約 4,762,820 件
https://w.atwiki.jp/ddr_dp/pages/3756.html
Teleportation(楽) 曲名 アーティスト フォルダ 難易度 BPM NOTES/FA(SA) その他 Teleportation Tatsunoshin A3 楽8 170 211 / 2 ゴールデンリーグクラス特典 STREAM VOLTAGE AIR FREEZE CHAOS 42 49 16 6 8 楽譜面(8) / 踊譜面(12) / 激譜面(15) / 鬼譜面(-) 属性 譜面 https //livedoor.blogimg.jp/yanmar195/imgs/b/a/baa5957c.png 譜面動画 https //www.youtube.com/watch?v=dW1BjI-M8Mk (x?, NOTE) 解説 ゴールデンリーグゴールドクラス特典(2022/07/20~)。 解禁日前でも、アドバンスボーダー突破者はその時点からプレー可能。 名前 コメント コメント(私的なことや感想はこちら) 名前 コメント
https://w.atwiki.jp/uo00/pages/164.html
Meditation(瞑想) Meditation(瞑想)概要 効果 解説 スキル上げ スキル振り 関連スキル・関連装備 スキル+装備 コメント 概要 マナ回復速度を強化するスキル Focusと異なり、瞑想不可装備を一つでも装備していると効果を発揮しない スキル略称:瞑想(そのまんま) スキル称号: Stoic プライマリステータス: INT セカンダリステータス: STR 訓練可能者:Mage Guildmaster、Mage Shopkeeper、Monk、 Wandering Mage スキル習得コマンド: meditation、meditate スキル上げ難度:★ スキル上げ費用:★ 効果 名称 100%成功値&消費マナ 概要 マナ回復速度Up(Passive) - (瞑想による)マナ回復値=( (INT*(スキル値×3) )/40スキル値100以上でマナ回復値=( (INT*(スキル値×3) )×1.1/40 マナ回復速度大幅Up(Active) - スキルの使用に成功すれば、マナ回復値が上記の2倍になります 解説 瞑想スキルは マナの回復速度を高めます。このスキルが高いほどマナの回復が早くなります。 装備による影響 瞑想は装備している防具によって影響を受けます。防具の種類により瞑想できるものと出来ないものがあります。例えばレザー系の鎧は瞑想の妨げになりませんが、 スタッド類は瞑想の妨げになります。本来瞑想できないタイプの防具であっても「瞑想可」の魔法特性がついている場合は瞑想の障害にはなりません。 着用している防具のうち、どれが瞑想の妨げになっているのかわからない場合は、一度全ての装備を外してください。魔法を使うなどしてマナを消費してから瞑想し、成功したら装備のうち1つだけを着用します。これを繰り返し、装備を一つずつ増やしながら瞑想をしていけば、どの装備を身につけたときに瞑想が妨げられてしまうのかを調べることができます。 スキル訓練クエスト このスキルを持ったキャラクターを初めて育てるならば、 ニューヘイブンを訪れてみるとよいでしょう。あなたの瞑想スキルが低い(50.0より低い)ならば、瞑想スキルの使い方を学ぶクエストを受けることができます。 ニューヘイブンの中央部にいるSir Helperをダブルクリックすると、魔法使いの名前と場所を教えてくれます。その場所へ向かい、教えられた名前のNPCを探してダブルクリックしてください。すると瞑想の師範の名前と居場所を教えてくれるでしょう。瞑想の師範を見つけ出すことができたら、師範をダブルクリックすることで訓練クエストを受けられます。 スキル上げ 魔法とかネクロ呪文とか使っていれば勝手に上がります スキル振り 余っているスキル値全部といった振り方が一般的。 関連スキル・関連装備 Focus瞑想不可装備でも効果を発揮する。神秘魔法のコロスケ等の強さの威力を上げる。 Magery/Necromancy代表的なマナ消費系キャスタースペル スキル+装備 Balakai s Shaman Staff Katalkotl’s Ring Mark of Travesty Spell Woven Britches Sterling Silver Ring コメント 名前 スキルに戻る
https://w.atwiki.jp/ddr_dp/pages/3757.html
Teleportation(踊) 曲名 アーティスト フォルダ 難易度 BPM NOTES/FA(SA) その他 Teleportation Tatsunoshin A3 踊12 170 326 / 17 ゴールデンリーグクラス特典 STREAM VOLTAGE AIR FREEZE CHAOS 65 63 16 27 29 楽譜面(8) / 踊譜面(12) / 激譜面(15) / 鬼譜面(-) 属性 譜面 https //livedoor.blogimg.jp/yanmar195/imgs/8/b/8b66a7f8.png 譜面動画 https //www.youtube.com/watch?v=1pBS7iHZ6N8 (x?, NOTE) 解説 ゴールデンリーグゴールドクラス特典(2022/07/20~)。 解禁日前でも、アドバンスボーダー突破者はその時点からプレー可能。 名前 コメント コメント(私的なことや感想はこちら) 名前 コメント
https://w.atwiki.jp/dominions4/pages/246.html
指定した州の指揮官1体か召喚者自身をAshen Angelが暗殺します Manifestation 領域 使用 宝石 Conjuration Lv8 儀式/陸上限定 4 主属性 副属性 効果量 効果発生数 5 - - - 射程距離 効果範囲 精度補正 疲労 - - - - 特殊 遠隔儀式(射程4)海域の指定不可 ゲーム内説明文 With this spell, an Ashen Angel is summoned with the promise of an opportunity to kill a commander in this realm and to bring his soul back to the Lord of the Netherworld. The Ashen Angel will appear in a province of the mage s choice. There is a 50 percent chance that a commander is deemed suitable for the Ashen Angel. If no suitable commander is found, the Angel will return to the mage and kill him instead. A commander who is horror marked runs a greater risk of being chosen by the Angel. 和訳 この呪文により、Ashen Angelはこの世界で指揮官を殺し、その魂を冥界の主へと持ち帰ることを見込んで召喚されます。Ashen Angelは、術者が指定した州に現れます。指揮官は、50%の確率でAshen Agnelによって相応しい標的であると考えられます。適当な指揮官が見つからなかった場合、Angelは魔術師のもとへと戻り、代わりに彼を殺します。Horror Markを受けた指揮官は、Angelにより高い確率で選ばれます。 解説 強力だが危険も大きい暗殺儀式。高位の魔術師を危険に晒すことにはなるが、それだけの価値はある。 派遣されたAshen Angelは、説明文にあるように、州の指揮官をまず値踏みする。標的として選択される基本的な確率は50%だが、Horror Markを受けている場合はより高い確率で選択される。 値踏みは州に滞在する指揮官全員に行われるが、誰も標的にならなかった場合、あるいはそもそも州に指揮官が居なかった場合は、召喚した魔術師自身が確実に標的とされることになる。 Ashen Angelはサイズ4。飛行能力を持ち、非常に高い筋力と戦闘技能、十分なHPを備える。またEtherealである上にInvulnerableを25持ち、魔法属性を持たない攻撃には異常に強い。 武器は両手版のBane Bladeで、身体能力の高さもあって高い威力と命中率を持つ。たとえ一撃を耐えたとしても、抵抗できなければDecayを受け、寿命の短い人間などは数ラウンドで死亡が確定する。 ほとんどの敵を容易に倒せるだけの能力があるだけに、それが自分自身に返ってくる可能性があるというのは笑えない。完全には防げないが、できるだけ敵指揮官が多く滞在している州を狙うようにするのが良いだろう。 Ashen Angel本体の防御力は0なので、EtherealとInvulnerableを無視できる魔法攻撃が用意できれば撃退はしやすくなる。ただし冷気と毒物には耐性があるので、それ以外の攻撃手段を用意すること。 コメント 名前 コメント
https://w.atwiki.jp/eirgvginfo/pages/122.html
Liberation メインギルド 無 Liberation リベリオン サブ系列ギルド Artifact アーティファクト Nidhoggr ニットヘッグ 無 Battle Jam バトルジャム 無 - God of War - ゴッドオブウォー ボス狩りをメインにする、現時点におけるEir最強ギルドの1つ。 圧倒的な装備を誇るメンバーが揃っており、その攻撃力は間違いなくNo.1。 味方以外は常に完全排除の方針を貫いている。 Eirの全神器のおよそ半数を保有しており、金ゴキをはじめとしてボスカード・ボス装備も多数保有するため、全く想定外の攻撃で翻弄されることがよく起こる。 1人で小規模同盟を壊滅させるほどの力を持つメンバーが複数人存在する。 ゴスリンの普及率も異常で、ほぼ全員が保有していると考えても良いかもしれない。 個々のメンバーが突出して個性が強いため、構成人数が少なすぎるのが欠点。 また、ボスを巡る争いなどから、他ギルドとの折り合いが悪すぎることがほとんどである。 それ故同盟を組むことが非常に難しく、GvG参加者が数名しかいなかったために組織的に活動することが困難な時期もあった。その当時、ゲリラ活動的に各砦に現れては暴れるため、天災のように思われていたこともあったようだ。 数あるギルドの中でも「規格外」と認識されるギルドの1つ。 【ギルドマスター】Nehalem 職? 性別? Artifact Dordona Clown ♂ Nidhoggr StrayCat Chaser ♂ Battle Jam金ゴキ・ゴスリン Kratos Chaser ♀ - God of War -金ゴキ・ゴスリン 【Lord Knight】Maria=Firsece ♀Wメギン・金ゴキ・ゴスリン †リコリス† ♀Wメギン・金ゴキ・ゴスリン Amaranth ♀Wメギン・金ゴキ・ゴスリン はーさん ♂ゴスリン Love-Beat ♀ゴスリン 【Paladin】Apocalypse ♀ゴスリン Border of Life ♀ゴスリン 【Assassin Cross】Era step ♂ゴスリン 【Chaser】EL CONDOR PASA ♂ゴスリン 【Creater】どどりあさん ♀ミョル・金ゴキ・ゴスリン 【High Wizard】ice cat ♀ ice=cream ♀ NattiLand ♀ 【Proffesor】Hellfire ♂ゴスリン 【Champion】弓塚 さつき ♀ゴスリン Fiora ♀ゴスリン
https://w.atwiki.jp/kouryaku-book/pages/45.html
PlayStation Vita 発売日 タイトル メーカー CERO 2012/03/29 プロ野球スピリッツ2012 コナミデジタルエンタテインメント A 2012/07/19 実況パワフルプロ野球2012 コナミデジタルエンタテインメント A 2013/03/07 ソウル・サクリファイス ソニー・コンピュータエンタテインメント D (暴力) 2013/03/20 プロ野球スピリッツ2013 コナミデジタルエンタテインメント A 2013/06/27 討鬼伝 コーエーテクモゲームス C (暴力) 2013/10/24 実況パワフルプロ野球2013 コナミデジタルエンタテインメント A 2013/11/14 ゴッドイーター2 バンダイナムコゲームス (ナムコ) C (暴力) 2014/02/06 テラリア スパイク・チュンソフト C (暴力) 2014/03/20 プロ野球スピリッツ2014 コナミデジタルエンタテインメント A 2014/03/27 ウイニングポスト8 コーエーテクモゲームス A 2014/04/24 ソードアート・オンライン ―ホロウ・フラグメント― バンダイナムコゲームス C (セクシャル) 2014/06/26 フリーダムウォーズ ソニー・コンピュータエンタテインメント B (犯罪, セクシャル, 暴力) 2015/02/19 ゴッドイーター2 レイジバースト バンダイナムコゲームス C (暴力) 2015/03/12 デジモンストーリー サイバースルゥース バンダイナムコゲームス B (セクシャル, 犯罪) 2015/03/26 ソードアート・オンライン ―ロスト・ソング― バンダイナムコゲームス C (セクシャル) 2015/12/23 機動戦士ガンダムエクストリームバーサスフォース バンダイナムコエンターテインメント A 2016/01/28 ドラゴンクエストビルダーズ アレフガルドを復活せよ スクウェア・エニックス A 2016/04/28 実況パワフルプロ野球2016 コナミデジタルエンタテインメント A 2016/10/27 ソードアート・オンライン ―ホロウ・リアリゼーション― バンダイナムコエンターテインメント B (犯罪, 暴力, セクシャル, 恋愛) 2018/04/26 実況パワフルプロ野球2018 コナミデジタルエンタテインメント A 2012/08/30 初音ミク Project DIVA f セガ C (セクシャル) 2015/12/17 Exist-Archive イグジストアーカイヴ スパイク・チュンソフト B (セクシャル, 暴力) 2016/03/17 デジモンワールド -next 0rder- バンダイナムコエンターテインメント A
https://w.atwiki.jp/dragonkiller/pages/23.html
PLAYSTATION PORTABLEまとめ 公開日:2008年05月25日? 更新日:2015年02月17日 概要 ソニーの携帯ゲーム機PSPについて。仕様、歴史、関連情報。 目次 PLAYSTATION PORTABLEまとめ/概要/目次特徴/公式サイト/PSPとは/来歴・歴史 仕様一覧 PSP-1000 PSP-2000 PSP-3000 PSP-N1000(PSP go)/アクセサリー(PSP go専用) システムソフトウェア/アップデート方法/バージョン1.xx/バージョン2.xx/バージョン3.xx/バージョン4.xx/バージョン5.xx/バージョン6.xx 対応ファイル/ミュージック/フォト/ビデオ UMDディスク Memory Stick Duo ロケーションフリープレーヤー AA保管庫/PSP!PSP!/買って損したPSP! 外部リンク/記事 免責事項 商品の仕様・内容・デザイン・付属品・品番・価格等は予告なく変更になる場合があります。 掲載されている内容が最新とは限りません。 掲載されている内容に不備がある場合があります。 掲載されている内容を保証するものではありません。 特徴 公式サイト □公式サイト(PLAYSTATION PORTABLE OFFICIAL SITE) http //www.jp.playstation.com/psp/ PSPとは 第5世代の携帯ゲーム機。 来歴・歴史 2003年05月14日 - SCEが「プレイステーション・ポータブル」(PSP)の仕様とUMDを発表する。 2004年05月12日 - SCEがPSPの仕様と画像を発表する。http //www.jp.playstation.com/info/release/nr_20040512_psp.html 09月10日 - SCEが東京ゲームショウ2004にPSPを出展すると発表する。。http //www.jp.playstation.com/info/release/nr_20040910_tgs2004.html 09月21日 - SCEが東京ゲームショウ2004に出展するソフトを発表する。http //www.jp.playstation.com/info/release/nr_20040921_psptgs2004.html 09月24日 - SCEがPSPを東京ゲームショウ2004にPSPを出展する。26日まで開催。 10月27日 - SCEがPSP「PSP-1000」PSPバリューパック「PSP-1000K」を発表する。発売日を12月12日に決定する。http //www.jp.playstation.com/info/release/nr_20041027_psp1000.html http //www.jp.playstation.com/info/release/nr_20041027_psp1000k.html 10月27日 - SCEが12月発売するソフトを発表する。http //www.jp.playstation.com/info/release/nr_20041027_pspsoft.html 12月12日 - SCEがPSP「PSP-1000」PSPバリューパック「PSP-1000K」を発売する。PSP-1000(ブラック、20,790円税込) PSP-1000K(ブラック、26,040円)【バリューパック】 2005年03月03日 - SCEがUMD Video対応ソフトウェアを4月から発売開始すると発表する。http //www.jp.playstation.com/info/release/nr_20050303_umd.html 03月14日http //www.jp.playstation.com/info/release/nr_20050314_mgolp.html 03月24日 - 欧米地域(米国)でPSPを発売する。 05月09日http //www.jp.playstation.com/info/release/nr_20050509_pspperi.html 06月13日http //www.jp.playstation.com/info/release/nr_20050613_pspperi.html 07月21日 - SCEがPSP「PSP-1000 KCW」ポーチ&ハンドストラップ「PSP-170 W」アクセサリーポーチ&クロス「PSP-220 W」を発表する。http //www.jp.playstation.com/info/release/nr_20050721_pspkcw.html 09月01日 - 欧州(PAL地域)でPSPを発売する。 09月15日 - SCEがPSP「PSP-1000 KCW」を発売する。PSP-1000 KCW(セラミック・ホワイト、26,040円税込)【バリューパック】 10月04日 - SCEがバッテリーパック「PSP-280」メモリースティック PRO デュオ 1G「PSP-MP1G」を発表する。http //www.jp.playstation.com/info/release/nr_20051004_pspperi.html 10月20日 - SCEがPSP「PSP-1000 G1、PSP-1000 G1KCW」を発表する。http //www.jp.playstation.com/info/release/nr_20051020_pspgigapack.html 10月21日 - SCEがPSP全世界生産出荷累計1,000万台を達成と発表する。http //www.jp.playstation.com/info/release/nr_20051021_psp.html 10月27日 - SCEがバッテリーパック「PSP-280」メモリースティック PRO デュオ 1G「PSP-MP1G」を発売する。バッテリーパック「PSP-280」(5565円税込) メモリースティック PRO デュオ 1G「PSP-MP1G」(9975円税込) 11月17日 - SCEがPSP「PSP-1000 G1、PSP-1000 G1KCW」を発売する。PSP-1000 G1(ブラック、3,1290円税込)【ギガパック】 PSP-1000 G1KCW(セラミック・ホワイト、31,290円税込)【ギガパック】 2006年04月03日 - SCEが「PSP-1000 CW」を発表する。http //www.jp.playstation.com/info/release/nr_20060403_psp1000cw.html 04月20日 - SCEが「PSP-1000 CW」を発売する。PSP-1000 CW(セラミック・ホワイト、20,790円) 05月17日 - SCEがどこでもいっしょ―レッツ学校!お勉強パック「PSPJ-10001」を発表する。http //www.jp.playstation.com/info/release/nr_20060517_pspj10001.html 06月14日 - SCEがLocoRoco得得パック「PSPJ-10002、PSPJ-10003」を発表する。http //www.jp.playstation.com/info/release/nr_20060614_pspj10002_3.html 06月15日 - SCEがどこでもいっしょ―レッツ学校!お勉強パック「PSPJ-10001」を発売する。PSPJ-10001(セラミック・ホワイト、28,140円)【どこでもいっしょ―レッツ学校!お勉強パック】 07月13日 - SCEがLocoRoco得得パック「PSPJ-10002、PSPJ-10003」を発売する。PSPJ-10002(ブラック、24,800円)【LocoRoco得得パック】 PSPJ-10003(セラミック・24,800円)【LocoRoco得得パック】 10月03日 - SCEがボーナスパック「PSPJ-10004、PSPJ-10005」を発表する。http //www.jp.playstation.com/info/release/nr_20061003_pspj1004_5.html 11月19日 - SCEが「PSPJ-10004、PSPJ-10005」を発売する。PSPJ-10004(ブラック、オープン価格)【ボーナスパック】 PSPJ-10005(セラミック・ホワイト、オープン価格)【ボーナスパック】 11月01日 - SCEが新色「PSP-1000 PK、PSP-1000 SV、PSP-1000 MB」を発表する。http //www.jp.playstation.com/info/release/nr_20061101_psp1000pk_sv_mb.html 11月22日 - SCEが「PSP-1000 PK」を発売する。PSP-1000 PK(ピンク、20,790円) 12月14日 - SCEが「PSP-1000 SV」を発売する。PSP-1000 SV(シルバー、20,790円) 12月21日 - SCEが「PSP-1000 MB」を発売する。PSP-1000 MB(メタリックブルー、20,790円) 2007年01月10日 - SCEがPSP「PSP-1000 CG」を発表する。http //www.jp.playstation.com/info/release/nr_20070110_psp1000cg.html 02月22日 - SCEがPSP「PSP-1000 CG」を発売する。PSP-1000 CG(シャンパンゴールド、20,790円) 2008年 2009年06月03日 - SCEが「PlayStation Portable go」発表する。http //www.jp.playstation.com/info/release/nr_20090603_psp_go.html 09月24日 - SCEが「PlayStation Portable go」の周辺機器を発表する。http //www.jp.playstation.com/info/release/nr_20090924_pspgo_peripheral.html 10月01日 - SCEが北米・欧州・アジア地域にて「PlayStation Portable go」を発売する。(US$249、EUR249) 11月01日 - SCEが「PlayStation Portable go」を発売する。PSP-N1000(ピアノ・ブラック、26,800円税込) PSP-N1000(パール・ホワイト、26,800円税込) 2010年10月25日 - SCEが「PlayStation Portable go」の新価格を発表する。http //www.jp.playstation.com/info/release/nr_20101025_pspgo.html 10月25日 - SCEが「PlayStation Portable go」の価格を16,800円に変更する。 2011年07月28日 - SCEがPSP「PSPJ-30023、PSPJ-30024、PSPJ-30025」を発売する。PSPJ-30023(ピアノ・ブラック、17,800円)【バリューパック】 PSPJ-30024(バイブラント・ブルー、17,800円)【バリューパック】 PSPJ-30025(ブロッサム・ピンク 、17,800円)【バリューパック】 2011年12月17日 - SCEが「PlayStation Vita」を発売。PlayStation Vitaまとめを参照。 2012年09月20日 - SCEがPSP「PSP-3000 PB、PSP-3000 RR、PSP-3000 VB、PSP-3000 ZP、PSPJ-30023、PSPJ-30024、PSPJ-30027」を発売する。PSP-3000 PB ピアノ・ブラック PSP-3000 RRカーニバルカラーズ ラディアント・レッド PSP-3000 VBカーニバルカラーズ バイブラント・ブルー PSP-3000 ZPブロッサム・ピンク PSPJ-30023 ピアノ・ブラック【バリューパック】 PSPJ-30024 バイブラント・ブルー【バリューパック】 PSPJ-30027 スカイブルー/マリンブル【バリューパック】 11月22日 - SCEがPSP「PSPJ-30026」を発売する。PSPJ-30026 バリューパック レッド/ブラック 2013年 2014年06月03日 - PS Vita乗換キャンペーン発表。http //www.jp.playstation.com/info/release/nr_20140603_psvita_svpack.html http //store.sony.jp/Special/Game/Psvita/Trade-in_cp3/ 06月末、日本国内向けのPSPの出荷を完了。 2015年 2016年 2017年 2018年 2019年 仕様一覧 型番 メインメモリ AV出力 USB充電 ワンセグ 外形 質量 ドライブ コントラスト比 応答速度 画面 Bluetooth 2.0(EDR) 本体メモリー 記録メディア PSP-1000 32MB 無 不可 不可 外形 約280g UMD 400 1 30ms 4.3インチ 不可 無 MS PRO DUO PSP-2000 64MB 480P 対応 対応 外形 約189g UMD 400 1 30ms 4.3インチ 不可 無 MS PRO DUO PSP-3000 64MB 480P/480i 対応 対応 外形 約189g UMD 2000 1 8ms 4.3インチ 不可 無 MS PRO DUO PSP-N1000 64MB 480P/480i(go専用ケーブル) 対応 対応(要アダプター) 外形 質量 無 コントラスト比 応答速度 3.8インチ 対応 16GB MS MINI(M2) ●型番 ●メインメモリ ●AV出力 PSP-N1000は専用ケーブルが必要 ●USB充電:不可=ACアダプタから充電、対応=USB機器から充電可能 ●ワンセグ=ワンセグチューナー PSP-N1000はコンバーターケーブルアダプター(PSP-N440)が必要 ●外形 ●質量 ●ドライブ ●コントラスト比 ●応答速度 ●画面 ●Bluetooth 2.0(EDR) PSP-1000 PSP-2000 PSP-3000 PSP-N1000(PSP go) アクセサリー(PSP go専用) PSP-N100 ACアダプター PSP-N150 AVケーブル PSP-N170 D端子ケーブル PSP-N180 コンポーネントAVケーブル PSP-N270 Bluetooth ステレオヘッドセット レシーバー PSP-N340 クレードル PSP-N380 カーアダプタ PSP-N430 USBケーブル PSP-N440 コンバーターケーブルアダプター PSP-N510 ディスプレイ保護フィルム2枚入り PSP-N520 プライバシーフィルム PSPJ-15026 アクセサリパック(メモリースティックマイクロ8GB同梱) PSPJ-15027 ポーチ ストラップポーチ ストラップ(ブラック) PSPJ-15028 ポーチ ストラップポーチ ストラップ (ホワイト) SCZM-92084 PSP go ポーチ(ブラック) SCZM-92085 PSP go ポーチ(ホワイト) SCZM-92086 PSP go本革ケース ハンドストラップ システムソフトウェア アップデート方法 http //www.jp.playstation.com/psp/update/ud_01.html ネットワークアップデート http //www.jp.playstation.com/psp/update/ud_02.html PlayStation 3経由でアップデート http //www.jp.playstation.com/psp/update/ud_03.html PSP 専用ソフトウェア(UMD)でアップデート http //www.jp.playstation.com/psp/update/ud_05.html パソコン経由でアップデート http //www.jp.playstation.com/psp/update/ud_04.html ■ファイルの位置 Memory Stick Duo └PSP └GAME └UPDATE └EBOOT.PBP バージョン1.xx バージョン1.50[2005.03.24] バージョン1.51[2005.05.11] バージョン1.52[2005.06.08] バージョン2.xx バージョン2.00[2005.07.27] バージョン2.01[2005.10.03] バージョン2.50[2005.10.13] バージョン2.60[2005.11.29] バージョン2.70[2006.04.25] バージョン2.71[2006.06.01] バージョン2.80[2006.07.27] バージョン2.81[2006.09.07] バージョン2.82[2006.10.26] バージョン3.xx バージョン3.00[2006.11.21] バージョン3.01[2006.11.22] バージョン3.02[2006.12.06] バージョン3.03[2006.12.20] バージョン3.10[2007.01.30] バージョン3.11[2007.02.08] バージョン3.30[2007.03.28] バージョン3.40[2007.04.19] バージョン3.50[2007.05.31] バージョン3.51[2007.06.29] バージョン3.52[2007.07.24] バージョン3.70[2007.09.11] バージョン3.71[2007.09.13] バージョン3.72[2007.10.30] バージョン3.73[2007.11.29] バージョン3.80[2007.12.18] バージョン3.90[2008.01.30] バージョン3.93[2008.03.18] バージョン3.95[2008.04.08] バージョン4.xx バージョン4.00[2008.06.18] バージョン4.01[2008.06.25] バージョン4.05[2008.07.14] バージョン5.xx バージョン5.00[2008.10.15] バージョン5.01[2008.10.22] バージョン5.02[2008.11.20] バージョン5.03[2009.01.20] バージョン5.50[2009.04.21] バージョン5.51[2009.06.11] バージョン6.xx バージョン6.00[2009.09.10] バージョン6.10[2009.10.01] バージョン6.20[2009.11.19] バージョン6.30[2010.06.29] バージョン6.31[2010.07.29] バージョン6.35[2010.11.24] バージョン6.37[2011.01.20] バージョン6.38[2011.04.12] バージョン6.39[2011.05.24] 対応ファイル ミュージック ■メディアファイル MP3(.mp3) AAC(.mp4) *2.00以降 WAVE(Linear PCM) *2.00以降 WMA *2.60以降 AAC(.3gp)*2.80以降 ■ファイルの位置 Memory Stick Duo └PSP └MUSIC └ミュージックファイル フォト ■メディアファイル JPEG TIFF *2.00以降 GIF *2.00以降 PNG *2.00以降 BMP *2.00以降 ■ファイルの位置 Memory Stick Duo └PSP └PHOTO └フォトファイル ビデオ ■メディアファイル MPEG-4 SP H.264/MPEG-4 AVC *2.00以降 ■ファイルの位置 Memory Stick Duo └MP_ROOT ├101ANV01 │└PSP向けH.264/MPEG-4 AVCビデオファイル *ファイル名は「MAQ0****.MP4」。****内は0001~9999。 └101MNV01 └PSP向けMPEG-4ビデオファイル *ファイル名は「M4V0****.MP4」。****内は0001~9999。 □関連スレ □関連リンク 携帯動画変換君 http //www.nurs.or.jp/~calcium/3gpp/index.html 携帯動画変換ちゃん http //micono.hp.infoseek.co.jp/3gpp/ PSP Video 9 http //www.pspvideo9.com/index.html UMDディスク □関連リンク Memory Stick Duo ロケーションフリープレーヤー AA保管庫 PSP!PSP! -=≡ _, ._ o(+■ ) -=≡ ( ゚∀゚)彡 -=≡ ⊂ o(+■ ) -=≡ ( ⌒) -=≡ c し' 買って損したPSP! 〃´⌒ヽ ., -―― メ/_´⌒ヽ / / ̄ ´ヽ ヽ ./ , /// ト. ! 、 丶ヽ l / /(((リ从 リノ)) ' | i l . ヽノ .V l l ,=! l U U l l <買って損したPSP! l ヾ! ', l ヽ_フ l l | ヽヽヽ // l ヾ≧ , __ , イ〃 li (´`)l {ニ0ニ}、 |_"________ li /l, l└ タl」/|´ PSP l リヽ/ l l__ ./ |___________| ,/ L__[]っ / / 外部リンク 記事 ■E3 2003 【E3 2003レポート】21世紀のウォークマン!? SCEがポータブルゲーム機「PSP」を発表 http //journal.mycom.co.jp/news/2003/05/14/17.html 携帯型ゲーム機"PSP"を電撃発表! http //www.famitsu.com/game/event/2003/05/14/264,1052864593,12645,0,0.html SCEIの携帯ゲーム機「PSP」は携帯マルチメディアプレーヤーか? http //pc.watch.impress.co.jp/docs/2003/0521/kaigai01.htm SCEIの次世代携帯ゲーム機「PSP」は“スーパープレステ”だ http //pc.watch.impress.co.jp/docs/2003/0516/kaigai01.htm これは21世紀のウォークマンだ!新携帯プラットホーム「PSP」の開発を久夛良木社長が発表 http //game.watch.impress.co.jp/docs/20030514/psp.htm
https://w.atwiki.jp/niconicokaraokedb/pages/4163.html
Stagnation すたくねいしよん【登録タグ:VOCALOID fatP 初音ミクAppend 曲 曲す 曲すた】 曲情報 作詞:fatP 作曲:fatP 編曲:fatP 唄:初音ミクAppend ジャンル・作品:VOCALOID カラオケ動画情報 オフボーカルワイプあり コメント 名前 コメント
https://w.atwiki.jp/matchmove/pages/78.html
Stabilization In this section, we’ll go into SynthEyes’ stabilization system in depth, and describe some of the nifty things that can be done with it. If we wanted, we could have a single button “Stabilize this!” that would quickly and reliably do a bad job almost all the time. If that s what you’re looking for, there are some other software packages that will be happy to oblige. In SynthEyes, we have provided a rich toolset to get outstanding results in a wide variety of situations. You might wonder why we’ve buried such a wonderful and significant capability quite so far into the manual. The answer is simple in the hopes that you’ve actually read some of the manual, because effectively using the stabilizer will require that you know a number of SynthEyes concepts, and how to use the SynthEyes tracking capabilities. If this is the first section of the manual that you’re reading, great, thanks for reading this, but you’ll probably need to check out some of the other sections too. At the least, you have to read the Stabilization quick-start. Also, be sure to check the web site for the latest tutorials on stabilization. We apologize in advance for some of the rant content of the following sections, but it s really in your best interest! Why SynthEyes Has a Stabilizer The simple and ordinary need for stabilization arises when you are presented with a shot that is bouncing all over the place, and you need to clean it up into a solid professional-looking shot. That may be all that is needed, or you might need to track it and add 3-D effects also. Moving-camera shots can be challenging to shoot, so having software stabilization can make life easier. Or, you may have some film scans which are to be converted to HD or SD TV resolution, and effects added. People of all skill levels have been using a variety of ad-hoc approaches to address these tasks, sometimes using software designed for this, and sometimes using or abusing compositing software. Sometimes, presumably, this all goes well. But many times it does not a variety of problem shots have been sent to SynthEyes tech support which are just plain bad. You can look at them and see they have been stabilized, and not in a good way. We have developed the SynthEyes stabilizer not only to stabilize shots, but to try to ensure that it is done the right way. How NOT to Stabilize Though it is relatively easy to rig up a node-based compositor to shift footage back and forth to cancel out a tracked motion, this creates a fundamental problem Most imaging software, including you, expects the optic center of an image to fall at the center of that image. Otherwise, it looks weird—the fundamental camera geometry is broken. The optic center might also be called the vanishing point, center of perspective, back focal point, center of lens distortion. For example, think of shooting some footage out of the front of your car as you drive down a highway. Now cut off the right quarter of all the images and look at the sequence. It will be 4 3 footage, but it s going to look strange—the optic center is going to be off to the side. If you combine off-center footage with additional rendered elements, they will have the optic axis at their center, and combined with the different center of the original footage, they will look even worse. So when you stabilize by translating an image in 2-D (and usually zooming a little), you’ve now got an optic center moving all over the place. Right at the point you’ve stabilized, the image looks fine, but the corners will be flying all over the place. It s a very strange effect, it looks funny, and you can’t track it right. If you don’t know what it is, you’ll look at it, and think it looks funny but not know what has hit you. Recommendation if you are going to be adding effects to a shot, you should ask to be the one to stabilize or pan/scan it also. We’ve given you the tool to do it well, and avoid mishap. That s always better than having someone else mangle it, and having to explain later why the shot has problems, or why you really need the original un-stabilized source by yesterday. In-Camera Stabilization Many cameras now feature built-in stabilization, using a variety of operating principles. These stabilizers, while fine for shooting baby s first steps, may not be fine at all for visual effects work. Electronic stabilization uses additional rows and columns of pixels, then shifts the image in 2-D, just like the simple but flawed 2-D compositing approach. These are clearly problematic. One type of optical stabilizer apparently works by putting the camera imaging CCD chip on a little platform with motors, zipping the camera chip around rapidly so it catches the right photons. As amazing as this is, it is clearly just the 2-D compositing approach. Another optical stabilizer type adds a small moving lens in the middle of the collection of simple lens comprising the overall zoom lens. Most likely, the result is equivalent to a 2-D shift in the image plane. A third type uses prismatic elements at the front of the lens. This is more likely to be equivalent to re-aiming the camera, and thus less hazardous to the image geometry. Doubtless additional types are in use and will appear, and it is difficult to know their exact properties. Some stabilizers seem to have a tendency to intermittently jump when confronted with smooth motions. One mitigating factor for in-camera stabilizers, especially electronic, is that the total amount of offset they can accommodate is small—the less they can correct, the less they can mess up. Recommendation It is probably safest to keep camera stabilization off when possible, and keep the shutter time (angle) short to avoid blur, except when the amount of light is limited. Electronic stabilizers have trouble with limited light so that type might have to be off anyway. 3-D Stabilization To stabilize correctly, you need 3-D stabilization that performs “keystone correction” (like a projector does), re-imaging the source at an angle. In effect, your source image is projected onto a screen, then re-shot by a new camera looking in a somewhat different direction with a smaller field of view. Using a new camera keeps the optic center at the center of the image. In order to do this correctly, you always have to know the field of view of the original camera. Fortunately, SynthEyes can tell us that. Stabilization Concepts Point of Interest (POI). The point of interest is the fixed point that is being stabilized. If you are pegging a shot, the point of interest is the one point on the image that never moves. POI Deltas (Adjust tab). These values allow you to intentionally move the POI around, either to help reduce the amount of zoom required, or to achieve a particular framing effect. If you create a rotation, the image rotates around the POI. Stabilization Track. This is roughly the path the POI took—it is a direction in 3-D space, described by pan/tilt/roll angles—basically where the camera (POI) was looking (except that the POI isn’t necessarily at the center of the image). Reference Track. This is the path in 3-D we want the POI to take. If the shot is pegged, then this track is just a single set of values, repeated for the duration of the shot. Separate Field of View Track. The image preparation system has its own field of view track. The image prep s FOV will be larger than main FOV, because the image prep system sees the entire input image, while the main tracking and solving works only on the smaller stabilized sub-window output by image prep. Note that an image prep FOV is needed only for stabilization, not for pixel-level adjustments, downsampling, etc. The Get Solver FOV button transfers the main FOV track to the stabilizer. Separate Distortion Track. Similarly there is a separate lens distortion track. The image prep s distortion can be animated, while the main distortion can not. The image prep distortion or the main distortion should always be zero, they should never both be nonzero simultaneously. The Get Solver Distort button transfers the main distortion value (from solving or the Lens-panel alignment lines) to the stabilizer, and begs you to let it clear the main distortion value afterwards. Stabilization Zoom. The output window can only be a portion of the size of the input image. The more jiggle, the smaller the output portion must be, to be sure that it does not run off the edge of the input (see the Padded mode of the image prep window to see this in action). The zoom factor reflects the ratio of the input and output sizes, and also what is happening to the size of a pixel. At a zoom ratio of 1, the input and output windows and pixels are the same size. At a zoom ratio of 2, the output is half the size of the input, and each incoming pixel has to be stretched to become two pixels in the output, which will look fairly blurry. Accordingly, you want to keep the zoom value down in the 1.1-1.3 region. After an Auto-scale, you can see the required zoom on the Adjust panel. Re-sampling. There s nothing that says we have to produce the same size image going out as coming in. The Output tab lets you create a different output format, though you will have to consider what effect it has on image quality. Re-sampling 3K down to HD sounds good; but re-sampling DV up to HD will come out blurry because the original picture detail is not there. Interpolation Filter. SynthEyes has to create new pixels “in-between” the existing ones. It can do so with different kinds of filtering to prevent aliasing, ranging from the default Bi-Linear to the most complex 3-Lanczos. The bi-linear filter is fastest but produces the softest image. The Lanczos filters take longer, but are sharper—although this can be drawback if the image is noisy. Tracker Paths. One or more trackers are combined to form the stabilization track. The tracker s 2-D paths follow the original footage. After stabilization, they will not match the new stabilized footage. There is a button, Apply to Trkers, that adjusts the tracker paths to match the new footage, but again, they then match that particular footage and they must be restored to match the original footage (with Remove f/Trkers) before making any later changes to the stabilization. If you mess up, you either have to return to an earlier saved file, or re-track. Overall Process We’re ready to walk through the stabilization process. You may want to refer to the Image Preprocessor Reference. · Track the features required for stabilization either a full auto-track, supervised tracking of particular features to be stabilized, or a combination. · If possible, solve the shot either for full 3-D or as a tripod shot, even if it is not truly nodal. The resulting 3-D point locations will make the stabilization more accurate, and it is the best way to get an accurate field of view. · If you have not solved the shot, manually set the Lens FOV on the Image Preprocessor s Lens tab (not the main Lens panel) to the best available value. If you do set up the main lens FOV, you can import it to the Lens tab. · On the Stabilization tab, select a stabilization mode for translation and/or rotation. This will build the stabilization track automatically if there isn’t one already (as if the Get Tracks button was hit), and import the lens FOV if the shot is solved. · Adjust the frequency spinner as desired. · Hit the Auto-Scale button to find the required stabilization zoom · Check the zoom on the Adjust tab; using the Padded view, make any additional adjustment to the stabilization activity to minimize the required zoom, or achieve desired shot framing. · Output the shot. If only stabilized footage is required, you are done. · Update the scene to use the new imagery, and either re-track or update the trackers to account for the stabilization · Get a final 3-D or tripod solve and export to your animation or compositing package for further effects work. There are two main kinds of shots and stabilization for them shots focusing on a subject, which is to remain in the frame, and traveling shots, where the content of the image changes as new features are revealed. Stabilizing on a Subject Often a shot focuses on a single subject, which we want to stabilize in the frame, despite the shaky motion of the camera. Example shots of this type include · The camera person walking towards a mark on the ground, to be turned into a cliff edge for a reveal. · A job site to receive a new building, shot from a helicopter orbiting overhead · A camera car driving by a house, focusing on the house. To stabilize these shots, you will identify or create several trackers in the vicinity of the subject, and with them selected, select the Peg mode on the Translation list on the Stabilize tab. This will cause the point of interest to remain stationary in the image for the duration of the shot. You may also stabilize and peg the image rotation. Almost always, you will want to stabilize rotation. It may or may not be pegged. You may find it helpful to animate the stabilized position of the point of interest, in order to minimize the zoom required, see below, and also to enliven a shot somewhat. Some car commercials are shot from a rig that shows both the car and the surrounding countryside as the car drives they look a bit surreal because the car is completely stationary—having been pegged exactly in place. No real camera rig is that perfect! Stabilizing a Traveling Shot Other shots do not have a single subject, but continue to show new imagery. For example, · A camera car, with the camera facing straight ahead · A forward-facing camera in a helicopter flying over terrain · A camera moving around the corner of a house to reveal the backyard behind it In such shots, there is no single feature to stabilize. Select the Filter mode for the stabilization of translation and maybe rotation. The result is similar to the stabilization done in-camera, though in SynthEyes you can control it and have keystone correction. When the stabilizer is filtering, the Cut Frequency spinner is active. Any vibratory motion below that frequency (in cycles per second) is preserved, and vibratory motion above that frequency is greatly reduced or eliminated. You should adjust the spinner based on the type of motion present, and the degree of stabilization required. A camera mounted on a car with a rigid mount, such as a StickyPod, will have only higher-frequency residual vibration, and a larger value can be used. A hand-held shot will often need a frequency around 0.5 Hz to be smooth. Note When using filter-mode stabilization, the length of the shot matters. If the shot is too short, it is not possible to accurately control the frequency and distinguish between vibration and the desired motion, especially at the beginning and end of the shot. Using a longer version of the take will allow more control, even if much of the stabilized shot is cut after stabilization. Minimizing Zoom The more zoom required to stabilize a shot, the less image quality will result, which is clearly bad. Can we minimize the zoom, and maximize image quality? Of course, and SynthEyes provides the controllability to do so. Stabilizing a shot has considerable flexibility the shot can be stable in lots of different ways, with different amounts of zoom required. We want a shot that everyone agrees is stable, but minimizes the effect on quality. Fortunately, we have the benefit of foresight, so we can correct a problem in the middle of a shot, anticipating it long before it occurs, and provide an apparently stable result. Animating POI The basic technique is to animate the position of the point-of-interest within the frame. If the shot bumps left suddenly, there are fewer pixels available on the left side of the point of interest to be able to maintain its relative position in the output image, and a higher zoom will be required. If we have already moved the point of interest to the left, fewer pixels are required, and less zoom is required. Earlier, in the Stabilization Quick Start, we remarked that the 28% zoom factor obtained by animating the rotation could be reduced further. We’ll continue that example here to show how. Re-do the quick start to completion, go to frame 178, with the Adjust tab open, in Padded display mode, with the make key button turned on. From the display, you can see that the red output-area rectangle is almost near the edge of the image. Grab the purple point-of-interest crosshair, and drag the red rectangle up into the middle of the image. Now everything is a lot safer. If you switch to the stabilize tab and hit Autoscale, the red rectangle enlarges—there is less zoom, as the Adjust tab shows. Only 15% zoom is now required. By dragging the POI/red rectangle, we reduced zoom. You can see that what we did amounted to moving the POI. Hit Undo twice, and switch to the Final view. Drag the POI down to the left, until the Delta U/V values are approximately 0.045 and -0.035. Switch back to the Padded view, and you’ll see you’ve done the same thing as before. The advantage of the padded view is that you can more easily see what you are doing, though you can get a similar effect in the Final view by increasing the margin to about 0.25, where you can see the dashed outline of the source image. If you close the Image Prep dialog and play the shot, you will see the effect of moving the POI a very stable shot, though the apparent subject changes over time. It can make for a more interesting shot and more creative decisions. Too Much of a Good Thing? To be most useful, you can scrub through your shot and look for the worst frame, where the output rectangle has the most missing, and adjust the POI position on that frame. After you do that, there will be some other frame which is now the worst frame. You can go and adjust that too, if you want. As you do this, the zoom required will get less and less. There is a downside as you do this, you are creating more of the shakiness you are trying to get rid of. If you keep going, you could get back to no zoom required, but all the original shakiness, which is of course senseless. Usually, you will only want to create two or three keys at most, unless the shot is very long. But exactly where you stop is a creative decision based on the allowable shakiness and quality impact. Auto-Scale Capabilities The auto-scale button can automate the adjustment process for you, as controlled by the Animate listbox and Maximum auto-zoom settings. With Animate set to Neither, Auto-scale will pick the smallest zoom required to avoid missing pieces on the output image sequence, up to the specified maximum value. If that maximum is reached, there will be missing sections. If you change the Animate setting to Translate, though, Auto-scale will automatically add delta U/V keys, animating the POI position, any time the zoom would have to exceed the maximum. Rewind to the beginning of the shot, and control-right-click the Delta-U spinner, clearing all the position keys. Change the Animate setting to Translate, reduce the Maximum auto-zoom to 1.1, then click Auto-Scale. SynthEyes adds several keys to achieve the maximum 10% zoom. If you play back the sequence, you will see the shot shifting around a bit—10% is probably too low given the amount of jitter in the shot to begin with. The auto-scale button can also animate the zoom track, if enabled with the Animate setting. The result is equivalent to a zooming camera lens, and you must be sure to note that in the main lens panel setting if you will 3-D solve the shot later. This is probably only useful when there is a lot of resolution available to begin with, and the point of interest approaches the boundary of the image at the end of the shot. Keep in mind that the Auto-scale functionality is relatively simple. By considering the purpose of the shot as well as the nature of any problems in it, you should often be able to do better. Tweaking the Point of Interest This is different than moving it! When the selected trackers are combined to form the single overall stabilization track, SynthEyes examines the weight of each tracker, as controlled from the main Tracker panel. This allows you to shift the position of the point-of-interest (POI) within a group of trackers, which can be handy. Suppose you want to stabilize at the location of a single tracker, but you want to stabilize the rotation as well. With a single tracker, rotation can not be stabilized. If you select two trackers, you can stabilize the rotation, but without further action, the point of interest will be sitting between the two trackers, not at the location of the one you care about. To fix this, select the desired POI tracker in the main viewport, and increase its weight value to the maximum (currently 10). Then, select the other tracker(s), and reduce the weight to the minimum (0.050). This will put the POI very close to your main tracker. If you play with the weights a bit, you can make the POI go anywhere within a polygon formed by the trackers. But do not be surprised if the resulting POI seems to be sliding on the image the POI is really a 3-D location, and usually the combination of the trackers will not be on the surface (unless they are all in the same plane). If this is a problem for what you want to do, you should create a supervised tracker at the desired POI location and use that instead. If you have adjusted the weights, and later want to re-solve the scene, you should set the weights back to 1.0 before solving. (Select them all then set the weight to 1). Resampling and Film to HDTV Pan/Scan Workflow If you are working with filmed footage, often you will need to pull the actual usable area from the footage the scan is probably roughly 4 3, but the desired final output is 16 9 or 1.85 or even 2.35, so only part of the filmed image will be used. A director may select the desired portion to achieve a desired framing for the shot. Part of the image may be vignetted and unusable. The image must be cropped to pull out the usable portion of the image with the correct aspect ratio. This cropping operation can be performed as the film is scanned, so that only the desired framing is scanned; clearly this minimizes the scan time and disk storage. But, there is an important reason to scan the entire frame instead. The optic center must remain at the center of the image. If the scanning is done without paying attention, it may be off center, and almost certainly will be if the framing is driven by directorial considerations. If the entire frame is scanned, or at least most of it, then you can use SynthEyes s stabilization software to perform keystone correction, and produce properly centered footage. As a secondary benefit, you can do pan and scan operations to stabilize the shots, or achieve moving framing that would be difficult to do during scanning. With the more complete scan, the final decision can be deferred or changed later in production. The Output tab on the Image Preparation controls resampling, allowing you to output a different image format then that coming in. The incoming resolution should be at least as large as the output resolution, for example, a 3K 4 3 film scan for a 16 9 HDTV image at 1920x1080p. This will allow enough latitude to pull out smaller subimages. If you are resampling from a larger resolution to a smaller one, you should use the Blur setting to minimize aliasing effects (Moire bands). You should consider the effect of how much of the source image you are using before blurring. If you have a zoom factor of 2 into a 3K shot, the effective pixel count being used is only 1.5K, so you probably would not blur if you are producing 1920x1080p HD. Due to the nature of SynthEyes’ integrated image preparation system, the re-sampling, keystone correction, and lens un-distortion all occur simultaneously in the same pass. This presents a vastly improved situation compared to a typical node-based compositor, where the image will be resampled and degraded at each stage. Changing Shots, and Creating Motion in Stills You can use the stabilization system to adjust framing of shots in post-production, or to create motion from still images (the Ken Burns effect). To use the stabilizing engine you have to be stabilizing, so simply animating the Delta controls will not let you pan and scan without the following trick. Delete any the trackers, click the Get Tracks button, and then turn on the Translation channel of the stabilizer. This turns on the stabilizer, making the Delta channels work, without doing any actual stabilization. You must enter a reasonable estimate of the lens field of view. If it is a moving-camera or tripod-mode shot, you can track it first to determine the field of view. Remember to delete the trackers before beginning the mock stabilization. If you are working from a still, you can use the single-frame alignment tool to determine the field of view. You will need to use a text editor to create an IFL file that contains the desired number of copies of your original file name. Stabilization and Interlacing Interlaced footage presents special problems for stabilization, because jitter in the positioning between the two fields is equivalent to jitter in camera position, which we’re trying to remove. Because the two different fields are taken at different points in time (1/30th or 1/25th of a second apart, regardless of shutter time), it is impossible for man or machine to determine what exactly happened, in general. Stabilizing interlaced footage will sacrifice a factor of two in vertical resolution. Best Approach if at all possible, shoot progressive instead of interlace footage. This is a good rule whenever you expect to add effects to a shot. Fallback Approach stabilize slow-moving interlaced shots as if they were progressive. Stabilize rapidly-moving interlaced shots as interlaced. To stabilize interlaced shots, SynthEyes stabilizes each sequence of fields independently. Note that within the image preparation subsystem, some animated tracks are animated by the field, and some are animated by the frame. Frame levels, color/hue, distortion/scale, ROI Field FOV, cut frequency, Delta U/V, Delta Rot, Delta Zoom When you are animating a frame-animated item on an interlaced shot, if you set a key on one field (say 10), you will see the same key on the other field (say 11). This simplifies the situation, at least on these items, if you change a shot from interlaced to progressive or “yes” mode or back. Avoid Slowdowns Due to Missing Keyframes While you are working on stabilizing a shot, you will be re-fetching frames from the source imagery fairly often, especially when you scrub through a shot to check the stabilization. If the source imagery is a QuickTime or AVI that does not have many (or any!) keyframes, random access into the shot will be slow, since the codec will have to decompress all the frames from the last keyframe to get to the one that is needed. This can require repeatedly decompressing the entire shot. It is not a SynthEyes problem, or even specific to stabilizing, but is a problem with the choice of codec settings. If this happens (and it is not uncommon), you should save the movie as an image sequence (with no stabilization), and Shot/Change Shot Images to that version instead. Alternatively, you may be able to assess the situation using the Padded display, turning the update mode to Neither, then scrubbing through the shot. After Stabilizing Once you’ve finished stabilizing the shot, you should write it back out to disk using the Save Sequence button on the Output tab. It is also possible to save the sequence through the Perspective window s Preview Movie capability. Each method has its advantages, but using the Save Sequence button will be generally better for this purpose it is faster; does less to the images; allows you to write the 16 bit version; and allows you to write the alpha channel. However, it does not overlay inserted test objects like the Preview Movie does. You can use the stabilized footage you write for downstream applications such as 3dsmax and Maya. But before you export the camera path and trackers from SynthEyes, you have a little more work to do. The tracker and camera paths in SynthEyes correspond to the original footage, not the stabilized footage, and they are substantially different. Once you close the Image Preparation dialog, you’ll see that the trackers are doing one thing, and the now-stable image doing something else. You should always save the stabilizing SynthEyes scene file at this point for future use in the event of changes. You can then do a File/New, open the stabilized footage, track it, then export the 3-D scene matching the stabilized footage. But… if you have already done a full 3-D track on the original footage, you can save time. Click the Apply to Trkers button on the Output tab. This will apply the stabilization data to the existing trackers. When you close the Image Prep, the 2-D tracker locations will line up correctly, though the 3-D X s will not yet. Go to the solver panel, and re-solve the shot (Go!), and the 3-D positions and camera path will line up correctly again. (If you really wanted to, you could probably use Seed Points mode to speed up this re-solve.) Important if you later decide you want to change the stabilization parameters without re-tracking, you must not have cleared the stabilizer. Hit the Remove f/Trkers button BEFORE making any changes, to get back to the original tracking data. Otherwise, if you Apply twice, or Remove after changes, you will just create a mess. Also, the Blip data is not changed by the Apply or Remove buttons, and it is not possible to Peel any blip trails, which correspond to the original image coordinates, after completing stabilization and hitting Apply. So you must either do all peeling first; remove, peel, and reapply the stabilization; or retrack later if necessary. Flexible Workflows Suppose you have written out a stabilized shot, and adjusted the tracker positions to match the new shot. You can solve the shot, export it, and play around with it in general. If you need to, you can pop the stabilization back off the trackers, adjust the stabilization, fix the trackers back up, and re-solve, all without going back to earlier scene files and thus losing later work. That s the kind of flexibility we like. There s only one slight drawback each time you save and close the file, then reopen it, you’re going to have to wait while the image prep system recomputes the stabilized image. That might be only a few seconds, or it might be quite a while for a long film shot. It s pretty stupid, when you consider that you’ve already written the complete stabilized shot to disk! Approach 1 do a Shot/Change Shot Images to the saved stabilized shot, and reset the image prep system from the Preset Manager. This will let you work quickly from the saved version, but you must be sure to save this scene file separately, in case you need to change the stabilization later for some reason. And of course, going back to that saved file would mean losing later work. Approach 2 Create an image prep preset (“stab”) for the full stabilizer settings. Create another image prep preset (“quick”), and reset it. Do the Shot/Change Shot Images. Now you’ve got it both ways fast loading, and if you need to go back and change the stabilization, switch back to the first (“stab”) preset, remove the stabilization from the trackers, change the shot imagery back to the original footage, then make your stabilization changes. You’ll then need to re-write the new stabilized footage, re-apply it to the trackers, etc. Approach 1 is clearly simpler and should suffice for most simple situations. But if you need the flexibility, Approach 2 will give it to you.
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http //www.lasttemptation.org/ member Frank Vestry vocals Arnie Miot all guitars Steve Hervatic bass Steve Murphy drums and vocals Jeff Cropper drums Better Late Than Never Better Late Than Never 2009年9月4日 ( HD ) 1. Break It / 2. Last Temptation / 3. Catch Me Now I m Falling / 4. Without Love / 5. Oh So Easy / 6. Emotions / 7. Sailin Away / 8. Save Me / 9. Next To You / 10. Queen Of Ice Produced by Arnie Miot