約 3,920,841 件
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TACKLING NAME AGE RAT POS1 POS2 POS3 HEI WEI CLUB AB1 AB2 AB3 SP AC AL HD PS KC KP GO TL ST RC SM HK LO AG NATI J.WHITE 29 87 SR FL 196 105 SALE TL SM JP 62 54 61 77 72 31 59 15 94 76 80 74 34 86 65 SCO M.TURINUI 25 80 CT PR 180 100 WARATAHS CB TB 85 77 71 83 73 67 70 39 92 95 81 3 10 0 95 AUS G.SMITH★ 27 93 SR N8 FL 180 98 BRUMBIES TB TL BW 75 83 82 84 69 61 66 38 92 87 95 79 2 71 95 AUS S.SOOTITI 33 83 N8 FL 191 102 CO TB TL 77 68 59 64 53 41 66 6 92 77 72 67 41 70 84 SAM J.COLLINS★ 26 96 FL N8 191 108 HURRICANES CB TL 61 60 56 75 69 55 68 25 91 91 82 78 50 72 93 NZ S.BETSEN 33 92 FL N8 183 92 TL BW DO 66 80 55 51 48 36 63 16 91 89 87 72 55 66 92 FRA S.BURGER★ 24 98 FL SR 193 106 STORMERS TB TL BW 70 62 58 80 72 45 64 13 91 84 93 70 15 32 91 SAF J.WORSLEY 30 92 FL N8 196 110 LONDON WASPS TB TL BW 68 72 53 67 60 41 66 7 91 90 86 80 42 77 86 ENG D.WALLACE 31 92 FL 188 103 MUNSTER TB TL BW 75 71 60 71 64 35 59 6 91 87 89 81 53 78 90 IRE J.WILKINSON★ 28 99 FH CT 178 85 NEWCASTLE PM GK TL 77 87 85 95 89 93 95 96 90 82 43 20 15 29 84 ENG R.THORNE 32 91 FL SR N8 193 106 CRUSADERS CO BW DO 59 60 67 80 65 33 68 29 90 89 85 80 50 82 80 NZ C.JACK 29 89 SR 203 112 CRUSADERS TL SM JP 56 61 66 82 67 28 58 20 90 83 80 85 50 95 83 NZ P.VICKERY 31 92 PR 191 116 LONDON WASPS TB TL SM 63 63 56 79 64 53 52 20 90 91 88 87 40 28 89 ENG Y.NYANGA★ 23 95 FL SR N8 185 94 TL BW JP 82 67 69 43 62 36 46 16 90 84 84 72 51 87 85 FRA N.HENDERSON 26 89 PR 185 112 BRUMBIES SM 62 70 60 80 76 47 52 4 90 97 82 86 20 10 94 AUS STRENGTH NAME AGE RAT POS1 POS2 POS3 HEI WEI CLUB AB1 AB2 AB3 SP AC AL HD PS KC KP GO TL ST RC SM HK LO AG NATI A.SHERIDAN 27 91 PR SR N8 196 120 SALE TL SM 57 54 39 76 64 24 51 62 85 98 82 92 7 31 65 ENG N.HENDERSON 26 89 PR 185 112 BRUMBIES SM 62 70 60 80 76 47 52 4 90 97 82 86 20 10 94 AUS I.MOTE 32 88 N8 FL 188 125 TOULOUSE CB TB TL 58 57 48 75 53 42 64 18 84 97 76 77 29 62 43 TON O.DU RANDT 34 90 PR 191 125 CHEETAHS TB SM 51 62 58 73 57 36 54 5 84 96 83 91 67 52 91 SAF P.FRESHWATER 34 83 PR HK 185 110 SM 46 31 26 64 54 41 56 19 68 96 77 89 44 69 82 ENG M.TURINUI 25 80 CT PR 180 100 WARATAHS CB TB 85 77 71 83 73 67 70 39 92 95 81 3 10 0 95 AUS M.NONU 25 78 CT WG 183 100 HURRICANES CB TB 81 80 83 80 72 75 72 44 80 95 50 30 30 30 76 NZ I.AFREAKI 34 83 SR FL 198 117 LLANELLI CO TB TL 63 68 56 57 44 20 58 6 72 95 76 80 37 80 93 TON J.TUMOLI 35 84 PR 178 125 TL SM 43 44 40 48 43 10 56 6 82 93 71 82 64 62 89 SAM E.TAIONE 28 82 FL WG CT 193 124 CB TB BW 72 61 54 59 56 41 66 16 75 93 70 78 44 81 87 TON B.YOUNG 27 84 PR PR 185 110 CO DO SM 44 62 48 66 46 8 50 4 71 93 77 85 62 70 90 IRE RUCKING NAME AGE RAT POS1 POS2 POS3 HEI WEI CLUB AB1 AB2 AB3 SP AC AL HD PS KC KP GO TL ST RC SM HK LO AG NATI R.MCCAW★ 26 98 FL 188 104 CRUSADERS TL BW DO 75 75 73 84 66 69 63 29 88 82 97 73 50 81 87 NZ G.SMITH★ 27 93 SR N8 FL 180 98 BRUMBIES TB TL BW 75 83 82 84 69 61 66 38 92 87 95 79 2 71 95 AUS S.BURGER★ 24 98 FL SR 193 106 STORMERS TB TL BW 70 62 58 80 72 45 64 13 91 84 93 70 15 32 91 SAF S.TAYLOR 28 89 N8 FL 193 105 TL BW SM 76 76 60 77 63 38 65 7 86 84 90 86 22 80 77 SCO D.WALLACE 31 92 FL 188 103 MUNSTER TB TL BW 75 71 60 71 64 35 59 6 91 87 89 81 53 78 90 IRE P.VICKERY 31 92 PR 191 116 LONDON WASPS TB TL SM 63 63 56 79 64 53 52 20 90 91 88 87 40 28 89 ENG E.ANDREWS 30 91 PR PR 185 115 STORMERS TB TL SM 72 76 65 84 86 57 56 15 89 91 87 88 10 4 75 SAF B.BOTHA 27 87 SR 201 118 CB TB JP 62 69 56 74 68 22 64 29 80 91 87 84 49 80 94 SAF S.BETSEN 33 92 FL N8 183 92 TL BW DO 66 80 55 51 48 36 63 16 91 89 87 72 55 66 92 FRA D.LYONS 27 81 N8 FL 191 117 WARATAHS TB BW 59 71 72 83 63 32 65 30 75 77 87 80 50 77 78 AUS D.LYONS 27 81 N8 FL 191 117 WARATAHS TB BW 59 71 72 83 63 32 65 30 75 77 87 80 50 77 78 AUS SCRUMMAGING NAME AGE RAT POS1 POS2 POS3 HEI WEI CLUB AB1 AB2 AB3 SP AC AL HD PS KC KP GO TL ST RC SM HK LO AG NATI P.DE VILLIERS 35 81 PR 185 111 SM 60 56 54 57 52 32 58 10 62 88 77 96 67 67 79 FRA S.MARCONNET 31 80 PR HK 183 110 SM 46 46 51 52 48 28 55 10 66 87 69 96 66 56 79 FRA J.WHITE 34 82 PR 185 115 LEICESTER TIGERS SM 46 47 37 66 61 47 53 10 74 90 67 95 31 34 88 ENG A.SHERIDAN 27 91 PR SR N8 196 120 SALE TL SM 57 54 39 76 64 24 51 62 85 98 82 92 7 31 65 ENG J.HAYES 33 82 PR 193 121 MUNSTER BW SM 59 57 46 58 54 14 53 5 71 81 78 92 57 59 79 IRE O.DU RANDT 34 90 PR 191 125 CHEETAHS TB SM 51 62 58 73 57 36 54 5 84 96 83 91 67 52 91 SAF R.RONCERO 30 82 PR 178 113 SM 41 41 38 71 66 38 62 8 77 87 70 91 29 40 77 ARG G.PABEL 24 82 PR 178 113 SM 41 41 38 71 66 38 50 8 77 87 70 91 29 40 77 ARG F.ONGARO 29 90 HK 180 104 SARACENS BW SM 68 66 56 70 69 53 68 18 80 88 85 90 97 82 84 IITA O.HASAN 36 82 PR 185 114 TOULOUSE SM 46 46 52 57 53 30 59 20 77 91 67 90 72 59 95 ARG HOOKING NAME AGE RAT POS1 POS2 POS3 HEI WEI CLUB AB1 AB2 AB3 SP AC AL HD PS KC KP GO TL ST RC SM HK LO AG NATI F.ONGARO 29 90 HK 180 104 SARACENS BW SM 68 66 56 70 69 53 68 18 80 88 85 90 97 82 84 IITA M.LEDESMA 34 85 HK 183 110 SM TB BW 63 57 41 66 74 38 50 5 77 89 69 86 93 67 78 ARG J.PAUL 30 87 HK PR 185 104 BRUMBIES PM CB SM 71 64 69 87 68 30 72 66 85 79 84 83 92 80 81 AUS G.BOTHAM 25 81 HK 180 108 SM 66 54 74 70 56 53 52 2 78 72 77 82 92 74 84 SAF B.GOGOL 30 89 HK 178 100 TB SM 70 65 66 79 82 57 55 15 86 89 82 89 91 80 62 FIJ A.OLIVER 31 88 HK 188 115 HIGHLANDERS CO SM 43 46 61 74 59 19 53 10 82 90 80 89 91 78 77 NZ B.CONNAN 30 85 HK 188 108 BW SM 41 43 61 69 59 21 67 10 79 83 80 86 90 71 75 AUS B.CANNON 30 85 HK 188 108 WESTERN FORCE BW SM 41 43 61 69 59 21 59 10 79 83 80 86 90 71 75 AUS LINE-OUTS NAME AGE RAT POS1 POS2 POS3 HEI WEI CLUB AB1 AB2 AB3 SP AC AL HD PS KC KP GO TL ST RC SM HK LO AG NATI C.JACK 29 89 SR 203 112 CRUSADERS TL SM JP 56 61 66 82 67 28 58 20 90 83 80 85 50 95 83 NZ S.MURRAY 31 84 SR 198 105 TB BW JP 64 63 57 68 58 36 69 27 72 81 84 77 44 94 63 SCO V.MATFIELD 30 84 SR 201 110 BULLS SM JP 64 69 71 77 67 19 59 2 75 90 72 84 59 93 87 SAF M.O KLLEY 33 83 SR 203 105 LEINSTER TB BW JP 64 59 48 56 41 19 64 9 76 86 71 79 38 92 78 IRE P.O CONNELL 27 83 SR 198 108 MUNSTER TB JP 61 48 42 60 47 28 66 4 71 88 79 77 38 92 90 IRE B.COCKBAIN 32 90 SR 203 122 NEATH-SWANSEA TL BW JP 59 57 68 77 78 57 56 21 89 87 83 86 7 92 72 WAL P.ALBACETE 26 80 SR 201 115 SM JP 64 57 38 28 46 23 61 4 85 71 61 86 8 90 74 ARG E.LOZADA 22 79 SR 201 115 SM 64 57 38 28 46 23 50 4 85 71 61 86 8 90 74 ARG J.LOBBE 26 74 FL N8 201 115 SALE SM JP 64 57 38 28 46 23 50 4 85 71 61 86 8 90 74 ARG S.BORTHWICK 27 87 SR FH 198 110 BATH TB SM JP 57 60 47 76 65 40 58 14 85 89 73 83 5 90 66 ENG D.GREWCOCK 34 83 SR 198 119 BATH BW JP 64 56 43 75 70 22 56 18 77 81 86 76 44 89 92 ENG L.NALLET 30 75 N8 SR 198 115 TB 65 56 61 55 68 40 57 8 73 81 69 74 3 89 70 FRA D.VICKERMAN 28 86 SR 203 117 WARATAHS TL JP 41 49 56 72 67 31 56 3 89 82 79 82 2 89 72 AUS N.SHARPE 29 84 SR N8 201 115 WESTERN FORCE CB TL JP 66 49 69 74 58 11 59 2 83 85 77 75 0 89 84 AUS J.HAIRRISONG 33 82 SR 203 111 ULSTER TB JP 66 63 52 61 58 10 61 1 79 83 79 73 0 89 95 AUS AGGRESSION NAME AGE RAT POS1 POS2 POS3 HEI WEI CLUB AB1 AB2 AB3 SP AC AL HD PS KC KP GO TL ST RC SM HK LO AG NATI D.JONES 28 76 PR 183 110 NEATH-SWANSEA SM 57 54 44 54 48 32 52 5 65 84 69 83 56 52 97 WAL D.ROSSOUW 29 84 FL N8 SR 198 118 BULLS TB SM 49 61 46 58 61 18 64 15 76 87 85 83 12 77 96 SAF J.HAIRRISONG 33 82 SR 203 111 ULSTER TB JP 66 63 52 61 58 10 61 1 79 83 79 73 0 89 95 AUS O.TORITU 27 78 SR N8 FL 196 99 PERPIGNAN TB JP 66 59 44 54 42 18 65 10 78 75 71 69 36 87 95 ROM G.SMITH★ 27 93 SR N8 FL 180 98 BRUMBIES TB TL BW 75 83 82 84 69 61 66 38 92 87 95 79 2 71 95 AUS O.HASAN 36 82 PR 185 114 TOULOUSE SM 46 46 52 57 53 30 59 20 77 91 67 90 72 59 95 ARG M.TOYOYOTA 31 67 PR 178 107 42 36 24 23 23 7 57 2 48 92 54 76 36 50 95 JPN M.TURINUI 80 CT PR 180 100 WARATAHS CB TB 85 77 71 83 73 67 70 39 92 95 81 3 10 0 95 AUS B.BOTHA 27 87 SR 201 118 CB TB JP 62 69 56 74 68 22 64 29 80 91 87 84 49 80 94 SAF J.LEWSEY★ 30 91 WG FB CT 180 87 LONDON WASPS SC TB TL 87 77 84 83 61 81 82 49 81 89 67 12 6 14 94 ENG K.MASG 33 70 CT 183 92 CB TL 79 72 57 75 62 59 50 41 86 84 58 16 5 12 94 IRE N.HENDERSON 89 PR 185 112 BRUMBIES SM 62 70 60 80 76 47 52 4 90 97 82 86 20 10 94 AUS I.AFREAKI 34 83 SR FL 198 117 LLANELLI CO TB TL 63 68 56 57 44 20 58 6 72 95 76 80 37 80 93 TON P.BELL 27 68 HK 180 94 45 52 36 70 57 20 50 5 77 61 69 69 74 72 93 USA J.COLLINS★ 26 96 FL N8 191 108 HURRICANES CB TL 61 60 56 75 69 55 68 25 91 91 82 78 50 72 93 NZ G.CHIRIAC 27 67 FL 191 100 44 28 46 41 24 6 64 4 61 67 74 39 32 63 93 ROM K.SAWALA 31 71 FL 191 87 59 65 53 43 57 22 72 8 70 78 65 75 2 10 93 FIJ
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Here Comes The Flood 発売日 2001年11月21日 MARQUEE MICP-10270 DREAMTIDE are Vo. OLAF SENKBEIL Dr. CC BEHRENS Ba. OLE HEMPELMANN Key. TORSTEN LUEDERWALDT G. HELGE ENGELKE ■ 01. What You Believe In ★ ■ 02. Your Life ★ ■ 03. Come With Me ■ 04. Dreamers ★ ■ 05. Fighter (ボーナストラック) ■ 06. Ten Years Blind ■ 07. Sundance ■ 08. Moment Of Truth ■ 09. I Take The Weight Off Your Shoulders ■ 10. Crashed ■ 11. Phoenix Tears ■ 12. Promised Land ■ 13. Heaven Knows DREAMTIDEのデビューアルバム"Here Comes The Flood" メロディアス・ハードの大御所Fair warningが解散。 その後も、ギタリストのヘルゲ・エンゲルケは作曲を続けていたが、 それを表現するバンドが必要ということで、結成されたバンド。 メロディアスな楽曲の数々は、まさにFair warning系統といったところです。 この洗礼されたメロディーは、ギターもさることながら、キーボードの力も 物凄く大きいとおもいます。 戻る
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紅蜘蛛 / Red Spider 紅蜘蛛2 / Red Spider2 紅蜘蛛3 / Red Spider3 紅蜘蛛外伝:暗戦 機種:PC,iOS,And 作曲者:塩生康範、中島享生 発売元:studio wasp 発売年:2014 概要 同人サークルstudio wasp制作の香港ノワール系ノベルゲーム。無料でプレイ可能。 同人ゲームオブ・ザ・イヤー2014にて【主演女優部門】【熱部門】【作曲部門】の3部門にノミネートされ、【主演女優部門】を受賞した。 続編である『紅蜘蛛2 / Red Spider2』・『紅蜘蛛3 / Red Spider3』と外伝作品である『紅蜘蛛外伝:暗戦』が発売されている。 音楽は『エストポリス伝記』の塩生康範氏と『エナジーブレイカー』の中島享生氏の元ネバーランドカンパニーの作曲家が担当。 全シリーズの曲を収録したサントラはSteamで販売されていたが、2020年から各配信サービスでのサントラの配信が開始されている。 収録曲 曲名 作・編曲者 補足 順位 紅蜘蛛 / Red Spider Red Spider Lily 塩生康範 タイトル Red Spider オープニング Vengeance メインテーマ Retribution エンディング 紅蜘蛛2 / Red Spider2 Fulltime Killer 塩生康範 タイトル Running on Karma メインテーマ Exiled エンディング Diversion Fight 中島享生 Undercover Fulltime Killer(Piano Ver.) 塩生康範 Exiled(Piano Ver.) 紅蜘蛛3 / Red Spider3 A Heroine Never 塩生康範 タイトル Black Dog 中島享生 Mission Furtive Ruthless Clock A Heroine Never Dies(Piano Ver.) 塩生康範 陸のテーマ 陸編エンディング 樂のテーマ 樂編エンディング 狗頭のテーマ 狗頭編エンディング 來のテーマ 來編エンディング 鬼のテーマ 鬼編エンディング 永孝のテーマ 永孝編エンディング A Heroine Never Dies(Retro Mix) 紅蜘蛛外伝:暗戦 Triangle 中島享生 タイトル Three 塩生康範 The Mission Life Without Principle Where a Good Woman Goes サウンドトラック 紅蜘蛛 / Red Spider Original Soundtrack
https://w.atwiki.jp/cadencii_en/pages/70.html
English 日本語 Release Note Release Date 5 Oct., 2010 Notes Cadencii requires ".NET Framework Runtime Library(version 2.0 or later)" and "Visual C++ 2010 Runtime Library". Installer of these runtimes are available from the links below. .NET Framework Runtime Library Download .NET Framework 3.5 SP1 Visual C++ 2010 Runtime Library Microsoft Visual C++ 2010 Redistributable Package (x86) Cadencii can be launched with the latest version of mono. This enable you to use Cadencii with many platforms supported by mono. (Note Several functions using VOCALOID2 VSTi are not available in this case.) Mono is available from the link mono download Download Cadencii version 3.2.3 (2.3MB) Get codes Source code is available on SourceForege.JP. Please follow the instruction below for checking out the SourceForge.JP s SVN repository. svn checkout -r 1303 http //svn.sourceforge.jp/svnroot/cadencii/Cadencii/branches/3.2 ./ These svn command is for checiking out "THIS" version of Cadencii. In order to get the latest source codes, please remove "-r" option.
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she falls asleep and all she thinks about is you she falls asleep and all she dreams about is you when she s asleep the air she s breathing is for you are why she wants to live she s not got that much more to give she sits alone, on her phone and she s calling about her broken home and I don t know what I should say cause she s crying and feels as though she s thrown it all away she won t last another day you re climbing the stairs, unaware that she s hurting bad and lying very still on the floor by the door but it s locked cause she was hoping you would come back for more but it s too late to realize you ve made mistakes she falls asleep and all she thinks about is you she falls asleep and all she dreams about is you when she s asleep the air she s breathing is for you are why she wants to live she s not got that much more to give please save me I ve been waiting, been aching far too long she falls asleep and all she thinks about is you she falls asleep and all she dreams about is you when she s asleep the air she s breathing is for you are why she wants to live she s not got that much more to give please save me I ve been waiting
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目次 parishって? 十分の一税って? Parishを支援して得る利益って? どうやってParishを支援すればいい? What do the flags over the parish capitals mean Do you need to be a certain rank to vote? How often do you gain votes in the Capital? 疫病 105px|thumb|right|Parish capital parishって? parishとは村の集まりのことです。ゲーム中、最小の行政単位です。parishの管理人は、すべてのparish住人のためにparish首都の管理と十分の一税率を決定します。 十分の一税って? A tithe is a tax, the amount of gold paid to the parish capital on a daily basis. This tithe is taken from the amount of gold you have available in your overall gold total. The tithe rate is set by the capitals steward, although it may initially seem annoying to pay a daily tax rate. This can be beneficial to all players within the parish, allowing the creation of parish capital buildings, parish armies and the ability to build the parish castle. Parishを支援して得る利益って? Parishは村の所有者に対し様々な利益を与えます。たとえばあなたが攻撃されたなら、Parishの仲間や管理人に援軍要請をしてみましょう。あなたの村を守ってくれるかもしれません。 Parish所有者は物資を支援してくれるかもしれません。 首都の建造物は、各プレイヤーの生産力を上げたり、城の防御力を上げたりもできます。 どうやってParishを支援すればいい? There are a number of ways players within a parish can help their parish to thrive and often benefit the players within. Having gold available to pay the daily tithe rate to the capital is worthwhile, not paying the tithe by not having gold available will be noticed by the steward and other players in the capital. Parish首都の建物へ寄付を行えば、あなた自身と他のプレイヤーに大きな利益になります。 他の村でなくParish首都に売却すれば、首都は少量のゴールドを得ます。 What do the flags over the parish capitals mean The flags allow the steward to build buildings in the capitals town. One new flag is generated every 24 hour period and flags can also be gained by attacking other parishes or lost by being attacked. Do you need to be a certain rank to vote? Yes. Before you can vote you need to be of at least rank 4 (Peasant). All village owners receive 3 votes per day, per village. 2 villages in the same parish would mean 6 votes per day in that parish. To be eligible to become Steward, you need to be of at least Rank 5 (Serf). How often do you gain votes in the Capital? Each village gains three votes per day. 99px|thumb|right|Diseased Capital 疫病 42px|thumb|left|Rat 疫病(緑のドクロマークです)がParish首都に時折出現します。時が経つごとに疫病は広まり、首都をクリックするごとに通知を受けます。ネズミが沸き、他の首都に疫病を感染させます。 Parish内の村々はマイナスの効果を受けます。baptismを研究していれば、疫病に感染した首都にモンクを派遣して疫病を取り除けます。疫病を取り除くのにそのParishのメンバーである必要はありません。この行為によってHonourを得られます。
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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.
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Commanders Attack of the Genos 項目数 12 総ポイント 200 難易度 ★★☆☆☆ 製品情報 http //marketplace.xbox.com/en-US/Product/Commanders-Attack/ 配信日 2008年2月13日 DL費用 400MSP ジャンル 戦略&シミュレーション ☆国内未配信 オフ実績195 オン実績5 Scholar Finish Training.トレーニングを終了する 5 Bravely Bold Finish one online match.オンラインマッチで1戦する 5 Explorer Collect every secret token.secret tokenを集める 15 Tank Commander Own 10 heavy tanks at the same time.heavy tanksを10体所有する 10 Officer Complete the Standard Campaign.Standard Campaignをクリア 20 General Complete the Advanced Campaign.Advanced Campaignをクリア 30 Warrior Finish all Battlemaps.全てのBattlemapsをクリア 15 Destroyer Destroy 1000 enemy units.敵ユニットを1000体破壊 15 Winner Win 50 missions.50回ミッションをクリアする 15 Survivor Win any campaign mission without casualties.ユニットを破壊されずにいずれかのcampaign missionをクリアする 5 Perfectionist Get 5 stars in every category on all Standard Campaign missions.全てのStandard Campaignのmissionですべての項目を5つ星の評価でクリア 40 Supreme Get the good ending in the Advanced Campaign.Advanced Campaignでgood endingを迎える 25 シンプルなターン制ウォーシミュレーションゲーム 拠点制圧、視界範囲と索敵、ユニット生産、ユニット同士の相性、 経験値などの要素があり、この手のゲームに慣れていないと手間取るかもしれない 実績「Perfectionist」は他の実績に比べかなり難易度が高い Bravely Bold 勝敗は関係ないが最後までプレイする必要がある 試合設定は変えても解除可能 Explorer Standard Campaignの全ミッションのsecret tokenを回収する必要がある 全てのミッションに1つか2つ配置されており、見つけるのが難しいものも多い 下記海外攻略サイトが参考になる http //www.gamefaqs.com/console/xbox360/file/941958/51870 http //www.xbox360achievements.org/forum/showthread.php?t=59020 (←画像付き、たまに404になる) 全てのsecret tokenを回収した瞬間に解除される Tank Commander コスト3000のHeavyTankを10体生産する 敵を壊滅寸前まで追い込んだ後にゆっくり生産すればいい 10体生産した時点で実績解除 Warrior Battlesモードで10ミッション全てをクリアすれば解除 Destroyer 実績200を目指していれば自然と解除される Survivor 1面で狙うのが簡単 COMMANDER UNITを先頭に慎重に進み、敵をおびき出して一気に倒せば楽 ダメージを受けたらsecret tokenを拾い体力を回復するのを忘れずに Perfectionist Standard Campaignの全ミッションを、三つの評価項目全てを5つ星でクリアしなければならない SPEEDは何ターンでクリアできるか、POWERはよりコストの高いユニットをいくつ生産するか、 TACTICSはいかに少ない損失で多くの敵を倒せるかがそれぞれの評価対象となっている 特にTACTICSの評価は厳しいのでセーブ ロードを駆使して なるべくダメージを食らわないように調整してプレイしなければならない 難しいミッションは下記海外攻略サイトがヒントになるかもしれない http //www.gamefaqs.com/console/xbox360/file/941958/51870 Supreme Advanced Campaignの最終ミッションでSPEEDの評価を5つ星でクリア
https://w.atwiki.jp/cso_weaponbattle/pages/80.html
HE Granede 予測して攻撃する時に、弾薬を消費する代わりにこれを使用できる。命中すれば相手の全武器に10ダメージ。戦闘中にも使用できるがダメージが少ないのでお勧めしない。
https://w.atwiki.jp/prima/pages/1309.html
S/Frederica von Stadeへ Last Update 2011/02/09 22 21ページ先頭へ