Export/Plain Trackers with Set Names=none, Scale=1, Coordinate System=Z Up. This export produces a .txt file listing all the XYZ tracker coordinates. In MicroStation, bring up the Tools/Annotation/XYZ Text toolbar. Click the Import Coordinates tool. Select the .txt file exported from SynthEyes in Step 1. Set Import=Point Element, Order=X Y Z, View=2 (or whichever you are using). Transferring Meshes SynthEyes uses two types of meshes to help align and check camera matches mesh primitives, such as spheres, cubes, etc; and tracker meshes, built from the computed 3-D tracker locations. The tracker meshes can be used to model irregular areas, such as a contoured job site into which a model will be inserted. Both types of models can be transferred as follows In SynthEyes, select the mesh to be exported, by clicking on it or selecting it from the list on the 3-D panel. Select the File/Export/STL Stereolithography export, and save the mesh to a file. In MicroStation, select File/Import STL and select the file written in step 2. You can use the default settings. Meshes will be placed in MicroStation at the same location as in SynthEyes. You can bring up its Element/Information and assign it a material. To Record the Animation Select the Record tool on the Animation toolbar (Tools/Visualization/Animation) Important Be sure the correct (square pixels) output image size is selected, the same one as the viewport size. For example, if your input is 4 3 720x480 DV footage, youMUSTselect640x480output to achieve 4 3 with square pixels (ie 640/480 = 4/3). MicroStation always outputs square pixels. You can output images with any overall aspect you wish, as long as the pixels are square (pixelaspect ratio is 1.0). Note that HD images already have square pixels. Don’t clobber your input images! Be sure to select a different location for your output footage than your input. Blender Directions Blender has a tendency to change around frequently, so the details of these directions might best be viewed more as a guide than the last word. When working with image sequences and blender, it will be a good idea to ensure that the overall frame number is the same as the number in the image file name. Although you can adjust the offset, Blender incorrectly eliminates a frame number of zero. 1. In SynthEyes, export to Blender (Python) 2. Start Blender 3. Delete the default cube and light 4. Change one of the views to the blender Text Editor 5. In the text editor, open the blender script you exported in step 1. 6. Hit ALT-P to run the script 7. Select the camera (usually Camera01) in the 3-D Viewport 8. In a 3-D view, select Camera on the View menu to look through the imported, animated, SynthEyes camera 9. Select View/Background image 10.Click Use Background Image 11.Select your image sequence or movie from the selection list. 12.Adjust the background image settings to match your image. Make sure the shot length is adequate, and that Auto Refresh is on. If the images and animation do not seem to be synced correctly, you probably have to adjust the offset. 13.Decrease the “blend” value to zero, or you can go without the background, and set up compositing within blender. 14.On the View Properties dialog, you might wish to turn off Relationship Lines to reduce clutter. 15.Use a Timeline view to scrub through the shot. Cinema 4D Procedure 1. Export from SynthEyes in Lightwave Scene format (.lws) — see below. 2. Start C4D, open the .lws file 3. From the Objects menu, add a Background 4. Create a new Texture with File/New down below. 5. At right, click on “…” next to the file name for texture. 6. Select your source file. 7. Click on the right-facing triangle button next to the file name, select Edit. 8. Select the Animation panel 9. Click the Calculate button at the bottom. 10.Drag the new texture from the texture editor onto the “Background” on the object list. Background now appears in the viewport. DotXSI Procedure 1. In SynthEyes, after completing tracking, do File/Export/dotXSI to create a .xsi file somewhere. 2. Start Softimage, or do a File/New. 3. File/Import/dotXSI... of the new .xsi file from SynthEyes. The options may vary with the XSI version, but you want to import everything. 4. Set the camera to Scene1.Camera01 (or whatever you called it in SynthEyes). 5. Open the camera properties. 6. In the camera rotoscopy section, select New from Source and then the source shot. 7. Make sure “Set Pixel Ratio to 1.0” is on. 8. Set “Use…” pixel ratio to “Camera Pixel Ratio” (should be the default) 9. In the Camera section, make sure that Field of View is set to Horizontal. 10.Make sure that the Pixel Aspect Ratio is correct. In SynthEyes, select Shot/Edit Shot to see the pixel aspect ratio. Make sure that XSI has the exact same value 0.9 isnota substitute for 0.889, so fix it! Back story XSI does not have a setting for 720x480 DV, and 720x486 D1 causes errors! 11.Close the camera properties page. 12.On the display mode control (Wireframe, etc), turn on Rotoscope. ElectricImage The ElectricImage importer relies on a somewhat higher level of user activity than normal, in the absence of a scripting language for EI. You can export either a camera or object path, and its associated trackers. 1. After you have completed tracking in SynthEyes, select the camera/object you wish to export from the Shots menu, then select File/Export/Electric Image. SynthEyes will produce two files, an .obm file containing the trajectory, and an .obj file containing geometry marking the trackers. 2. In ElectricImage, make sure you have a camera/object that matches the name used in SynthEyes. Create new cameras/objects as required. If you have Camera01 in SynthEyes, your camera should be Camera 1 in EI. The zero is removed automatically by the SynthEyes exporter. 3. Go to the Animation pull-down menu and select the Import Motion option. 4. In the open dialog box, select All Files from the Enable pop-up menu, so that the .obm file will be visible. 5. Navigate to, and select, the .obm file produced by SynthEyes. This will bring up the ElectricImage motion import dialog box which allows you to override values for position, rotation, etc. Normally, you will ignore all these options as it is simpler to parent the camera/object to an effector later. The only value you might want to change is the start time to offset when the camera move begins. Click OK and you will get a warning dialog about the frame range. This is a benign warning that sets the range of frames rendering option to match the length of the incoming camera data. Hitting cancel will abort the operation, so hit OK and the motion data will be applied to the camera. 6. Select Import Object from the Object pull-down menu. 7. Enable All Files in the pop-up menu. 8. Select the .obj file produced by SynthEyes. 9. Create a hierarchy by selecting one tracker as the parent, or bringing in all trackers as separate objects. 10.If you are exporting an object path, parent the tracker object to the object holding the path. Fusion 5 There are several Fusion-compatible exporters. The main exporter is the Fusion 5 composition export, which can be opened directly in Fusion. The Tracker 2-D Paths export can write all the exportable trackers to a text file, which can then be read in Fusion with the Import SynthEyes Trackers script and assigned to any Point-type input on a node. Select a node and start the Import script from its right-click menu. At present, it appears that you should animate the desired control before importing, then tell the script to proceed anyway when it notices that the control is already animated. There is also a generic 2-D path exporter for Fusion. Houdini Instructions 1. File/New unless you are addding to your existing scene. 2. Open the script Textport 3. Typesource c /shots/scenes/flyover.cmd or equivalent. 4. Change back from COPs to OBJs. Lightwave The Lightwave exporter produces a lightwave scene file (.lws) with several options, one of them crucial to maintaining proper synchronization. As mentioned earlier, Lightwave requires a units setting when exporting from SynthEyes. The SynthEyes numbers are unitless by changing the units setting in the lightwave exporter as you export, you can make that 24 in SynthEyes mean 24 inches, 24 feet, 24 meters, etc. This is different than in Lightwave, where changing the units from 24 inches would yield 2 feet, 0.61 meters, etc. This is the main setting that you may want to change from scene to scene. Lightwave has an obscure preferences-like setting on its Compositing panel (on the Windows menu) named “Synchronize Image to Frame.” The available options are zero or one. Selecting one shifts the imagery one frame later in time, and this is the Lightwave default. However, for SynthEyes, a setting of zero will generally be more useful (unless the SynthEyes preferenceFirst Frame is 1is turned on). The Lightwave exporter from SynthEyes allows you to select either 0 or 1. We recommend selecting zero, and adjusting Lightwave to match. You will only have to do this once, Lightwave remembers it subsequently. In all cases, you must have a matching value on the exporter UI and in Lightwave, or you will cause a subtle velocity-dependent error in your camera matches in Lightwave that will drive you nuts until you fix the setting. The exporter also has a checkbox for using DirectShow. This checkbox applies only for AVIs, and should be on for most AVIs that contain advanced codecs such as DV or HD. If an AVI uses an older codec and is not opened automatically within Lightwave, export again with this checkbox turned off. Nuke The nuke exporter produces a nuke file you can open directly. The pop-up parameter panel lets you indicate if you have a slate frame at the start of the shot, or select renderable or non-rendering tracker marks. The renderable marks are better for tracking, the non-rendering marks better for adding objects within Nuke s 3-D view. Poser Poser struggles a little to be able to handle a match-moved camera, so the process is a bit involved. Hopefully Curious Labs will improve the situation in further releases. The shot must have square pixels to be used properly by Poser; it doesn t understand pixel aspect ratios. So if you have a 720x480 DV source, say, you need to resample it in SynthEyes, AfterEffects or something to 640x480. Also, the shot has to have a frame rate of exactly 30 fps. This is a drag since normal video is 29.97 fps, and Poser thinks it is 29.00 fps, and trouble ensues. One way to get the frame rate conversion without actually mucking up any of the frames is to store the shot out as a frame sequence, then read it back in to your favorite tool as a 30 fps sequence. Then you can save the 640x480 or other square-pixel size. Note that you can start with a nice 720x480 29.97 DV shot, track it in SynthEyes, convert it as above for Poser, do your poser animation, render a sequence out of Poser, then composite it back into the original 720x480. One other thing you need to establish at this time---exactly how many frames there are in your shot. If the shot ranges are 0 to 100, there are 101; from 10 to 223, there are 214. 1. After completing tracking in SynthEyes, export using the Poser Python exporter. 2. Start Poser. 3. Set the number of frames of animation, at bottom center of the Poser interface, to the correct number of frames. It is essential that you do this now, before reading the python script 4. File/Run Python Script on the python script output from SynthEyes. 5. The Poser Dolly camera will be selected and have the SynthEyes camera animation on it. There are little objects for each tracker, and also SynthEyes boxes, cones, etc are brought over into Poser. Open Question How to render out of Poser with the animated movie background. The best approach appears to be to render against black with an alpha channel, then composite over the original shot externally. Shake SynthEyes offers three specific exporters for Shake, plus one generic one 1. MatchMove Node. 2. Tracker Node 3. Tracking File format 4. 3-D Export via the “AfterFX via .ma” or Maya ASCII exports. The first two formats (Sizzle export scripts) produce shake scripts (.shk files); the third format is a text file. The fourth option produces Maya scene files that Shake reads and builds into a scene using its 3-D camera. We’ll start with the simplest, the tracking file format. Select one tracker and export with the Shake Tracking File Format, and you will have a track that can be loaded into a Shake tracker using the load option. You can use this to bring a track from SynthEyes into existing Shake tracking setups. Building on this basis, #2, Tracker Node, exports one or more selected trackers from SynthEyes to create a single Tracker Node within Shake. There are some fine points to this. First, you will be asked whether you want to export the solved 3-D positions, or the tracked 2-D positions. These values are similar, but not the same. If you have a 3-D solution in SynthEyes, you can select the solved 3-D positions, and the export will be the “ideal” tracked (predicted) coordinates, with less jitter than the plain 2-D coordinates. Also, since you might be exporting from a PC to a Mac or Linux machine, the image source file(s) may be named differently perhaps X \shots1\shot1_#.tga on the PC, and //macmachine/Users/tom/shots/shot1_#.tga on the PC. The Shake export script s dialog box has two fields, PC Drive and Mac Drive, that you can set to automatically translate the PC file name into the Mac file name, so that the Shake script will work immediately. In this example, you would set PC Drive to “X \\” and Mac Drive to “//macmachine/Users/tom/”. Finally, the MatchMove node exporter looks not for trackers to export, but for SynthEyes planes! Each plane (created from the 3-D panel) is exported to Shake by creating four artificial trackers (in Shake) at the corners of the plane. The matchmove export lets you insert a layer at any arbitrary position within the 3-D environment calculated by SynthEyes. For example, you can insert a matte painting into a scene at a location where there is nothing to track. You can use a collection of planes, positioned in SynthEyes, to obtain much of the effect of a 3-D camera. The matchmove node export also provides PC to Mac/Linux file name translation. trueSpace Directions Warning trueSpace has sometimes had problems executing the exported script correctly. Hopefully Caligari will fix this soon. 1. In SynthEyes, export to trueSpace Python. 2. Open trueSpace. 3. Right-click the Play button in the trueSpace animation controls. 4. Set the correct BaseRate/PlayRate in the animation parameters to match your source shot. 5. Open the Script Editor. 6. From inside the Script Editor, Open/Assign the python script you created within SynthEyes. 7. Click Play (Time On) in the Script Manager. 8. When the Play button turns off, close the ScriptManager. 9. Open the Object Info panel. 10.Verify that the SynthEyes camera is selected (usually Camera01). 11.Change the Perspective view to be View from Object. 12.Select the Camera01Screen. 13.Open the Material Editor (paint pallete). 14.Right click on Color shaders button. 15.Click on (Caligari) texture map, sending it to the Material Editor color shader. 16.Open the subchannels of the Material Editor (Color, Bump, Reflectance). 17.On the Color channel of the Material Editor, right click on the Get Texture Map button and select your source shot. 18.Check the Anim box. 19.Click the Paint Object button on the Material Editor. 20.Click on File/Display Options and change the texture resolution to 512x512. 21.You may want to set up a render background to overlay animated objects on the background, or you can use an external compositing program. Make the Camera01Screen object invisible before rendering. 22.In trueSpace, you need to pay special attention to get the video playback synchronized with rest of the animation, and to get the render aspect ratio to match the original. For example, you must add the texture map while you are at frame zero, and you should set the pixel aspect ratio to match the original (SynthEyes s shot panel will tell you what it is). Vue 5 Infinite The export to Vue Infinite requires a fair number of manual steps pending further Vue enhancements. But with a little practice, they should only take a minute or two. 1. Export from SynthEyes using the Vue 5 Infinite setting. The options can be left at their default settings unless desired. You can save the python script produced into any convenient location. 2. Start Vue Infinite or do a File/New in it. 3. Select the Main Camera 4. On its properties, turn OFF Always keep level 5. Go to the animation menu, turn ON the auto-keyframe option. 6. Select the Python/Run python script menu item, select the script exported from SynthEyes, and run it. 7. In the main camera view, select the Camera01 Screen object (or the equivalent if the SynthEyes camera was renamed) 8. In the material preview, right-click, select Edit Material. 9. The material editor appears, select Advanced Material Editor if not already. 10.Change the material name to flyover or whatever the image shot name is. 11.Select the Colors tab. 12.Select Mapped picture 13.Click the left-arrow Load icon under the black bitmap preview area 14.In the Please select a picture to load dialog, click the Browse File icon at the bottom --- a left arrow superimposed on a folder 15.Select your image file in the Open Files dialog. If it is an image sequence, select the first image, then shift-select the last. 16.On the material editor, under the bitmap preview area, click the clap-board animation icon to bring up the Animated Texture Options dialog 17.Set the frame rate to the correct value. 18.Turn on Mirror Y 19.Hit OK on the Animated Texture dialog 20.On the drop-down at top right of the Advanced Material Editor, select a Mapping of Object- Parametric 21.Turn off Cast shadows and Receive shadows 22.Back down below, click the Highlights tab 23.Turn Highlight global intensity down to zero. 24.Click on the Effects tab 25.Turn Diffuse down to zero 26.Click the Ambient data-entry field and enter 400 27.Hit OK to close the Advanced Material Editor 28.Select the Animation/Display Timeline menu item (or hit F11) 29.If this is the first time you have imported from SynthEyes to Vue Infinite, you must perform the following steps a. Select File/Options menu item. b. Click the Display Options tab c. Turn off Clip objects under first horizontal plane in main view only , otherwise you will not be able to see the background image. d. Turn off Clip objects under first horizontal plane (ground / water) e. Turn off Stop camera going below clipping plane (ground / water) if needed by your camera motion. f. Hit OK 30.Delete the Ground object 31.If you are importing lights from SynthEyes, you can delete the Sun Light as well, otherwise, spin the Sun Light around to point at the camera screen, so that the image can be seen in the preview window. 32.You may have to move the time bar before the image appears. Vue Infinite only shows the first image of the sequence, so you can verify alignment at frame zero. 33.You will later want to disable the rendering of the trackers, or delete them outright. 34.Depending on what you are doing, you may ultimately wish to delete or disable the camera screen as well, for example, if you will composite an actor in front of your Vue Infinite landscape. 35.The import is complete; you can start working in Vue Infinite. You should make probably save a copy of the main camera settings so that you can have a scratch camera available as you prepare the scene in Vue Infinite. Vue 6 Infinite Export from SynthEyes using the Vue 6 Infinite option, producing a maxscript file. Import the maxscript file in Vue 6 Infinite Adjust the aspect ratio of the backdrop to the correct overall aspect ratio for your shot. This is important since Vue assumes square pixels, and if they aren’t (for all DV, say), the camera match will be off badly
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LIVEと行事一覧DB データベース (DataBase for Live Concerts and Events) メニューMENU +←クリック目次 [←Click here for CONTENTS] ↓↓↓このページ名(Current Page Name)↓ 自動作成目次(contents) 行事紹介(Live Concert and Event Information) 【LIVE/日本/大感謝祭 最後のミクの日感謝祭 Hatsune Miku 39s Giving Day in Tokyo Japan2012】 ダイジェスト映像・動画配信・写真等(Summary Video, Live Streaming Photo) チケット情報・グッズ情報・BD/CD・その他 (Ticket Goods Information, etc.) 技術情報・出演ボーカロイド・スクリーン・MMD・3Dモデル・プロジェクター・ソフト・舞台等 (Technology・Vocaloid Name・Screen・MikuMikuDance・3D Model・Projector・Software) 出演者・製作者・関連ブログ等 (Musician, Staff, Related Blog and Credit) セットリスト(演奏曲目)・その他 (Set List, name of music) Summary in English and other language(英語等での紹介) 行事を行う団体や個人等 (Organizer and Group) スポンサー・協賛等 (Sponsor and Support) 関連行事 (Related Event Info.) 紹介記事・参考サイト・謝辞・文献等 (News, References, Acknowledgement and Credit) International News (国際ニュース) New Project and collaboration Blog (このサイト内での関連内部リンク・補助リンク・Internal Link) Memo・メモ帳 EDIT Page 行事紹介(Live Concert and Event Information) ↓このページ名(Current Page Name)↓ 【LIVE/日本/大感謝祭 最後のミクの日感謝祭 Hatsune Miku 39s Giving Day in Tokyo Japan2012】 LIVE/日本/大感謝祭 最後のミクの日感謝祭 Hatsune Miku 39s Giving Day in Tokyo Japan2012 Related page LIVE/日本/大感謝祭 Hatsune Miku Special 39 s Giving Day in Tokyo Japan 2012 LIVE/日本/大感謝祭 ミクパ Hatsune Miku Live Party (Miku-Pa) in Tokyo Japan2012 Summary video of the Live concert 2012 at Tokyo, Japan 初音ミク】「ミクの日大感謝祭」ダイジェスト映像 http //www.youtube.com/watch?time_continue=325 v=rqg4Eun7fgs http //www.youtube.com/watch?v=rqg4Eun7fgs 5分25秒目からが「ミクの日大感謝祭」=325sec from the beginning is the opening. Miku Day Celebration Live Concert Hatsune Miku two-day concert was held at Tokyo Dome City Hall on 8th 9th March 2012. "Hatsune Miku Live Party 2012 (MIKUPA♪)" on 8th March and "HATSUNE MIKU Concert Final 39 s Giving Day" on 9th March. 「ミクパ♪」×「ミクの日感謝祭」夢の2日間公演『ミクの日大感謝祭』2012年3月8・9日に開催決定! 3月8日に「初音ミクライブパーティー2012(ミクパ♪)」を、そして 翌日3月9日に、「初音ミクコンサート 最後のミクの日感謝祭」を開催という 夢の2日間!! オフィシャルWEB抽選先行予約は11月23日(水)の12:00より! 【 『ミクの日大感謝祭』 開催概要 】 http //miku.sega.jp/39/ ■イベント名称:ミクの日大感謝祭 ■会場:TOKYO DOME CITY HALL (東京都文京区後楽 1-3-61) ■日程: <2012年3月8日(木)> 「初音ミクライブパーティー2012 ひる(ミクパ♪)」OPEN 13 00/START 14 00 「初音ミクライブパーティー2012 よる(ミクパ♪)」OPEN 18 00/START 19 00 <2012年3月9日(金)> 「初音ミクコンサート 最後のミクの日感謝祭」OPEN 13 00/START 14 00 「初音ミクコンサート 最後のミクの日感謝祭 ファイナル」OPEN 18 00/START 19 00 ■出演者:初音ミク ■チケット:全席指定〔一般〕 各公演6,300円(税込/ドリンク別) ■主催:SEGA/MAGES. ■特別協力:クリプトン・フューチャー・メディア ■協力:MIKUNOPOLIS実行委員会 ■後援:TOKYO MX ■公式サイト:http //miku.sega.jp/39/ 【 チケット販売について 】 <一般発売> 2012年1月28日(土)10:00より チケットぴあ/ローソンチケット/イープラスなどで発売開始 Twitter #39_2012 Tag https //twitter.com/#!/search/%2339_2012 #mikupa タグ https //twitter.com/#!/search/%23mikupa facebook Hatsune-Miku http //www.facebook.com/pages/Hatsune-Miku/10150149727825637 ダイジェスト映像・動画配信・写真等(Summary Video, Live Streaming Photo) ミクの日大感謝祭 ニコ生 ネットチケット発売開始 2012年3月8日 9日 19pm- http //blog.nicovideo.jp/niconews/2012/01/029191.html 2012年3月8日(木)19 00 ミクの日大感謝祭『3/8初音ミクライブパーティー2012よる(ミクパ♪)』WEB LIVE http //live.nicovideo.jp/gate/lv78254303 2012年3月9日(金)19 00 ミクの日大感謝祭『3/9初音ミクコンサート 最後のミクの日感謝祭ファイナル』WEB LIVE http //live.nicovideo.jp/gate/lv78254917 150万人突破記念!150円で1000ポイント購入できます http //blog.nicovideo.jp/niconews/2012/01/029170.html 公演チケット付宿泊プランの発売が決定しました。 http //www.jtbbwt.com/daiyon/miku/ 東京ドームホテル http //www.tokyodome-hotels.co.jp/banquet/ <公演概要> 公演名:「ミクの日大感謝祭」 3月8日「初音ミクライブパーティー2012(ミクパ♪)」 3月9日「初音ミクコンサート 最後のミクの日感謝祭」 場所:TOKYO DOME CITY HALL TOKYO MX * ミクの日大感謝祭特番・制作日誌39 http //www.mxtv.co.jp/miku39/ 関連映像 (Related Videos) Rehearsal (リハーサル) Miku 39 s Giving Day EXTRA http //www.youtube.com/watch?v=IAyXqV0hlMw HatsuneMiku channel http //www.youtube.com/user/HatsuneMiku 39 s Giving Day Hatsune Miku concert 2010.03.09 http //www.youtube.com/playlist?list=PL07EC1E7DB9AB0C47 feature=plcp 【Hatsune Miku】 CONCERT!! 【初音ミク】 http //www.youtube.com/playlist?list=PL-pKPpZ1Q5NZqi-pHqc2zKXk8GG3U2fkW 【初音ミク】MIKUNOPOLISダイジェスト映像 http //www.youtube.com/watch?v=WzYssX-CcSY 2012 3- 9 昼 imageプラグインエラー ご指定のURLはサポートしていません。png, jpg, gif などの画像URLを指定してください。 チケット情報・グッズ情報・BD/CD・その他 (Ticket Goods Information, etc.) チケット情報一覧 official goods http //miku.sega.jp/39/goods_list.html ニコ生 (Nico NIco Video LIVE streaming) ミクパ http //live.nicovideo.jp/gate/lv78254303 感謝祭 http //live.nicovideo.jp/gate/lv78254917 映画館生中継 http //l-tike.com/miku2012/ 相部屋宿泊プラン http //www.jtbbwt.com/daiyon/miku/ 東京ドームシティ公式サイト MEETS PORT (ミーツポート) http //www.meetsport.jp/about/seat/1f_05.htm#zaseki 座席表 (仮) http //s1-02.twitpicproxy.com/photos/full/504491780.jpg http //www.gorakudoh.co.jp/zasekizu-web/jcb_hole.gif 宿泊プラン用 http //imgup.me/e/iup00031157.jpg http //www.meetsport.jp/about/seat/image/view_1f_2.jpg 正面写真 http //www.meetsport.jp/about/seat/view_b2f.htm (第1バルコニー右71-90番) http //www.meetsport.jp/about/seat/view_b1f.htm (第2バルコニー右101-110番のR1扉近辺) http //www.meetsport.jp/about/seat/view_1f.htm (第3バルコニー右88-91番) http //www.meetsport.jp/about/seat/view_b3f.htm (アリーナ中央後方) ミクの日大感謝祭ツアーチケット争奪戦の一部始終をまとめてみた http //togetter.com/li/246137 技術情報・出演ボーカロイド・スクリーン・MMD・3Dモデル・プロジェクター・ソフト・舞台等 (Technology・Vocaloid Name・Screen・MikuMikuDance・3D Model・Projector・Software) ライブ技術一覧 Hatsune Miku Kagamine Rin Kagamine Len Megurine Luka Meiko Kaito 技術内容が不明の部分は、空けておいて下さい。 (IF YOU DO NOT UNDERSTAND, LEAVE THE TECHNOLOGY SECTION OPEN.) Screen 投影スクリーンの種類 (Screen Type):DILAD ディラッド・ボード又はディラッド・スクリーン、もしくは改良品 投影スクリーンの形状 (Shape of Screen): スクリーンの素材(Materials for making screen): 鮮明度 Clearness, resolution of screen: スクリーン素材の網の目等のメッシュのサイズ:Mesh number # or Mesh size of Screen: スクリーン素材の製品カタログ番号等(Product Number of materials for making screen): スクリーン素材の透過率(%)及び色等(Light Transmittance (%) of screen, Color): 投影スクリーン等への映り込み状態(Reflection):still happening 舞台の高さ(stage height):relatively high スクリーンの高さ(Screen height): スクリーンの湾曲の程度=(映りこんだ物の歪み方の程度):very small スクリーンの大きさ又は横の長さ (Screen Size): スクリーンの継ぎ目の数(Junction within the screen)=(つないで使用された投影ボード等の枚数-1、?) :2 number of materials used for making main screen:3 使用された投影ボード等の枚数(Number of board used):3 ? 音響設備及び音響状態 (Sound): プロジェクタの種類・台数 (Projector):4 (bottom=3 (Left, Center, Right), Center Top=1) 使用ソフト (Software): VFエンジン Virtual Fighter engine VF5 wikipedia of Virtual Fighter engine 3Dゲームファンのための「バーチャファイター5」グラフィックス講座 PCベースのアーケードシステムで実現される至極のリアルタイム3Dグラフィックスの秘密 AM2 of SEGA wikipedia 3D model:ACモデル=「アケミク」=「感謝祭モデル」=arcade model (AC Model) Producer of 3D Model:モデル製作:Project DIVA チーム AM2 of SEGA wikipedia Project DIVA wikipedia 初音ミク Project DIVA http //miku.sega.jp/ 初音ミク Project DIVA Arcade http //miku.sega.jp/arcade/index.html スクリーン及び映像の解像度(Resolution of Screen and video): 投影時の色補正(Color Adjustment to view on screen): MMDのモデルの種類(Model Type of MikuMikuDance): Computer and OS: レンダリング ソフトRendering software Motion similar to Project DIVA or related project リアルタイム レンダリングの有無(real-time rendering or not) レンダリング速度等 フレーム速度 60 fps カメラ等 (Camera): 技術説明動画・写真等 (Tech Video Photo): 会場設備のホームページ (Homepage of the Event Hall): 会場設備 東京ドームシティ公式サイト MEETS PORT (ミーツポート) http //www.meetsport.jp/about/seat/1f_05.htm#zaseki その他 (others): 衣装モジュール及びデザイン (Clothing design of the models) http //miku.sega.jp/pjd2/module.html 同期システム (Synchronization system): CreativES クリエイティブス株式会社 http //creatives.jp/ 同期投影ライブシステムを考案し、企画・制作を行いました。 現在widewireworks http //widewireworks 大感謝祭 http //widewireworks.jp/works.html#miku01 黒田Pこと黒田貴泰プロデューサー(クリエイティブス株式会社)といえば、 「ミクの日感謝祭」にて「世界でも他に類を見ない「バーチャルアーティストのコンサートライブ」を制作。 同期投影ライブシステムを考案し、企画・制作を行いました」 http //vocaloid.blog120.fc2.com/blog-entry-13651.html 85-862 バンドはイヤホンしてるらしいので歓声もあまり聞こえないらしい。 ライブは自分の音源確認の為にステージモニターにイヤホン使用。 Band staff may using earphone. 選曲: 中の人1号、他 出演者・製作者・関連ブログ等 (Musician, Staff, Related Blog and Credit) 演奏者と関連ブログ 演奏:The 39s 安部潤(key、P)、黒田晃年(g)、田中晋吾(b)、折田新(ds) ストリングス 武内香澄(vln)、河本夕里安(vln)、惠藤あゆ(vla)、 さいとうひさこ(2ndvln)、今井香織(vcl cello)、上保朋子(2ndvln) 山口佳名子(2nd vln)、栗井まどか(2nd vln)、山崎明子(vcl) 管セクション 宮崎隆睦(s,fl)、田中充(tp)、池田雅明(tb)。 【初音ミク】 "アコミク" 完成音源ダイジェスト【The39s】2011年12月より発売開始 http //www.nicovideo.jp/watch/sm16040410 安部潤blogから各メンバーへのリンクをたどる http //blog.goo.ne.jp/jabe0755/e/c745caedc63022151c9f23c8b6be5836 http //blog.goo.ne.jp/jabe0755/e/fba261ecf49ad4f61c3a4d7e6ef686fb http //blog.goo.ne.jp/jabe0755/e/c35d565f1c0e3ed27b78509f0dac788c http //blog.goo.ne.jp/jabe0755/s/%A5%DF%A5%AF 折田新(ds) http //blog.goo.ne.jp/shinxdrum/e/8930b03acd91db0e1daa0ad1eda89457?fm=entry_awc 黒田晃年(g) http //akitoshikuroda.me/ 田中晋吾(b) http //homepage2.nifty.com/shingobass/index.html http //shingo.tea-nifty.com/blog/2011/07/la-76c5.html 武内香澄(vln) http //ameblo.jp/pyonnchan/entry-11035588430.html http //ameblo.jp/pyonnchan/entry-10944809273.html 河本夕里安(vln) http //ameblo.jp/yuristrawberry/entry-10945217876.html ■フロントアクトが決定しました。 3月8日 昼・夜公演 出演:StylipS(歌) MC 藤田 咲、浅川 悠 3月9日 昼・夜公演 出演:DANCEROID(ダンスパフォーマンス) MC 藤田 咲、下田 麻美 ※フロントアクトは、開演30分前からスタート予定です。 ※Stylipsの出演パートの生中継はございません。 又、映画館中継会場ではご覧になれません。 各公演のゲスト出演Pが決定しました! 3月9日 「初音ミクコンサート 最後のミクの日感謝祭」 OSTER project samfree DECO*27 とくP North-T ぼーかりおどP(noa) ラマーズP セットリスト(演奏曲目)・その他 (Set List, name of music) Set List LIVE SET LIST Hatsune Miku Concert Final 39 s Giving Day http //mikubook.com/setlist/mikupa2012inTokyo http //www.mikubook.com/index.php/home/specials SET LIST and Producer links of Vocaloid wiki Vocaloid concert directory http //vocaloid.wikia.com/wiki/Vocaloid_concert_directory Live Events http //vocaloid.wikia.com/wiki/Live_Events http //vocaloid.wikia.com/wiki/Miku_no_Hi_Dai_Kanshasai_39%27s_Giving_Day http //hatsunemikusetlists.wordpress.com/ http //hatsunemikusetlists.wordpress.com/2012/03/09/hatsune-miku-live-party-mikupa-2012-live-in-tokyo-tokyo-dome-city-hall-030812/ for listings that are already in English, there will be no ‘romaji’. Tell Your World (kz/kz) ゆめゆめ (DECO*27/DECO*27) ワールドイズマイン (ryo/ryo) えれくとりっくえんじぇぅ (ヤスオ/ヤスオ) 恋スルVOC@LOID (OSTER project/OSTER project) クローバー・クラブ (ゆうゆ/ゆうゆ) ぽっぴっぽー (ラマーズP/ラマーズP) ロミオとシンデレラ (doriko/doriko) ファインダー (DSLR remix - re edit) (kz/kz) 裏表ラバーズ (wowaka/wowaka) StargazeR (骨盤P/骨盤P) moon (はっか/iroha(sasaki)) 初音ミクの消失 (cosMo@暴走P/cosMo@暴走P)(ここまで初音ミク ソロ) Change me (shu-t/shu-t)(メイコ ソロ) 右肩の蝶 (水野悠良/のりぴー)(鏡音レン ソロ) Just Be Friends (Dexie Flatline/Dexie Flatline)(巡音ルカ ソロ) magnet (minato/minato) ワールズエンド・ダンスホール (wowaka/wowaka)(ここまで初音ミク&巡音ルカ デュエット) 炉心融解 (kuma/iroha(sasaki)) 孤独の果て (光収容/光収容)(ここまで鏡音リン ソロ) Promise (samfree/samfree)(初音ミク&鏡音リン デュエット) タイムリミット (North-T/North-T) パズル (クワガタP/クワガタP) 1/6 -out of the gravity- (ぼーかりおどP(noa)/ぼーかりおどP(noa)) SPiCa (kentax vs とくP/とくP)(ここまで初音ミク ソロ) 愛言葉 (DECO*27/DECO*27) メルト (ryo/ryo) ハジメテノオト (malo/malo) Summary in English and other language(英語等での紹介) Special 39 s Giving Day in Tokyo Japan 2012 Miku Day Celebration Live Concert Hatsune Miku two-day concert held at Tokyo Dome City Hall on 8th 9th March 2012. "Hatsune Miku Live Party 2012 (MIKUPA♪)" on 8th March and "HATSUNE MIKU Concert Final 39 s Giving Day" on 9th March. http //www.niconico.com/ http //live.niconico.com/ https //secure.live.niconico.com/product/miku_day2012 On March 8th and 9th the Miku Day Celebration concerts will be live on niconico! Both single and bundled tickets will be available. Don’t miss out on the live vocaloid concerts! ※This show will be pay per view. Ticket "Miku Day Celebration Concerts" Bundled Ticket Price US$ 40.00 Dates March 8th and 9th, 2012 Time 2 00 PST for both shows If you would like to purchase the single tickets for each shows, please refer to the following link. You will be directed to Paypal for your payment. You can purchase the ticket until March 15th, 2012 23 59 (JST). You can watch the timeshift until March 16th, 2012 23 59(JST). http //live.niconico.com/watch/lv80866458 On March 8th (Fri) 19 00(JST) Mar 09 2012 Open 01 30 (PST) Curtain Rise 02 00 (PST) Miku Day Celebration "Hatsune Miku Live Party 2012 (MIKUPA♪)" will be available on pay per view! On March 8th and 9th the Miku Day Celebration concerts will be live on niconico! Both single and bundled tickets will be available. Don’t miss out on the live concerts! Title Miku Day Celebration “Hatsune Miku Live Party 2012 (MIKUPA♪)” WEB LIVE Organizer:SEGA /MAGES. Special Supporter:Crypton Future Media Sponsor:Good Smile Company/COSPA/ Daiichikosho Co., Ltd Supporter:MIKUNOPOLIS Executive Committee Promoter:TOKYO MX Starts:March 9th 2012 (Fri), 19 00 (JST) Ticket Price:One day ticket $25, 2day ticket $40 Sale Date:Feb 9th (Thu) Sale Ends March 15th (Thu)(JST) 2012年3月8日(木)19 00 ミクの日大感謝祭『3/8初音ミクライブパーティー2012よる(ミクパ♪)』WEB LIVE http //live.nicovideo.jp/gate/lv78254303 2012年3月9日(金)19 00 ミクの日大感謝祭『3/9初音ミクコンサート 最後のミクの日感謝祭ファイナル』WEB LIVE http //live.nicovideo.jp/gate/lv78254917 LIve viewing in Syanghai, China http //miku.sega.jp/39/ ★上海大舞台での各夜公演の生中継決定! 行事を行う団体や個人等 (Organizer and Group) スポンサー・協賛等 (Sponsor and Support) 関連行事 (Related Event Info.) 紹介記事・参考サイト・謝辞・文献等 (News, References, Acknowledgement and Credit) 情報一覧MEMO News and Information of Miku Live 2012 PikuPa March 8, 2012 TOKYO MX NEWS http //www.mxtv.co.jp/mxnews/news_play.html?bctid=ref mxnews_201203086 Reuters News She sings, she dances, she s ... not real http //www.chicagotribune.com/health/sns-rt-us-japan-digital-divabre8280do-20120309,0,6151152.story ミクパ昼のレポート 週アス http //weekly.ascii.jp/elem/000/000/079/79322/ ファミ通 http //www.famitsu.com/news/201203/08011241.html 【ミクの日大感謝祭】東京ドームシティホールが湧き上がる!「初音ミクライブパーティー2012(ミクパ♪)」レポ! http //blog.piapro.jp/2012/03/2012-9.html 電飾衣装のミクさんが華麗に舞う! KAITOもサプライズ出演した“初音ミクライブパーティー2012(ミクパ♪)”をレポート http //news.dengeki.com/elem/000/000/466/466973/ Hatsune Miku Facebook http //www.facebook.com/pages/Hatsune-Miku/10150149727825637 39 s Thanks giving day March 9, 2012 感謝祭 Gamer Net http //www.gamer.ne.jp/news/201203090044/ 【ミクの日大感謝祭】本日は3月9日!「最後のミクの日感謝祭」の様子をレポート!! http //blog.piapro.jp/2012/03/39-1.html Spica Photo http //a1.sphotos.ak.fbcdn.net/hphotos-ak-ash4/420241_10151381430730637_10150149727825637_23266089_832718358_n.jpg http //news.dengeki.com/elem/000/000/467/467363/c20120309_mikunohi_013_cs1w1_720x.jpg 2012年3月9日(金) 2年ぶりに“SPiCa砲”がさく裂! MEIKOも駆け付けた“初音ミクコンサート 最後のミクの日感謝祭”のレポートをお届け http //news.dengeki.com/elem/000/000/467/467349/ 週アス 『最後のミクの日感謝祭』速報 ビッグサプライズもあった!? http //weekly.ascii.jp/elem/000/000/079/79425/ International News (国際ニュース) BBC UK Hatsune Miku Japan s computer-generated pop star s last tour 9 March 2012 Last updated at 12 49 GMT http //www.bbc.co.uk/news/entertainment-arts-17310976 翻訳を見る Spain HATSUNE MIKU ES UNA ESTRELLA DEL POP VIRTUAL La cantante de pop que arrasa en Japón es un holograma http //www.antena3.com/noticias/cultura/musica/cantante-pop-que-arrasa-japon-humana-sino-virtual_2012030900061.html Chillian a video named "Concierto digital en Japón" Furor por cantante virtual en Japón Actualizado 09/03/2012 - 15 02 http //tele13.13.cl/internacional/furor-por-cantante-virtual-en-japon Heldigital popstjerne trekker fulle hus i JapanDel på Facebook Norway...!?? Titusen elleville fans var på plass for å få med seg en av de fire utsolgte avskjedskonsertene med den virtuelle popartisten Miku Hatsune.10.03.2012 - 00 23 7 306 visninger http //www.vgtv.no/#!id=50346 Argentina Hatsune Miku la reina del pop virtual de Japón http //tn.com.ar/tecnologia/00045590/hatsune-miku-la-reina-del-pop-virtual-de-japon Belgium Japanse popster is computerprogramma http //www.hln.be/hln/nl/3805/Buitenland/video/detail/1406396/Japanse-popster-is-computerprogramma.dhtml 09/03/12 15u20 - De Japanse popster Hatsune Miku verschilt erg van haar collega s. Ze is een computerprogramma. Gisteren gaf ze een laatste optreden waar duizenden mensen naar kwamen kijken. Het concert was ook te zien in verschillende bioscopen. Portugal, Obrigada! A estrela pop digital Hatsune Miku é uma animação de computador que dá concertos e tem milhares de fãs Por Redacção / CF | 9- 3- 2012 12 46 http //www.tvi24.iol.pt/tecnologia/tecnologia-hatsune-miku-musica-digital-japao-tvi24/1331677-4069.html Canadian She sings, she dances, she s ... not real vancouver.24hrs http //vancouver.24hrs.ca/News/world/2012/03/09/19480461.html Er dette framtidas popstjerne? Idolet Hatsune Miku har hverken kropp eller sjel, men trekker fulle hus i Japan. Se framtidas konsert her. http //www.dagbladet.no/2012/03/09/kultur/musikk/japan/teknologi/20613233/ В Японии виртуальная певица собирает полные залы http //www.1tv.ru/news/world/200981 (日本では、仮想歌手は完全な家を持っていた by google翻訳) 「日本で、バーチャルシンガーがホールを席巻(魅了/支配)しました。」 залы 「ホール」 ●『ミクの日大感謝祭』生中継イベントドリンク発表! http //www.goodsmilecafe.jp/news.html 初音ミクドリンク(Miku Drink) 巡音ルカドリンク(Luka Drink) 鏡音リンドリンク(Rin Drink) 鏡音レンドリンク(Len Drink) MEIKOドリンク(MEIKO Drink) KAITOドリンク(KAITO Drink) 各500円(税込) ※写真は左から「初音ミクドリンク」「巡音ルカドリンク」 となります。 New Project and collaboration PIAPROブログ情報では 今日23時からGoogle+の初音ミクページで 何かがあるそうな。 Piapro http //blog.piapro.jp/2012/03/2012-9.html mg-miku http //www.mg-miku.com Google + 初音ミク Hatsune Miku - 11 00 PM - March 09, 2012 “Miku Creator s Project on Google+” スタート!(English follows) https //plus.google.com/117525656268411212735/posts 初音ミク Hatsune Miku - 23 00 - 一般公開 “Miku Creator s Project on Google+” スタート!(English follows) ファミリーマートがミクとコラボ family Mart collaboration http //famima-miku.jp/ http //famima-miku.jp/img/home/bg_body_mid.jpg 「ミクフリック」特別体験会実施! 2012/3/2(金) 「ミクの日大感謝祭」開催期間の3月8日~9日に、セガ東京ドームシティにてiPhone用アプリ「ミクフリック」の特別体験会が開催されます。 ライブをお楽しみになる前後に、是非お立ち寄りください! 詳しい情報は『ミクフリック』公式サイトへ http //miku.sega.jp/flick/ <「ミクフリック」特別体験会> 開催日 2012年3月8日(木) 9日(金) 時間 11 00~18 00 場所 セガ 東京ドームシティ 住所 東京都文京区後楽1-3-61 株式会社東京ドーム アトラクションズ内 カーニバル 店舗URL http //tempo.sega.jp/am/tokyo-domecity/ Google + 初音ミク Hatsune Miku - 23 00 - 一般公開 “Miku Creator s Project on Google+” スタート!(English follows) https //plus.google.com/117525656268411212735/posts 2012年3月9日。 4回目の「ミクの日」となる本日、 初音ミク のGoogle+ 新プロジェクトがスタートします。 このプロジェクトでは、Google Chrome のCMで描き出された初音ミクの世界、 「Everyone, Creator.」という言葉に凝縮された、クリエーターたちの ムーヴメントを、さらに延長、拡大していくことを目指していきます。 まず最初の試みとして、これまで作品を見たり聞いたりするだけでは わからなかった「クリエーターが作品をつくっていく過程そのもの」を 公開し、このGoogle+ページで皆さんと一緒にMikuのクリエーションの 本質に触れられるようにしていきたいと思います。 今回は、その試みに参加する最初のクリエーターの未発表デモを公開します。 このクリエーターが誰かは、3/17に発表しますので、ぜひ楽しみにお待ちください。 ※デモのリンク(【初音ミク G+ Project】ザ・ファースト・クリエイターズ・サンプルデモ) また、今後もほかの取り組みや関連情報も順次発表、公開していきますので、 このページを、必ずチェックしてください! 最後に、このプロジェクトのキュレーションは、 ミクを追いつづけている編集者/プランナーの鮎川ぱてが務めさせていただきます。 これから、どうぞよろしくお願いいたします! “Miku Creator s Project on Google+” これは全てのクリエーターに捧げるプロジェクトです。 どうぞ、ご期待ください。 “Miku Creator s Project on Google+”キュレイター 鮎川ぱて Blog Hatsune Miku Live Concerts on March 8th and 9th – Stream Info http //www.moetron.com/2012/03/07/hatsune-miku-live-concerts-on-march-8th-and-9th-stream-info/ 2012 3- 9 昼 http //iup.2ch-library.com/i/i0586200-1331475774.jpg imageプラグインエラー ご指定のURLはサポートしていません。png, jpg, gif などの画像URLを指定してください。 (このサイト内での関連内部リンク・補助リンク・Internal Link) LIVE/日本/大感謝祭 Special 39 s Giving Day in Tokyo Japan 2012-Miku LIVE Memo・メモ帳 黒田氏 ①ブラスパート追加 ②アンコール鉄板かと思いきや最初にTYW ③メイコ姐悲願のライブ出演 ④リンとギター黒田まさかのセッション ⑤ダブルアンコ→10年感謝祭ループ=そして伝説へ JTBディナー・夕食会 さっきぃ挨拶 伊藤社長挨拶 今日のゲストP挨拶 39 s挨拶 ボカロ六本締め #mikupa タグ https //twitter.com/#!/search/%23mikupa 夕食会のメニュー(うろおぼえ) 会場はホテル外のベースボールカフェ貸切で ビュッフェ方式(ここでも行列ががが) トルティーヤに長ネギを巻く(ネギ12cm程) たこやき タコ足のせピザ タコ型ウインナ パスタ(食べなかったので不明) フライドポテト ポップコーンシュリンプ こんなとこかな補完ヨロ長ネギ噛み切れねー http //snowwhitemiku.seesaa.net/article/253764743.html EDIT Page If do not know about editing web page of this Wiki, DO NOT EDIT. 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