約 2,910,068 件
https://w.atwiki.jp/xbox360score/pages/494.html
Live Draft Tracker 項目数 12 総ポイント 200 難易度 製品情報 配信日 2008年7月16日 DL費用 400MSP ジャンル スポーツ ゲーム ☆国内未配信、配信終了 Uber Commissioner Complete three drafts to unlock this achievement! 35 Draft Experts Complete a draft in under two hours to unlock this achievement! 35 IDP Draft an individiual defensive player to unlock this achievement. 10 Mega Run! To unlock this achievement the same position must be drafted for an entire round. 35 Mr. Commissioner Complete a draft to unlock this achievement! 10 Take The Field! Import a league draft from FANTASY.EASPORTS.COM. 5 That Was Fast! Upload the results of a league draft to the FANTASY.EASPORTS.COM website. 10 Deep Sleeper Draft a player or team ranked over 500 overall. 10 Timeout! Turn the Draft Clock off to unlock this achievement. 5 Early Rounds Complete 10 rounds of a draft. 5 Late Rounds Complete 30 rounds of a draft. 35 Videographer Trigger a highlight video during a draft. 5 EA Fantasy.comの設定方法は http //rux.cocolog-nifty.com/tic/2008/09/live-draftscore.html を参照。
https://w.atwiki.jp/matchmove/pages/109.html
Clean Up Trackers Dialog Run the clean up tracker dialog after solving, to identify bad trackers and frames needing repair. This helps remove bumps in tracks and improves overall accuracy. Start it from the Track menu. The panel is organized systematically, with a line for trackers with different categories of problems. A tracker can be counted in several different categories. There are Select toggle buttons for each category; each Select button selects and flashes trackers in that category in the main viewports. Click the button a second time to turn it off and de-select the trackers. After cleaning up the trackers (“Fix”), you should re-solve or refine the solution. All trackers. Radio button. All trackers are affected. Selected trackers. Radio button. Only the trackers already selected when the dialog is opened are affected. (Delete) Bad Frames. Checkbox. When checked, bad frames are deleted when the Fix button is clicked. Note that the number of trackers in the category is shown in parentheses. Show. Toggle button. Bad frames are shown in the user interface, by temporarily invalidating them. The graph editor should be open in Squish mode to see them. Threshold. Spinner. This is the threshold for a frame to be bad, as determined by comparing its 2-D location on a frame to its predicted 3-D location. The valud is either a percentage of the total number of frames (ie the worst 2%), or a value in horizontal pixels, as controlled by the radio buttons below. %. Radio button. The bad-frame threshold is measured in percentage; the worst N% of the frames are considered to be bad. Hpix. Radio button. The bad-frame threshold is a horizontal-pixel value. Disable. Radio button. When “fixed,” bad frames are disabled by adjusting the tracker s enable track. Clear. Radio button. Bad frames are fixed by clearing the tracking results from that frame; the tracker is still enabled and can be easily re-tracked on that frame. (Delete) Far-ish Trackers. Checkbox. When on, trackers that are too far-ish (have too little perspective) are deleted. Threshold. Spinner. Controls how much or little perspective is required for a tracker to be considered far-ish. Measured in horizontal pixels. Delete. Radio button. Far-ish trackers will be deleted when fixed. Make Far. Radio button. Far-ish trackers will be changed to be solved as Far trackers (direction only, no distance). (Delete) Short-Lived Trackers. Checkbox. Short-lived trackers will be deleted. Threshold. Spinner. Number of frames a tracker must be valid to avoid being to short-lived. (Delete) High-error Trackers. Checkbox. Trackers with too many bad frames will be deleted. Threshold. Spinner. A tracker is considered high-error if the percentage of its frames that are bad (as defined above by the bad-frame threshold) is higher than this first percentage threshold, or if its average rms error in hpix is more than the second threshold below (next to “Unsolved”) . For example, if more than 30% of a tracker s frames are bad, or its average error is more than 2 hpix, it is a high-error tracker. Unsolved/Behind. Checkbox. Some trackers may not have been solved, or may have been solved so that they are behind the camera. If checked, these trackers will be deleted. Threshold. Spinner. This is the average hpix error threshold for a tracker to be high error. Though it is next to the Unsolved category, it is part of the definition of a high-error tracker. Clear All Blips. Checkbox. When checked, Fix will clear all the blips. This is a way to remember to do this and cut the final .sni file size. Unlock UI. Button. A tricky button that changes this dialog from modal (meaning the rest of the SynthEyes user interface is locked up) to modeless, so that you can go fix or rearrange something without having to close and reopen the panel. Note keyboard accelerators do not work when the user interface is unlocked. Frame. Spinner. The current frame number in SynthEyes, use to scrub through the shot without closing the dialog or even having to unlock the user interface. Fix. Button. Applies the selected fixes, then closes the panel. Close. Button. Closes the panel, without applying the fixes. Parameter settings will be saved for next time. The clean-up panel can be a quick way to examine the trackers, even if you do not use it to fix anything itself.
https://w.atwiki.jp/matchmove/pages/107.html
Add Many Trackers Dialog 動画チュートリアル www.ssontech.com/content/addmany.htm オート・トラッキングして、ショットを解析したあと 、このダイアログ(トラッカー・メニューから開始する)によって、より多くのトラッカーを加えることができます。 ショットの問題があるエリアで正確さを改善したり、トラッカー・メッシュのための頂点としてトラッカー追加を行うのにつかってください。 注:ダイアログとその表示を開始するまで、数秒かかかるかもしれません。 この間、CPUはビジーです。 Tracker Requirements Min #Frames. Spinner. The minimum number of valid frames for any tracker added. Min Amplitude. Spinner. The minimum average amplitude of the blip path, between zero and one. A larger value will require a more visible tracker. Max Avg Err. Spinner. The maximum allowable average error, in horizontal pixels, of the prospective tracker. The error is measured in 2-D between the 2-D tracker position, and the 3-D position of the prospective tracker. MaxPeakErr. Spinner. The maximum allowable error, in horizontal pixels, on any single frame. Whereas the average error above measures the overall noisiness, the peak error reflects whether or not there are any major glitches in the path. Only within last Lasso. Checkbox. When on, trackers will only be created within the region swept out by the last “lasso” operation in the main camera view, allowing control over positioning. Frame-Range Controls Start Region. Spinner. The first frame of a region of frames in which you wish to add additional trackers. When dragging the spinner, the main timeline will follow along. End Region. Spinner. The final frame of the region of interest. When dragging the spinner, the main timeline will follow along. Min Overlap. The minimum required number of frames that a prospective tracker must be active within the region of interest. With a 30-frame region of interest, you might require 25 valid frames, for example. Number of Trackers Available. Text display field. Shows the number of prospective trackers satisfying the current requirements. Desired. Spinner. The maximum number of trackers to be added the actual number added will be the least of the Available and Desired values. New Tracker Properties Regular, not ZWT.Checkbox. When off, ZWTs are created, so further solves will not be bogged down. When on, regular (auto) trackers will be created. Selected.Checkbox. When checked, the newly-added trackers will be selected, facilitating easy further modification. Set Color.Checkbox. When checked, the new trackers will be assigned the color specified by the swatch. When off, they will have the standard default color. Color.Swatch. Color assigned to trackers when Set Color is on. Others Max Lostness. Spinner. Prospective trackers are compared to the other trackers to make sure they are not “lost in space.” The spinner controls this test the threshold is this specified multiple of the object s world size. For example, with a lostness of 3 and a world size of 100, trackers more than 300 units from the center of gravity of the others will be dropped. Re-fetch possibles.Button. Push this after changes in Max Lostness. Add. Button. Adds the trackers into the scene and closes the dialog. Will take a little while to complete, depending on the number of trackers and length of the shot. Cancel. Button. Close the dialog without adding any trackers. Defaults. Button. Changes all the controls to the standard default values.
https://w.atwiki.jp/backtrack/pages/13.html
■BackTrack |-information Gathering |----Network Analysis |--------Blue Tooth Analysis |--------DNS Analysis |--------Identify Live Hosts |--------IDS IPS Identification |--------Network Scanners |--------Network Traffic Analysis |--------OS Fingerprinting |--------Route Analysis |--------Service Fingerprinting |--------SMB Analysis |--------SMTP Analysis |--------SNMP Analysis |--------SSL Analysis |--------Telephony Analysis |--------VOIP Analysis |--------VPN Analysis |--------WLAN Analysis |----Web Application Analysis |--------CMS Identification |--------IDS IPS Identification |--------Open Source Analysis |--------Web Crawlers |-Vulnerability Assessment |----Network Assessment |--------Cisco Tools |--------Network Fuzzers |--------Open Source Assessment |--------VOIP Fuzzer |--------Vulnerability Scanners |----WebAssessment |--------CMS Vulnerability Identification |--------Vulnerability Scanners |--------Web Fuzzers |--------Web Open Source Assessment Exploitation Tools Privilege Escalation Maintaining Access Reverse Engineering RFID Tools Stress Testing Forensics Reporting Tools Services Miscellaneous ■Internet Firefox Web Browser Wicd Network Manager Zenmap Zenmap(as root) ■Office KeepNote ■Other unetbootin ■Sound Video Sound Recorder ■Wine Programs Browse C Drive Configure Wine Uninstall Wine Software
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選手別Trackerリスト 🔗アイコンより、各選手のTrackerページにアクセスできます Trackerページへのリンクは、ゲーム内のPlayer名が変更してもリンク切れしないものを利用しています ※並び順:チーム名>選手名 選手名 チーム Tracker (platformUserId) こよた A2 🔗 785aa4de-6a84-4a29-badb-195ba05a3e74 ふーくん A2 🔗 fd65e10f-657e-42f5-9fe1-5d3a9348004a KanA AJS 🔗 ce198d52-d8e4-4400-a8a8-44a769eeccb7 ZAZI AJS 🔗 f08aad62-9bf0-40d6-beb7-8c7aea8e0a1f Jaax AJS 🔗 9788d3c3-3849-4b0b-bfe6-e40e658001f5 Job AJS 🔗 dcd62fd5-78bb-4381-9c33-ac13c0138164 Stain AJS 🔗 268fddd5-9748-458e-a78b-23ad3bae9ac5 3peace AJS 🔗 bc21e86c-c3cf-4761-a529-06a8e4fd910b ぜにがめ AJS 🔗 20be8b17-b7eb-4b7d-b2b4-69004da9abaa Zerokun AJS 🔗 a1d57f4a-c6fd-4aa6-bb58-2cc933677f9e そーふぃに AJS 🔗 c3568b45-3d38-4cc7-a0a1-36e418034430 たいや AJS 🔗 99185586-7104-4285-bea7-6c496827be3b たわっしー AJS 🔗 609cd3d8-16ff-4684-a39b-c6ce9b967f54 TinkerBell AJS 🔗 6635e5b0-260b-49c7-b57e-fef694ffec91 daydus AJS 🔗 f9ef5922-bf91-435e-8248-f4e362fb75a5 とらあ AJS 🔗 0421ad22-b07a-4189-9c93-11467882a2fe nayker AJS 🔗 671bd4a7-9681-4acd-a46b-904a4eaa6a10 ぱりある AJS 🔗 f96bb8b4-e1ea-45ad-8272-edcf29804a4a hiyu AJS 🔗 d74bbc84-7d60-41ca-82b9-aa06466897b1 Phazma AJS 🔗 6ca2a17d-d553-472e-aa54-8430a0f538cc Fleder AJS 🔗 e173a262-484d-4bd2-9b08-1c993c505785 BOBY AJS 🔗 d7173d8f-1a40-45c5-b0a2-a8a1a2e96082 Mame AJS 🔗 fd5d4589-d02c-4ebf-9b45-195951e14186 みーくん AJS 🔗 a0c92aa1-de79-4dad-992f-af0000d5d83e Michael AJS 🔗 e4d80acb-6e73-4dba-96d5-6aae0e5ac103 みかん AJS 🔗 1659c96d-3d4b-429c-803b-ac689f27fb52 みやぐらーる AJS 🔗 dff2ea39-6a1f-44e6-af71-c9d2aa28ebd0 むーこにっく AJS 🔗 7e4cbaf1-f1ba-4d25-8694-5e933defb41b Meip AJS 🔗 4a17f539-3908-4388-95a8-abd1b64e9af5 yuma AJS 🔗 72b80d98-d7d9-4670-ba31-ef9a208e2934 Lark AJS 🔗 ed63c807-d980-41ff-8ef0-6ce1d1682524 Rime AJS 🔗 47970168-b02b-485f-af45-1aaf1d1234ce RiaM AJS 🔗 dbc01485-7ea8-438c-9fa0-9ecf7c649508 れなえもん AJS 🔗 4563c601-e920-4df0-8d14-4363ad85a9fb LODSTK AJS 🔗 95efd5fb-69dc-4dbb-ba2c-ac69a2f0af61 roru AJS 🔗 f9eefaa9-4745-4b61-8cc2-89a72b598316 Alice CR 🔗 6552f350-11b3-4bfa-92f1-eeb4bb76fd05 Ess CR 🔗 52ce93aa-9096-448a-ba20-4e702e17244d Qjac CR 🔗 22b05da1-7e9b-460d-9874-e6426f271e45 Naetor CR 🔗 4b32c4b7-fb89-44d3-a452-7f48c2a2d62b ぺぽ CR 🔗 5ca2f57f-d456-4f98-a2c4-967166f7222e RizArt CR 🔗 2970c129-b41d-4373-a875-cea459c1a19c るな CR 🔗 376fc61c-3611-4d6a-8ea5-db25c74ec5fd あるべど DFM 🔗 c5d3e521-50b8-419f-88d4-16bfe49bcfc9 えいむ DFM 🔗 8baf28ea-b515-48e6-9232-d03509c13382 こがね DFM 🔗 474e305d-75d3-4191-9bab-32fb5c4650d1 ちょこらぶ DFM 🔗 57eed6e8-cc2f-42f8-b26b-b8b0229e50ed Nephrite DFM 🔗 71e8eb4d-8ba1-4e57-9cdc-d79843248433 はるきよ DFM 🔗 f2a3b26d-f951-4fac-90bf-56304a512f62 ぶゅりる DFM 🔗 f4b918cf-e065-4eca-898f-2143665e899a Rainy DFM 🔗 000b828c-e290-4e63-b1b0-dd5a5b8f67e2 ぴぐれ EDGE 🔗 6e1dae8e-f016-42e3-a003-4b99df79315f Allen Gz 🔗 acc9309a-24ff-4115-81a7-53aa2054fd7c まいぽり KIT 🔗 185e2699-a4c3-491a-b369-18670d09717b Seek LF 🔗 c47247e8-accd-4555-b635-89ba77751afe ponta Liberta 🔗 a8283b60-eec4-412f-816d-8ae02b24f3f6 Cafe LNS 🔗 917816c4-7f6e-4d21-b9b6-0e73918ccf08 しぇろん MTO 🔗 c2688f57-2c94-4718-80df-e1573cff940b まか MTO 🔗 bde82ead-2e42-47bf-a6c6-a0a99c3912f4 ゆっきー MTO 🔗 5ea4ea9f-e4cb-48cb-a032-854ea308c051 Tayler Nature 🔗 31f184df-3e4e-4d20-b3cc-cd439d8ce705 むきむきぱぱ Nature 🔗 40fbce2a-933d-4794-9335-a965105e0db2 Rabbit Nature 🔗 ec15b328-67e6-418c-b4db-64f1490403bd Ragis NXN 🔗 6eeb88fe-f202-442c-9645-a9609e557e87 daddy OBI 🔗 3107ea75-eacf-4c3b-82a2-a2d26f05ef4b tory PVX 🔗 4ca98f4f-3617-4ff2-8a37-dab540fff22c raru PVX 🔗 8810f7b4-9b48-4bc3-992e-78e4cda05d76 Rocca RC 🔗 a871de21-81ba-402e-b4e5-06adefca8fd4 HENTH Re Ankh 🔗 6c5927d5-9588-46c6-b099-68140023c38c しゅんしゃん Riddle 🔗 1cad86e5-c84e-4732-ac8f-82fca140ef46 Bob Riddle 🔗 e6ead8c8-80d6-45a7-b21a-7787da048336 Maufin Riddle 🔗 714363a2-e4d3-4260-90ac-a59f76489981 WildHawk Riddle 🔗 3a99d915-aff5-4fbe-821c-0335cd3a7199 ととち TZ 🔗 371c6180-200a-4921-9ddf-1669991bc238 Wickesy UW 🔗 b2b0fbd1-cf4e-4b51-b01d-83f8c5d03cc0 clxxer UW 🔗 a6631ebd-1b7a-4449-8c53-4f2467cc1c95 KENTAch UW 🔗 be7a67e6-20c7-44ac-9beb-e233eb0c6ecc Jaemon UW 🔗 dcc5f4df-088a-4bca-b405-8b9b0fb2f97c ルイ UW 🔗 5b9c44b8-c244-47c5-b531-4b2e4a6db887 ぱんまん Wizard 🔗 c03363cc-6835-43ad-9432-63f37aa21b67 Merem Wizard 🔗 9d76faac-42d0-481c-aa23-8018f59153a8 meah Wizard 🔗 51942f08-b9c3-4f3e-bb12-5dd3e13fafa6 Zagou ZETA 🔗 704bab00-912e-458e-b97f-3d6db6a6031a bykn ZETA 🔗 c5dba933-7320-4939-8317-70188d9bd221 Minipiyo ZETA 🔗 022c1a1b-18ea-4c3e-a392-2a086b0b6dcf Vall 🔗 c3cbde22-018a-40a2-87c7-d4969aa2d83f うぅる 🔗 29911b5f-36f5-4af0-af1c-1ad833c8e726 しょうた 🔗 b38fc891-925e-47f4-a76b-9a7b0e5123d0 じんくん 🔗 e743d425-ca1c-4d27-9967-c7e52f3de89a でぶやん 🔗 da3cab8b-7349-451e-8a69-e2e7b147cd22 どきん 🔗 dba719cb-87f3-4cc4-874f-7437e94a46e7 Dog 🔗 c3abda5d-f331-46af-a899-e622772a8004 FU-FU PANDA 🔗 482b487a-2ecf-450b-8c99-e5a53a35c06c Fortik 🔗 52bc1543-1e79-497e-b535-f39ec61f07c1 ぼっと 🔗 6cd37ba5-8019-4a39-a83a-3f4aaf55e209 Mainly 🔗 489af374-9608-4f48-b37f-6e6aa8a0d6b9 めるしぃ 🔗 e1e055e3-118a-4385-84de-fecaf6569460 ゆせあ 🔗 c40b933c-9482-4e84-9641-74642db6d813 ria 🔗 04b2993b-8ea8-4229-a744-207238318149 りせ 🔗 635ed9f3-69cf-4720-b1ec-25e0575fd76b れん 🔗 8913629a-a8bf-4c02-82de-2e7e17c1e661
https://w.atwiki.jp/asphalt7ta/pages/20.html
■Asphalt Tracker■ フレンドの管理やチャレンジへの挑戦、メールの確認などができるモード。 使用するにはGame LoftかFacebookのアカウントが必要。 ・チャレンジ フレンドが作成したチャレンジをプレイできるモード。 出した記録は登録される。 他のプレイヤーの記録を塗り替えた場合はコメントを残すと良いかもしれない。 チャレンジの最大保存件数 フレンドチャレンジ 50件 お気に入り 9件 マイチャレンジ 50件 の合計100件。超えた場合は古いものから消滅していく。 お気に入り登録されたものは消えない。 ・フレンド フレンドの確認や追加が可能なモード 最大表示人数は100人。それ以上の場合はランダムで表示されるフレンドが変わる。 Game loft liveで認証したフレンドもこちらに追加される。 フレンドを削除するとそのフレンドのチャレンジも一緒に消滅する。 現在アバターの画像はGame Loft Liveでは固定のものからしか選択できない。 自分で用意した画像を使用したい場合はFacebookアカウントを使おう。 ちなみに以前はLiveIDでも自作画像が使用できた。 自作画像を使っている人は変更すると戻せなくなるので注意しよう。 ・プロフィール 自分のプロフィールを閲覧出来る。 最高速度などのレコードも確認可能。 プレイ開始日の下に自己紹介文を入力出来る。 この文章は他のフレンドにも公開されるので、変な事を書くのは控えよう。 ・マイメッセージ 要は簡易メール機能。 メールを送るとクリアできるミッションもある。
https://w.atwiki.jp/generally12345/pages/14.html
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。 ※画像は日本語化パッチをあてております ソフトダウンロード 日本語化パッチ 豆知識 お勧め他ツール edge GRHMEdit SnekeDitor TrackEditor_Patched Paint.NET ソフトダウンロード ダウンロードしたGeneRellyと同フォルダにはいっています 日本語化パッチ 豆知識 Generayllv1.10が公開されました、トラックエディタもバージョンアップしています※ただし日本語化はされていません URL 両方ダウンロードしてください 両方ダウンロードしてください オブジェクト日本語訳v1.10 Start スタート ゲームのスタート地点、ココから車がスタートする Concrete wall 硬い壁 白い硬い壁、ガードレール?強く当たるとダメージを受ける Soft wall やわらかい壁 赤いダメージを受けない壁、どんなに強くぶつかってもダメージを受けない Invisible wall 見えない壁 まったく見えない壁、強く当たるとダメージを受ける、上にも当たり判定があり行かせたくない場所を作るときなどに便利 armco barrier ガードレール 灰色の壁強くあたるとダメージを受ける、Concrete wallとの違いは色と当たり判定 Hay bale 草壁 緑色の草の壁、あたってもダメージを受けない Fence 木の壁 木の壁、強くあたるとダメージを受ける。見た目がよい Fir tree もみの木 三角形の木、強く当たるとダメージを受ける Leaf tree 普通の木 普通の木、絵に描いたような普通の木、強く当たるとダメージを受ける Pine tree 松の木 茂みの丸い木強く当たるとダメージを受ける、葉っぱの部分が少ない? Palm tree やしの木 やしの木、強く当たるとダメージを受ける、実は無し Cactus サボテン 当たってもダメージを受けない Bush 茂み どんなに強く当たってもダメージを受けない、粘着性がありよじ登れる Traffic sign 交通標識 ふちが赤く真ん中は黄色い三角形の交通標識、当たるとダメージを受ける Lifht 街頭 公園などでよく見る丸い街頭、強く当たるとダメージを受ける Telephone pole 電柱 茶色い電柱、強く当たるとダメージを受ける Concrete post コンクリート柱? よく分からない、柱のない街頭?強く当たるとダメージを受ける Road Cone 三角コーン 赤白の三角コーン、当たってもダメージを受けない。かなり小さい Stone 石 灰色の石、ダメージは受けず上れる、小さい Sunk tyre 半分のタイヤ 公園でよく見る半分埋まったタイヤ、よじ登れ、ダメージは受けない Booth 小屋 四角い小さな小屋強く当たるとダメージを受ける House 家 茶色い家、入り口が出っ張っている、強く当たるとダメージを受ける Office block 長いビル 大きなビル、あまりの大きさに視界をさえぎってしまうことが多い。強く当たるとダメージを受ける Office block(short) ビル 低いビル、大きさなどは同じ Office block(small) 小さいビル 細いビル長さは長いビルと同じ stand 観客席 四角い観客席、席に飛び乗ると血が出る、強く当たるとダメージを受ける Gate ゲート スタート地点などに置くゲート、つなげておくとトンネルになったりもする。強く当たるとダーメジを受ける Boat ボート 水に浮くボート、強く当たるとダメージを受ける Pier 水に浮く木の板 水に浮く木の板、上に乗れる Bridge 橋 橋、坂になっているので高低差をつける必要はない Flat bridge まっすぐな橋 橋、まっすぐなので高低差をつける必要がある Pedestrian bridge ゲート2 直訳は歩道橋、上に乗ることが出来るが、多少挙動がおかしい。強く当たるとダメージを受ける Person 人 人、大きさや色はランダム、強く当たってもダメージを受けないが、血が出る 右クリックしながらマウスを動かすことによってオブジェクトの回転が可能 作ったトラックはTracksフォルダの中に好きな名前のフォルダを作って保存しましょう ピットAIは進行方向に書かないと逆走してしまいます 絶対にfont.bmpは編集しないようにしましょうGeneRallyが起動しなくなります 右クリックして道を描くとさまざまなことが起こります(詳細下記) 木の板は水に浮きます、逆に水が無いと出現しません TrackEditorとGeneRallyではコースの見た目が違います 比較 画像の読み込み・書き出し コースとして読み込む場合は512x512ピクセルの16色bmpのみ対応。 地形として読み込む場合は64x64ピクセルの256色bmpのみ対応。 書き出しした場合は各自対応形式でエクスポートする インポートAIって_? インポートAI機能ではtrkファイルを読み込みAIを自動で 書くことができる機能です。 trkファイルとはGeneRallyのリプレイファイルです、コースを 一周した後に[esc]キー(キーボードの一番右上のキーのこと) を押し[save]を押すことで作成できます 右クリックはこんなに便利 右クリックするとオブジェクトを回転させることができます 1 2、あらこのとおり 右クリックして道を描くとさまざまなことが起こります 1 2、あらこのとおり 3、さらにこのとおり 他にも白線を右クリックで描くとしましまになります バージョンアップでオブジェクト追加 v1.10にバージョンアップしたことでオブジェクトが追加されています お勧め他ツール edge Pixia GRHMEdit SnakeDitor TrackEditor_Patched edge 高性能ドットエディタedge、TrackEditorでは16色bmpのみ対応のため相性が良い。日本語 GRHMEdit 3D表示で地形編集が出来るツール、使いこなせばとてもきれいに高低差を書くことが出来る。GRHMEdit 英語 SnekeDitor 高性能のトラックエディタです。SnekeDitor 英語 TrackEditor_Patched マップの大きさなどを0~255の間で設定できる、ただしRotationは-180~180の間のみTrackEditor_Patched 英語 Paint.NET レイヤー機能をうまいこと使えばうまいこと地形を作ることができる(ぶっちゃけ別にコレじゃなくてもレイヤー機能があれば何でもよい) 編集n2
https://w.atwiki.jp/matchmove/pages/112.html
Finalize Tracker Dialog With one or more trackers selected, launch this panel with the Finalize Button on the Tracker control panel, then adjust it to automatically close gaps in a tracker (where an actor briefly obscures a tracker, say), and to filter (smooth) the trajectory of the selected trackers. The Finalize dialog affects only trackers which are not Locked (ie their Lock button is unlocked). When the dialog is closed via OK, affected trackers are Locked. If you need to later change a Finalized tracker, you should unlock it, then rerun the tracker from start to finish (this is generally fairly quick, since you’ve already got all the necessary keys in place). Filter Frames. The number of frames that are considered to produce the filtered version of a particular frame. Filter Strength. A zero to one value controlling how strongly the filter is applied. At the default value if one, the filter is applied fully. Max Gap Frames. The number of missing frames (gap) that can be filled in by the gap-filling process. Gap Window. The number of frames before the gap, and after the gap, used to fill frames inside the gap. Begin. The first frame to which filtering is applied. End. The last frame to which filtering is appied. Entire Shot. Causes the current frame range to be set into the Begin and End spinners. Playback Range. Causes the current temporary playback range to be set into the Begin and End spinners. Live Update. When checked, filtering and gap filtering is applied immediately, allowing its effect to be assessed if the tracker graph viewport is open.
https://w.atwiki.jp/urbanterrorjapan/pages/17.html
Qtracker ゲームサーバーブラウザの一つ。 公式サイト→http //www.qtracker.com/
https://w.atwiki.jp/matchmove/pages/72.html
Zero-Weighted Trackers ゼロウエイトトラッカー あまり自信がない特徴があったと想像してください、それがカメラ(またはオブジェクト)パスと視野に影響を及ぼすことをまったく望みませんでした。しかし、とりあえずそれをトラッキングしたくて、何を得るのか見たかったとします。 木の上の葉の全てかもしれないし、ラフな雲を得ることを望むかもしれません。 トラッカーを取得することができ、解析のウェイトをゼロまで下げてみることができました。 しかし、ウェイトは0.05の下限があるので、それは失敗します。 ウェイトが減少する、そして、トラッカーがだんだん少なく影響があって、若干の好ましくない副作用があるので、SynthEyesはそれを防ぎます。 その代わりに、トラッカー・パネルのゼロウエイトトラッカー(ZWT)ボタンをクリックすることができます。すると、それはウェイトをゼロにセットします(内部的に)。 好ましくない副作用は回避されます、そして、新しい可能性が出てきます。 ZWTsは解析(ビューと通常のトラッカー場所のカメラまたはオブジェクト・パスとフィールド)に影響を及ぼさないで、最初の解析が得られるまで解析されることはありません。 ZWTsは、ノーマル解析の結果において3Dの位置をもたらすために解析されます。 Tip 別々の選択カラーが、ZWTsのためにあります。 それが通常他のトラッカーと同じ色であるけれども、ZWTsが自動的に目立つことを望むならば、それを変えることができます。 重要なことに、それらの2次元のトラッキング、カメラ(またはオブジェクト)パスまたは視野を変えるときはいつでも、ZWTsは自動的に再解析されます。 ZWT解析が全体的な解析に影響を及ぼさないので、これは可能です。 それは、新しいポストを解析しているワークフローを可能にします。 Solve As You Track After solving, if you want to add a tracker, create it and change it to a ZWT (use the W keyboard accelerator if you like). Keep the Quad view open. Begin tracking. Watch as the 3-D point leaps into existence, wanders around as you track, and hopefully converges to a stable location. As you track, you can watch the per-frame and overall error numbers at the bottom of the tracker panel Hop over to thegraph editor, and take a quick look at the error curve for any spikes—since the position is already calculated, the error is valid. Once you’ve completed tracking,change the tracker back to normal mode. Repeat for additional new trackers as needed. You can use the same approach modifying existing trackers, temporarily shifting them to ZWTs and back. When you do your next Refine cycle using the Solver panel, the trackers will be solved normally, and influence the solution in the usual way. But, you were able to use the ZWT capability to help do the tracking better and quicker. Juicy Details ZWTs don’t have to be only on a camera, they can be attached to a moving object as well. You can also configure Far ZWTs. The ZWT calculation respects the coordinate system constraints you can constrain Z=0 (with On XY Plane) to force a ZWT onto the floor in Z-up mode. A ZWT can be partially linked to another tracker on the same camera or object. It doesn’t make sense to link to a tracker on a different object, since such links are always in all 3 axes, overriding the ZWT calculation. Distance constraints are ignored by ZWT processing. If you have a long shot and a lot of ZWTs and must recalculate them often (say by interactively editing the camera path), it is conceivable that the ZWT recalculation might bog down the interactive update rate. You can temporarily disable ZWT recalculation by turning offtheTrack/ZWT auto-calculationmenu item. They will all be recalculated when you turn it back on. Adding Many More Trackers After you have auto-tracked and solved a shot, you may want to add additional trackers, either to improve accuracy in a particular area of the shot, or to flesh out additional detail, perhaps beforebuilding a mesh from tracker locations. SynthEyes provides a way to do this efficiently in a controlled manner, with theAdd Many Trackers dialog. This dialog takes advantage of the already-computed blips and the existing camera path to identify suitable trackers it is the same situation as Zero-Weighted-Trackers (ZWTs), and by default, the newly-created trackers will be ZWTs—they do not have to be solved any further to produce a 3-D position, since the 3-D position is already known. Important you must not have already hitClear All Blipson theFeature panel orClean Up Trackersdialog, since it is the blips that are analyzed to produce additional trackers. The Add many trackers dialog, below, provides a wide range of controls to allow the best and most useful trackers to be created. You can run the dialog repeatedly to address different issues. You can also use theCoalesce Nearby Trackersdialog to join multiple disjointed tracks together the sum is greater than the parts! When the dialog is launched from the Track menu, it may spend several seconds busily calculating all the trackers that could be executed, and it saves that list in a temporary store. The number of prospective trackers is listed as the Available number, 2754 above. By adjusting the controls on the dialog, you control which of these prospective trackers are added to the scene when you push the Add button. At most, theDesirednumber of trackers will be added. Basic Tracker Requirements The prospective trackers must meet several basic requirements, as described in the requirements section of the panel. These include a minimum length (measured in frames), and an amplitude, plus average and peak errors. The amplitude is a value between zero and one, describing the change in brightness between the tracker center and background. Larger values will require more pronounced trackers. The errors numbers measure the distance between the 2-D tracker position and the computed 3-D position of the tracker, mapped back into the image. The average error limits the noisiness and jitter in the trackers, while the peak error limits the largest “glitch” error. Notice that these controls do not change any trackers, but instead select which of the prospective trackers are actually selected for addition. To a Range of Frames To add trackers in a specific range of frames in the shot, set up that region in the Frame-Range Controls from a starting frame to an ending frame. Then, set a minimum overlap how many frames each prospective tracker must be valid, within this range of frames. For example, if you have only a limited number of trackers between frames 130 and 155, you would set up those two as the limits, and set the minimum overlap to 25 at most, perhaps 20. To an Area in 3-D Space To add trackers in a particular 3-D area of the scene, open the camera view, and go to a frame that makes the region needing frames clearly visible. Lasso the region of interest—it does not matter if there are any trackers there already or not. The lassoed region will be saved. (Fine point the frame number is also saved, so it does not matter if you change frames afterwards.) Open the Add many trackers dialog, and turn on theOnly within last Lassocheckbox. The only trackers selected will be those where the 3-D point falls within the lassoed area, on the frame at which the lasso occurred. Zero-Weighted vs Regular Trackers Once all the criteria have been evaluated, and a suitable set of trackers determined, hitting Add will add them into the scene. There are several options to control this (which should be configuredbeforehitting Add). The most important decision to make is whether you want a ZWT or a regular tracker. Intrinsically, the Add many trackers dialog produces ZWTs, since it has already computed the XYZ coordinates as part of its sanity-checking process. By using ZWTs, you can add many more trackers without appreciably affecting the re-solve time if you later need to change the shot. So using ZWTs is computationally very efficient, and is an easy way to go if you need more trackers to build a mesh from. On the other hand, if you need additional trackers to improve the quality of the track, by adding more trackers in an under-populated region of 3-space or range of frames, then adding ZWTs will not help, since they do not affect the overall camera solution. Instead, check the Regular checkbox, and ordinary trackers will be created, still pre-solved with their XYZ coordinates. You can solve again using Refine mode, and the camera path will be updated taking into account the new trackers. If you add hundreds or thousands of regular trackers, the solve time will increase substantially. Designed for the best camera tracking, SynthEyes is most efficient for long shots, not for thousands of trackers. To see why this choice was made, note that even if all the added trackers are of equal quality, the solution accuracy increases much slower than the rate trackers are added. You can use some of the trackers for the solve, and keep the rest as ZWTs. Other New Tracker Properties Normally, you will want the trackers to be selected after they are added, as that makes it easy to change them, see which were added, etc. If you do not want this, you can turn off theSelectedcheckbox. Finally, you can specify a display color for the trackers being added by selecting it with the color swatch, and turning on theSet colorcheckbox. That will help you identify the newly-added trackers, and you can re-select them all again later using theSelect same coloritem on the Edit menu. It may take several seconds to add the trackers, depending on the number and length of trackers. Afterwards, you are free to add additional trackers to address other issues if you like—the ones already added will not be duplicated. Coalescing Nearby Trackers Now that you know how to create many more trackers, you need a way to combine them together intelligently. Whether you use the Add Many More Trackers panel or not, after an autotrack (or even heavy supervised tracking) you will often find that you have several trackers on the same feature, but covering different ranges of frames. Tracker A may track the Red Rock for frames 0-50, and Tracker B may also track Red Rock from frames 55-82. In frames 51-54, perhaps an actor walked by, or maybe the rock got blurred out by camera motion or image compression. It is more than a convenience to combine trackers A and B. The combined tracker gives SynthEyes more information than the two separately, and will result in a more stable track, less geometric distortion in the scene, and a more accurate field of view. (Exception if there is much uncorrected lens distortion, you are better off with consistently short-lived trackers.) The Coalesce Nearby Trackers dialog, available on the Tracker menu, will automatically identify all sets of trackers that should be coalesced, according to criteria you control. When you open the dialog, you can adjust the controls (described shortly) and then click the Examine button. SynthEyes will evaluate the trackers and select those to be coalesced, so that you can see them in the viewports. The text field, reading “(click Examine)” in the screen capture above, will display the number of trackers to be eliminated and coalesced into other trackers. At this point, you have several main possibilites 1. clickCoalesceto perform the operation and close the panel; 2. adjust the controls further, andExamineagain; 3. close the dialog box with the close box (X) at top right (circle at top left on Mac), then examine the to-be-coalesced trackers in more detail in the viewports; or 4. Cancelthe dialog, restoring the previous tracker selection set. If you are unsure of the best control settings to use, option 3 will let you examine the trackers to be coalesced carefully, zooming into the viewports. You can then open the Coalesce Nearby Trackers dialog again, and either adjust the parameters further, or simply click Coalesce if the settings are satisfactory. What Does Nearby Mean? The Distance, Sharpness, and Consistency controls all factor into the decision whether two trackers are close enough to coalesce. It is a fairly complex decision, taking into account both 2-D and 3-D locations, and is not particularly amenable to human second-guessing. The controls are pretty straightforward, though. As an aside, it might seem that all that is needed is to measure the 3-D distance between the computed tracker points, and coalesce them if the points are within a certain distance measured in 3-D (notin pixels). However, this simplistic approach would perform remarkable poorly, because the depth uncertainty of a tracker is often much larger than the uncertainty in its horizontal image-plane position. If the distance was large enough to coalesce the desired trackers, it would be large enough to incorrectly coalesce other trackers. Instead, SynthEyes uses a more sophisticated and compute-intensive approach which is evaluated over all the active frames of the trackers. The first and most important parameter is theDistance, measured in horizontal pixels. It is the maximum distance between two trackers that can be considered for coalescing. If they are further apart than thisin all frames, they will definitely not be coalesced. If they are closer, some of the time, they may be coalesced, increasingly likely the closer they are. The second most important parameter, theConsistency, controls how much of the time the trackers must be sufficiently close, compared to their overall lifetime. So very roughly, at 0.7 the trackers must be within the given distance on 70% of the frames. If a track is already geometrically accurate, the consistency can be made higher, but if the solution is marginal, the consistency can be reduced to permit matches even if the two trackers slide past one another. The third parameter,Sharpness, controls the extent to which the exact distance between trackers affects the result, versus the fact that they are within the required Distance at all. If Sharpness is zero, the exact distance will not matter at all, while at a sharpness of one (the maximum), if the trackers are at almost the maximum distance, they might as well be past it. Sharpness can be used to trade off some computer time versus quality of result a small distance and low sharpness will give a faster but less precise result. Settings with a larger distance and larger sharpness will take longer to run but product a more carefully-thought-out result—though the two sets of results may be very similar most of the time, because the larger sharpness will make the larger distance nearly equivalent to the smaller distance and low sharpness. If you are handling a shot with a lot of jitter in the trackers, due to large film grain or severe compression artifacts, you should decrease the sharpness, because those small differences in distance are in fact meaningless. What Trackers should be Coalesced? Three checkboxes on the coalesce panel control what types of trackers are eligible to be coalesced. First, you can request thatOnly selected trackersbe coalesced. This allows you to lasso-select a region where coalescing is required. (Note if you only need 2 particular trackers coalesced, for sure, use Track/Combine Trackers instead.) Second, frequently you will only want to coalesce auto-trackers, or trackers created by theAdd Many Trackersdialog. By default, supervised non-zero-weighted trackersare not eligible to be coalesced. This prevents your carefully-constructed supervised trackers from inadvertently being changed. However, you can turn on theInclude supervised non-ZWT trackerscheckbox to make them eligible. SynthEyes will also generally coalesce only trackers that are not simultaneously active for example, it might coalesce two trackers that are valid on frames 0-10 and 15-25, respectively, but not two trackers that are valid on frames 0-10 and 5-15. If both are autotrackers, if they are simultaneously active, they are not tracking the same thing. The exception to this is if they are a large autotracker and a small one, or an autotracker and a supervised tracker. To combine overlapping trackers, turn off theOnly with non-overlapping frame rangescheckbox. A satisfactory approach might be to coalesce once with the checkbox on, as is the default, then open the dialog again, turn the checkbox off, and Examine the results to see if something worth coalescing turns up. An Overall Strategy Although we have talked as if SynthEyes only combines two trackers, in fact SynthEyes considers all the trackers simultaneously, and can merge three or more trackers together into a single result in one pass. It is possible that coalescing immediately a second time may produce additional results, but this is probably sufficiently rare to make it unnecessary in routine use. However, after you coalesce trackers, it will often be helpful to do aRefine solving cycle, then coalesce again. After the first coalesce, the refine cycle will have an improved geometric accuracy due to the longer tracker lifetimes. With the improved geometry, additional trackers may now be stable enough to be determined to be tracking the same feature, permitting a coalesce operation to combine them together, and the cycle to repeat. Viewing this pattern in reverse, observe that a broader distance specification will be required initially, when trackers on the same feature may be calculated at different 3-D positions. This is particularly relevant togreen-screen shots, where the comparatively small number of trackable features and their frequently short lifetime, due to occlusion by the actors, can result in higher-than-usual initial geometric inaccuracy. Because the green-screen tracking marks are generally widely separated, there is little harm in increasing the allowable coalesce Distance. The features can then be coalesced properly, and the Refine cycle will then rectify the geometry. The process can be repeated as necessary. If you are using Add Many Trackers and then Coalescing and refining, you should turn on theRegular, not ZWTcheckbox on the Add Many dialog, so that the added trackers will affect the Refine solution.