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https://w.atwiki.jp/progtips/pages/19.html
ソースコード main.wsf job id="job-id" script language="VBScript" src="mypopup.vbs" /script script language="JScript" var jj=0; for (var i=0; i 20; ++i) { jj = i*30 + i; } mypopup("計算結果 " + jj); /script /job mypopup.vbs Option Explicit Sub mypopup(msg) WScript.Echo msg End Sub 解説 wsfという形式を使えば、VBScriptから他のVBScriptを呼び出したり、JScriptを呼び出したりできる。Cでいう#include、Perlのuse/require、HTMLでのscript srcと同じようにあつかえる。 http //www.happy2-island.com/vbs/cafe02/capter00108.shtml 言語を超えてライブラリ化できるため、メインをVBScriptで作り、サブルーチンをJScriptで書いたりすることもできる。
https://w.atwiki.jp/kizua/pages/12.html
wacomの「ArtPad II」が中古ジャンクで安く手に入ったので、それを使用しました。 128×96(mm)の読み取り範囲を持ってます。 大きさとしてはマンガ本より少し小さいくらいです。 自分はノートPCを使っていて、シリアル接続ができないので、IODataの「USB-RSAQ2」というものを使用しました。 # vi /etc/X11/xorg.conf Section "Module" (省略) load "wacom" #wacom EndSection Section "InputDevice" #wacom tablets Identifier "Stylus1" Driver "wacom" Option "Device" "/dev/ttyUSB0" Option "Type" "stylus" EndSection Section "InputDevice" #wacom tablets Identifier "Eraser1" Driver "wacom" Option "Device" "/dev/ttyUSB0" Option "Type" "eraser" EndSection Section "InputDevice" #wacom tablets Identifier "Cursor1" Driver "wacom" Option "Device" "/dev/ttyUSB0" Option "Type" "cursor" EndSection Section "ServerLayout" (省略) InputDevice "Stylus1" "AlwaysCore" #wacom InputDevice "Eraser1" "AlwaysCore" #wacom InputDevice "Cursor1" "AlwaysCore" #wacom EndSection [Escape] + [Z] [Z]で保存し、Xを再起動します。 KDE4.1 + GIMP2.4で動作確認をしました。 上下両方の筆圧検知、サイドボタン共に良好です。 また、シリアル接続が出来る方は、/dev/ttyUSB0の部分を/dev/ttyS0にすると動くようです。 GIMP側の設定は、 [File]→[Preference]→[Input Devices]→[Configure Input Devices]より、[Stylus1]をDevice欄から選び、Modeの部分を[Screen]に変えます。 [Eraser1]、及び[Cursor1]に関しても、同じ設定を施すことにより、動作が確認できました。
https://w.atwiki.jp/redtaxi/pages/23.html
wordpressにおいてドメインの移動(ローカル- サーバのアップも)などの移転にともうなうデータベースのエクスポートとインポートには以下の注意点あり。 まず、移転に必要なものは wordpressで使用しているカスタマイズしたテンプレート群(index.phpを初めとする)。 "wp-content/uploads/"にアップした(デフォルトでは)メディア 導入したプラグイン 以上が、DB(MySQL)以外にバックアップが必要なもの。 ここからが本題。DBのバックアップ。手順は 1、phpMyAdminでエクスポート。オプションは皆バラバラに推奨してるwが、 DROP TABLE / VIEW / PROCEDURE / FUNCTIONを追加 IF NOT EXISTSを追加 AUTO_INCREMENT 値を追加する テーブル名やフィールド名を逆クォートで囲む 完全な INSERT 文を作成する 長い INSERT 文を作成する BLOBに16進数表記を利用する って感じでしょうか。 ※"wp_options","wp_users", "wp_usermeta"あたりは、エクスポートしないほうが良いらしいが、、、"wp_options"は管理画面の設定値で、"wp_users"と"wp_usermeta"はユーザー管理に関することなので、共に移転元と同じ状況(プラグインやアカウントやパス)を再現できればインポートしても問題ないかも。 2、次は移転先でwordpressをインストールした後にphpMyAdminでインポートする。 ※sqlファイルをテキストエディタで開き、最初のほうにあるデータベース名を移転先のデータベース名に変更。 3、メディアへのパスなど、絶対パスが含まれているデータベースなどをSQLで置換する。 ※テーブル接頭辞を"wp_"から変更している場合は以下のコマンドを適宜置き換え。 update wp_posts set post_content=replace(post_content, 古いURL , 新しいURL ) update wp_posts set guid=replace(guid, 古いURL , 新しいURL ) update wp_options set option_value=replace(option_value, 古いURL , 新しいURL ) ※カスタムフィールドを使用している場合は、 update wp_postmeta set meta_value=replace(meta_value, 古いURL , 新しいURL ) も変更が必要。 ※データベースのテーブル接頭辞をデフォルト"wp_"より変更しいる場合は、 update wp_options set option_name=replace(option_name, 古い接頭辞 , 新しい接頭辞 ) update wp_usermeta set meta_key=replace(meta_key, 古い接頭辞 , 新しい接頭辞 )
https://w.atwiki.jp/maymehdell/pages/18.html
設営装備 ※前日の鞄・カート準備は順調でも30分かかる。 No. 重要度 (必須/強く推奨/Option/却下) 数量/Check 前日準備 項目 セール狙う? 次回に向けて 備考 1 必須 10 / Stanby カート 売り物(コピー誌) 水橋パルスィTwitterBot図解本 - 単価200円 * 10部 ぐらい? 2014/06/21 単価は300円に決定。 2 必須 1 / Stanby カート 見本誌(準備会提出用) - 在庫のなかに付箋でしるしをつけておいた。 3 Option 1 / Cancel N/A 見本誌用カバー - カバー? 必須との記述が見受けられないのでOptionに変更 4 必須 1 / Stanby カート 出展サークル専用通行証 - サークル入場券 5 必須 1 / Stanby カート 参加登録カード - 本名での署名と捺印が必要。 サークル入場券と一緒についてくる。 6 必須 1 / Stanby カート 見本誌票 - サークル参加申込書セットに付属している。 受付番号、配置場所、サークル名、誌名、頒布価格、発行日 を記入する必要がある。 7 必須 1 / Stanby カート 立ち読み用の見本 - 在庫から1冊を見本誌としてチョイスする予定。 8 強く推奨 1 / Stanby カート 釣り銭入れ 文房具 つり銭を残したまま文具引出に保管 500円*5*Block 50円*4枚 100円*5*4Block 10円*5*6Block 1円*5*2Block 9 必須 Some / Stanby カート 釣り銭 - あと500円玉が4枚、10円玉が4枚たまったら完了とする。 どのぐらい用意すればいいのだろう (この話題は課題管理で扱う) 10 必須 3 / Stanby 黒鞄 筆記用具 文房具 フリクション3色 ボールペン サインペン 11 強く推奨 1 / Stanby カート サークル名看板 所持 どうやって作ればよいのだろう? NU Board + 水性ペン + 白板消し 12 強く推奨 1 / Stanby カート 値札 所持 どうやって作ればよいのだろう? NU Board + 水性ペン + 白板消し 13 必須 1 / Stanby カート 油性ペン 所持 14 必須 1 / Stanby カート ガムテープ 所持 テーブルクロスの固定に便利らしい。 家から借りるか。 15 強く推奨 1 / Stanby カート セロテープ 所持 家から借りるか。 16 必須 1 / Stanby 黒鞄の 小物入れ はさみ 所持 携帯用のを使おう。 常備のため。 17 強く推奨 1 / Stanby カート テーブルクロス ⇒手ぬぐい 生活用品 適する。 縦は十分。 足元を隠したいのならテーブルクロスがよい。 用途に叶えばバンダナで良いような 18 強く推奨 1 / Stanby カート 食器棚 生活用品 押入れに保管 百円ショップで調達するのかな。 確かにテーブルを立体的に使えて便利。 19 強く推奨 1 / Stanby カート ビニール袋 所持 20 強く推奨 2 / Stanby カート 売り上げ管理表 - 量が少ないので当日、紙のノートか、ローカルデバイスのメモで対応する。 iPhoneのNumbersで管理する? ⇒Numbersだと売り子と互換性がない Miniキャンパスノートを使う 21 必須 3 / Stanby (当日標準装備) ペットボトル 食料品 22 強く推奨 1 / Stanby (当日標準装備) 食事 食料品 一般参加用の装備を転用する。 出店で買ってもよい。 朝食は摂ってから出かける予定。 23 必須 1 / Stanby 装備 時計 所持 常備装備しているため 24 Option 2 / Stanby カート S字フック 生活用品 机にひっかからず使えず。 (何か工夫が必要?) あると便利そう 25 強く推奨 1 / Stanby カート コピー誌収納箱 所持 ゆうパックぐらいの。スピーカーの箱を使う 薄手のクリアボックスに変更 26 強く推奨 1 / Stanby カート カート 所持 家のを使うか 27 強く推奨 1 / 1 Web 当日のタイムテーブル - ベースラインは参加申込書参照。 09 00にはサークル入場が終わっている。 トラブルなどを考えると8 30 国際展示場正門 #目安:普段の****より30分早い程度。 28 強く推奨 1 / Stanby カート コミケットアピール86 所持 当日の公式ガイド 29 強く推奨 1 / Stanby カート サークル参加申込書セット 所持 見本誌票のストック 30 Option 1 / Stanby iPhone 印刷用NetPrintデータ 所持 緊急時の増刷用 OriginalはEvernoteにも保管 31 Option 1 / Stanby カート ハリナックス 所持 緊急時の増刷用 32 Option 10枚 / Stanby 黒鞄 サークル名刺 - 33 Option 1 / Stanby 黒鞄 名刺ケース - 自由時間装備 No. 重要度 (必須/強く推奨/Option/却下) 数量/Check 前日準備 項目 備考 1 必須 10枚 / 10枚 黒鞄 「P」用の名刺 前の週には印刷しないと危険 2 必須 1枚 / 1枚 Mailed 買い子に渡すリスト Evernoteに保管 直前までお品書きがでないサークルも多いので前倒し準備が難しい ※ 参照 http //www.tsubasa.to/comiket/contents/4-02.html http //d.hatena.ne.jp/futon5656/20120808/1344435929 http //hexaquarker.com/comike_circlemochimono.pdf http //matome.naver.jp/odai/2127096214837558401
https://w.atwiki.jp/suffix/pages/1474.html
bashには、引数を解析してくれるものがある。 例えば、以下のような感じでoptionを分けることができる。 #!/bin/sh show_usage() { #適当に使用方法を記述する。以下はヒアドキュメントを使った一例。 cat EOS # @(#) This script is ver 1.0 =@(#)はwhatコマンドに対応 # "Usage $0 [-optionA] [-optionB] arg1" # "Description このスクリプトに関する説明" EOS } while getopts a b h OPT #optionに があると、引数が有るという意味(※) do case $OPT in a) settingsA=$OPTARG ;; b) settingsB=$OPTARG ;; h) show_usage ;; ¥?) echo "未定義のオプションです。" show_usage ;; esac done (※)https //qiita.com/laikuaut/items/adf35ecb14c55f6fde92も参照のこと。
https://w.atwiki.jp/nihongodocuments/pages/25.html
Welcome to the Reference Guide for xTuple Enterprise Resource Planning! This Reference Guide is designed as a screen-by-screen reference for anyone using any of the following xTuple ERP applications xTuple ERP PostBooks Edition xTuple ERP Project Edition xTuple ERP Standard Edition xTuple ERP Manufacturing Edition xTuple ERP Enterprise Edition xTuple ERP (Enterprise Resource Planning)のリファレンスガイドへようこそ。 このリファレンスガイドは、下記xTuple ERPアプリケーションを利用する全ての人のために screen-by-screenとしてデザインされています。 Note If you are looking for more detailed user or developer documentation, you can find that and more on xTuple s community website. もし、より詳しいユーザー向け、開発者向けドキュメントをお探しでしたら、xTupleのコミュニティWebサイトで見つかるでしょう。 Since all three applications share a common code base, it makes sense that they also share a Reference Guide. To highlight the differences between editions, we ve placed colored bars in the margins. A blue line indicates the feature is Manufacturing Edition only. An orange line means the feature is found in Standard or Manufacturing Edition. And no line (or a black line) indicates the feature is part of the PostBooks core. 全ての3つのアプリケーションは、同じコードベースを共有しているため、リファレンスガイドも共有しています。エディション間違いは、マージン部分にカラーバーを配置することで強調表示しています。ブルーのカラーバーで強調する機能は、Manufacturing Editionのみの機能です。オレンジのカラーバーは、Standard Edition または Manufacturing Editionの機能です。カラーバーのない箇所は、PostBooksの核となる部分の機能です。 For more information on the differences between the xTuple ERP Editions, including licensing options, please visit www.xtuple.com/comparison. ライセンスを含む、xTuple ERP各エディション間の差異に関するより詳細な情報は、www.xtuple.com/comparison をご覧ください。 This Reference Guide also includes screen reference material for the xTuple Connect extension package. You can learn more about this extension in the xTuple Connect Product Guide, which you can find on xTuple s product guide web page. Aspects of the application which are part of proprietary extension packages such as xTuple Connect are also highlighted with a blue line in the margin. このリファレンスガイドは、xTupleコネクト拡張パッケージのための、画面参照(ドキュメント?)の素材を含みます。あなたはxTupleの製品ガイドのウェブページ上で見つけることができるxTuple Connectの製品ガイド、でこの拡張の詳細については学ぶことができます。このようなxTuple Connectなど独自の拡張パッケージの一部であるアプリケーションのブルーのカラーバーで強調表示されます。
https://w.atwiki.jp/ketcindy/pages/138.html
線種を指定するオプション Option1 書き出しを指定するオプション Option2
https://w.atwiki.jp/matchmove/pages/58.html
Constraining Camera Position and Motion Sometimes you may already know some or all of the path of the camera, for example, · it may be available from a motion controlled camera, · the camera motion may be mechanically constrained by a camera dolly, · you may have measured some on-set camera data to determine overall scene sizing, or · you may have already solved the camera path, then hand-edited it for cleanup. SynthEyes lets you take advantage of this information to improve a solution or help set up the coordinate system, using the trajectory lock controls at the bottom of theSolver Control Panel, theHard and Soft Lock Controldialog, and the camera s seed path information. Warning using camera position, orientation, and field of view locks is avery advanced topic. You need to thoroughly understand SynthEyes and the coordinate system setup process, and have excellent mental visualization skills, before you are ready to consider camera locks. Under no circumstances should they be considered a way to compensate for inadequate basic tracking skills. Concept and Terminology SynthEyes allows you to create locks on path (X, Y, and/or Z translation), rotation (pan, tilt, and roll), and field of view. You can lock one or more channels, and locks are animated, so they might apply to an entire shot, a range of frames, or one frame. Each lock forces the camera to, or towards, the camera s seed path. The seed path is what you see before solving, or after clearing the solution. You can see the seed path at any time using theView/Show seed pathmenu control, or the button on the Hard and Soft Lock Control dialog. Locks may be hard or soft. Hard locks force the camera to the specified values exactly (except if Constrain is off), similar to pegged trackers. Soft locks force the camera towards the specified value, but with a strength determined by a weight value. Locks are affected by theConstraincheckbox on the solver panel, similar to what happens with trackers. With Constrain off, locks are appliedaftersolving, anddo notwarp the solution. All soft locks are treated as hard locks. With Constrain on, locks are applied before and during solving, soft locks are treated as such, and locksdowarp the solution. Field of view locks are not affected by Constrain, and are always applied. Camera position locks are more useful than orientation locks; we’ll consider position locks separately to start with. You can also constrain objects, but this is even more complex. Basic Operation Set up generally proceeds as follows 1. If you have not already attempted to solve the scene, go to step 5. 2. Go to the Solver Control Panel. Click themorebutton to bring up theHard and Soft Lock Controlpanel. 3. Position and animate the camera as desired, creating a key on each frame where you want the position to be constrained. The Get buttons can help with this. 4. Turn on the L/R, F/B, and/or U/D buttons as appropriate depending on the axes to be constrained — these stand for left/right, front/back, and up/down respectively. 5. Adjust the Constrain checkbox as needed. The camera position constraints behave similarly to constraints on the trackers if the Constrain checkbox on, they are enforced exactly during the solve, but if the Constrain checkbox is off, they are enforced only loosely after the completion of the solve. Loosely means that they are satisfied as best as can be, without modifying the trajectory or overall RMS error of the solution. The result of this process is to make the camera match the X, Y, and/or Z coordinates of the seed path at each key. This basic setup can be used to accomplish a variety of effects, as described above and covered in more detail below. At the end of the section, we’ll show some even more exotic possibilities. Using a Camera Height Measurement Suppose the camera is sitting on a moving dolly in a studio, and you measured the camera (lens s) height above the floor, and you have some trackers that are (exactly) on that floor. You can use the height measurement to set up the scene size as follows 1. Show the seed path View/Show Seed Path menu item 2. At frame 0, position the camera at the desired height above the ground plane 2 meters, 48 inches, whatever. 3. Turn on the U/D button on frame 0,turn it back off at frame 1. 4. Set up a main coordinate system using 3 or more trackers on the floor. Make sure tonotcreate a size constraint in the process if using the *3 button on the Coordinate system panel or the Coord button on the Summary panel, select the 2nd(on-axis) tracker, and in the Coordinate panel, change it from Lock Point (at 20,0,0) to On X Axis or On Y Axis. 5. Solve with Go! on the Solver panel Note that you can use whatever more complex setup you like in step 4, as long as it completely constrains both the translation and rotation, but not the size. WARNING You might be tempted to think “Hmmm, the camera is on a dolly, so the entire path must be exactly 43 inches off the floor, let me set that up!” (by not turning U/D back off). But this is almost alwaysa bad idea! The obvious problem is that the dolly track is never really completely flat and free of bumps. If the vertical field of view is 2 meters, and you are shooting 1080i/p HDTV, then roughly your track must beperfectly flat to 1 millimeteror so to have a sub-pixel impact. If your track is that flat, congratulations. The conceptually more subtle, but bigger impact problem is this a normal tripod head puts the camera lens very far from the center of rotation of the head—roughly 1 foot or 0.25 meter. As you tilt the head, the position of the camera increases and decreases up to that much in height! Unless your camera does not tilt during the shot, or you have an extra-special nodal-pan head, the camera height will change dramatically during the shot. A Straight Dolly Track Setup If your camera rides a straight dolly track, you can use the length of that track to set the scale, and almost the entire coordinates system if desired. While the camera height measurement setup discussed above is simpler, it is appropriate mainly for a studio environment with a flat floor. The dolly track setup here is useful when a dolly track is set up outdoors in an environment with no clearly-defined ground plane—in front of a hillside, say. For this setup, you should measure the distance traveled by the camera head down the track, by a consistent point on the camera or tripod. For example, if you have a 20’ track, the camera might travel only 16’ or so because there will be a 2’ dead zone at each end due to the width of the tripod and dolly. Measure the starting/ending position of the right front wheel, say. Next, clear any solved path (or click View/Show seed path), and animate the camera motion, for example moving from 0,0,0 at the beginning of the shot to 16,0,0 at the end (or wherever it reaches the maximum, if it comes back). You now have two main options A) mostly tracker-based coordinate setup, or B) mostly dolly-based coordinate setup, for side-of-hillside shots. For setup A, turn on only the L/R camera axis constraint checkbox on the first and last frames (only). The X values you have set up for the camera have set up an X positioning for the scene, so when you set up constraints on the trackers, they should constrain rotation fully, plus the front/back and up/down directions—but not the L/R direction since that would duplicate and conflict with the camera constraint (unless you are careful and lucky). For setup B, turn on L/R, F/B, and U/D on the first and last frames (only). You should take some more care in deciding exactly what coordinate values you want to use for each axis of the animated camera path, because those will be defining the coordinate system. [By setting keys only at the beginning and end of the shot, you largely avoid problems with the camera tilting up and down—at most it tilts the overall coordinate system from end to end, without causing conflicting constraints.] If the track is not level from end to end, you can adjust the beginning or ending height coordinate of the tracker as appropriate. But usually we expect the track to have been leveled from end to end. With X, Y, and Z coordinates keyed at the beginning and end of the shot, you have already completely constrained translation and scale, and have constrained 2 of the 3 rotation axes. The only remaining unconstrained rotation axis is a rotation around the dolly. To constrain this remaining rotation requires only a single additional tracker, and only its height measurement! On the set, you should measure the relative height of a trackable feature compared to the track (usually this will be to the base of the track, so you should also measure the height of the camera versus the base). You can measure this height using a level line (a string and a clip-on bubble level) and a ruler. On theCoordinate System Control Panel, select the tracker and set it toAny XY Planeand set the Z coordinate (for Z-up mode), or selectAny XZ Planeand set the Y coordinate (for Y-up mode). Now you’re ready to go! This setup is a valuable one for outdoor shots where a true vertical reference is required, but the features being tracked are not structured (rocks, bushes, etc). Again, we recommendnot trying to constrain the camera to be exactly linear, though you can easily set this up by locking Y and Z to be fixed for the duration of the shot, with single-frame locks on X at the beginning and end of the shot. This setup forces the camera motion to be exactly straight, but moving in an unknown fashion in X. Although the motion will be constrained, the setup willnotallow you to use fewer trackers for the solve. Using a Supplied Camera Path This section addresses the case where you have been supplied with an existing camera translation path, either from a motion-controlled camera rig, or as a result of hand-editing a previous camera solution, which can be useful in marginal tracks where you have a good idea what the desired camera motion is. After editing the path, you want to find the best orientation data for the given path. If you have an existing camera path in an external application (either from a rig, or after editing in maya or max, for example), typically you will import it using a standard or custom camera-path import script. Be sure that the solved camera path is cleared first, so that the seed path is loaded. If you have a solved camera path in SynthEyes, you can edit it directly. First, select the camera, and hit the Blast button on the 3-D panel. This transfers the path data from the solved path store into the seed path store. Clear the solved path and edit the seed path. Rewind and turn on all 3 camera axis locks L/R, F/B, and U/D. Next, configure the solver s seeding method. This requires some care. You can use the Path Seeding methodonly if your existing path includes correct orientation and field of view data. Otherwise, you can use the Automatic method or maybe Seed Points. The Refine mode is not an option since you have already cleared the solution to load the seed path, and don’t have orientation data anyway or you’d use Path Seeding. You can use Seed Points mode if you are editing the path in SynthEyes—but be sure to hit theSet Allbutton on the Coordinate System Setup Control panelbeforeclearing the prior solution, so that the points are set up properly as seeds. You should probablynotmake them locks, unless you are confident of the positions already. With the camera path locked to a complex path (other than a straight line), no further coordinate system setup is required, or it will be redundant. You can solve the scene first with the Constrain checkbox off, then switch to Refine mode, turn on Constrain, and solve again. This will make it apparent during the second solve whether or not you have any problems in your constraint setup, instead of having a solution fail unexpectedly due to conflicting constraints the first time. Camera-based Coordinate System Setup The camera axis constraints can be used in small doses to set up the coordinate system, as we’ve seen in the prior sections. Typically you will want to use only 1 or 2 keys on the seed path; 3 or more keys will usually heavily constrain the path and require exact knowledge of the camera move timing. Roughly, each keyed frame is equivalent in effect to a constrained tracker located at the same spot. You should keep that in mind as you plan your setup, to avoid under- or over-constraining the coordinate system. Soft Locks So far we have described hard locks, which force the camera exactly to the specified values. Soft locks pull more gently on the camera path, for example, to add stability to a section of the track with marginal tracking. In either case, for a lock to be active, the corresponding lock button (U/D, L/R, pan, etc) must be on. The weight values on the Hard and Soft Lock dialog controls whether locks are hard or soft. If the weight is zero (the default), it is a hard lock. A non-zero weight value specifies a soft lock. Weight values range from 1 to 120, with 60 a nominal neutral value. However, we recommend that when creating soft locks, you start with a weight of 10, and work upwards through 20, 30, etc until the desired effect is obtained. Weight values are in decibels, a logarithmic scale where 20 decibels is a factor of 10, and 6 decibels is a factor of two. So 40 is 10 times stronger than 20, and 26 is twice as strong as a weight of 20. (Decibels are commonly used for sound level measurements.) A lock can switch from hard to soft on a frame-by-frame basis, ie frames 0-9 can be hard, and 10-14 soft. You may need to key the weight track carefully to avoid slow transitions from 20 down to 0, for example. Soft locks are treated as such only when the Constrain check box is on it is the solver that distinguishes between hard and soft locks. If Constrain is off, the locks will be applied during the final alignment, when they do not affect the path at all, just re-orient it, so soft locks are treated the same as hard locks. Note that the soft lock weight isnota path blending control. You might naively be tempted to set up a nominal locked path, and try to animate the soft lock weights expecting a smooth blend between the solved path and your animated locked path. But that is not what will happen. The weight changes how seriously SynthEyes takes your request that the camera should be located at the specified position—but it will affect the tracker positions and everything else as well. Orientation Locks You can apply Pan, Tilt, and Roll rotation locks as well as translational locks. They can be used for path editing and, to a lesser extent, for coordinate system setup. For example, a roll-angle constraint can be used to keep the camera forced upright. That can be handy on tripod shots with large pans small amounts of lens distortion can bend the path into a banana shape; the roll constraint can flatten that back out. If the camera looks in two different directions with the roll locked, it constrainstwodegrees of freedom only a single pan angle is undetermined! For example, if looks along the X axis then along the Y axis, both with roll=0. You might want to think about that for a minute. The perspective window s local-coordinate-system and path-relative handles can help make specific adjustments to the camera path. Inherently, SynthEyes is not susceptible to “gimbal-lock” problems. However, when you have orientation locks, you are using pan, tilt, and roll axes that do define overall north and south poles, and you may encounter some problems if you are trying to lock the camera almost straight up or down. If this is the case, you may want to change your coordinate system so those views are along the +Y and –Y axes, for example. Object Tracking You can also use locks on moving objects, in addition to cameras. However, there are several restrictions on this, because moving objects are solved relative their hosting camera path, but the locks are world coordinate system values. If a moving object has path locks, then 1. the host camera must have been previously solved, pre-loaded, or pre-keyed, and the camera solving mode set to Disabled, 2. the translation axis locks must either all be on, or all off, and 3. the rotation axis locks must either all be on, or all off. Normally, when SynthEyes handles shots with a moving camera and moving object, it solves camera and object simultaneously, optimizing them both for the best overall solution. However, when object locks are present, SynthEyes must be able to access the camera solution first, in order to be able to apply the object locks. With the camera path, SynthEyes changes the translation and rotation axis lock values into a form usable for the object, but the individual axes are no longer available, and either all must be constrained, or none. SynthEyes will automatically turn all the enables on or off together if a moving object is active. Object locks have very hard-to-think-about impacts on the local coordinate system of the trackers within the object. Most object locks will wind up over-constraining the object coordinate system. We recommend that object locking be used only to work on the object path, not to try to set up the object coordinate system.
https://w.atwiki.jp/mhol/pages/6.html
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type="button" class=sl value="-" disabled input id="b_legS2" type="button" class=sl value="-" disabled input id="b_legS3" type="button" class=sl value="-" disabled span id="b_legSn1" class="box sn" br /span span id="b_legSp1" class="box sp" 0 /span span id="b_legSn2" class="box sn" br /span span id="b_legSp2" class="box sp" 0 /span span id="b_legSn3" class="box sn" br /span span id="b_legSp3" class="box sp" 0 /span span id="b_legSn4" class="box sn" br /span span id="b_legSp4" class="box sp" 0 /span span id="b_legSn5" class="box sn" br /span span id="b_legSp5" class="box sp" 0 /span /div div style="width 830px;" div class="td" 頭 + 身 + 腕 + 腰 + 足 = 計 br 防御力: span id="b_headDef" class="box pt" 0 /span + span id="b_bodyDef" class="box pt" 0 /span + span id="b_armDef" class="box pt" 0 /span + span id="b_wstDef" class="box pt" 0 /span + span id="b_legDef" class="box pt" 0 /span = span id="b_Def_Sum" class="box pt" style="width 2.5em" 0 /span br 火耐性: span id="b_headFp" class="box pt" 0 /span + 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id="b_legIp" class="box pt" 0 /span = span id="b_Ip_Sum" class="box pt" style="width 2.5em" 0 /span br 龍耐性: span id="b_headDp" class="box pt" 0 /span + span id="b_bodyDp" class="box pt" 0 /span + span id="b_armDp" class="box pt" 0 /span + span id="b_wstDp" class="box pt" 0 /span + span id="b_legDp" class="box pt" 0 /span = span id="b_Dp_Sum" class="box pt" style="width 2.5em" 0 /span /div div class="td ac" style="width 125px;" 技能點數 div id="b_skillP" class="b fs al" style="width 120px; height 150px; overflow auto;" br /div /div div class="td ac" style="width 140px;" 発動技能 div id="b_skillT" class="td b fs al" style="width 135px; height 150px; overflow auto;" br /div /div div class="td" br input name="b_skill" id="b_skill" type="hidden" value="" a href="../koneta/skill.htm" target="_blank" 技能説明 /a / a href="../koneta/skillno.htm" target="_blank" 順位 /a br 我的配裝 br input type="file" name="b_upfile" size=10 id="b_read" br input type="submit" value=" 保 存 " id="b_save" style="margin-bottom 1em;" 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id="d_MB" img alt="" src="../img/w.jpg" id="d_FF" img alt="" src="../img/w.jpg" id="d_FB" table border=1 cellspacing=0 style="clear both;" col span="1" style="width 160px" col span="7" style="width 140px" tr class="ac" td id="d_lv1" LV1 /td td id="d_lv2" LV2 /td td id="d_lv3" LV3 /td td id="d_lv4" LV4 /td td id="d_lv5" LV5 /td td id="d_lv6" LV6 /td td id="d_lv7" LV7 /td /tr tr class="ac" td id="d_def1" 000:0 /td td id="d_def2" 000:0 /td td id="d_def3" 000:0 /td td id="d_def4" 000:0 /td td id="d_def5" 000:0 /td td id="d_def6" 000:0 /td td id="d_def7" 000:0 /td /tr tr class="ar" td id="d_zeny1" z /td td id="d_zeny2" z /td td id="d_zeny3" z /td td id="d_zeny4" z /td td id="d_zeny5" z /td td id="d_zeny6" z /td td id="d_zeny7" z /td /tr tr style="height 80px; font-size 80%;" td id="d_sozai1" br /td td id="d_sozai2" br /td td id="d_sozai3" br /td td id="d_sozai4" br /td td id="d_sozai5" br /td td id="d_sozai6" br /td td id="d_sozai7" br /td /tr /table div class="td" style="width 110px;" div class="b ac" 指定LV/最大 br 包括強化 /div div class="td b" 費用 /div div id="d_zenyA" class="b ar" z /div /div div id="d_sozaiA" class="td b fs" style="width 500px; height 120px; white-space normal; overflow auto;" br /div /div /form /div div id="m_W" style="position absolute; width 50%; height 60%; border solid 2px black; background-color snow; display none;" div id="m_WTop" style="height 1.5em;" input type="button" value="關閉" id="m_WClose_B" input type="button" value="拿掉" id="m_WClear_B" hr /div div id="m_WBody" style="height 99%; overflow scroll; white-space normal;" /div /div /body script type="text/javascript" src="../sozai/itemName.js" /script script type="text/javascript" src="SkillForm.js" /script script type="text/javascript" src="global.js" /script script type="text/javascript" src="equip.js" /script script type="text/javascript" !-- //var toDay =new Date(); //var SF = new SkillForm(); //alert( new Date() - toDay); var TimeId = setTimeout(function (){ SkillForm.setEquipSplit(); }, 32); // -- /script /html
https://w.atwiki.jp/pocketstation/pages/271.html
1999年3月12日発行-ブロック 電撃PlayStation Vol.100の別冊付録。 ポケットムームーの攻略に使えます。 表紙には全46タイトル完全網羅と銘打っていますが、大きく記事が掲載されているのはポケットムームー・クラッシュバンディクー3・ポポローグ・I.Q FINAL・ポケットダンジョンの5つで、後の41本は2ページにまとめられています。 【参考サイト】 KrK's Cracked Text 【通信販売】 電撃PlayStation (プレイステーション) 1999年 3/12号 [雑誌]