約 4,487,168 件
https://w.atwiki.jp/regina51/pages/126.html
Hunter Takedown Dirt Racer データベース スピード 7 ブースト 7 耐久力性 10 実車 Hunter Takedown 4X4を参考 Hunter Takedown 4X4のダートレーサー版。 コンパクトなマシンはもちろん、簡単に破壊できる。
https://w.atwiki.jp/langmaker/pages/92.html
概要 "Watakassí is a [[fictional diachronic language and was created by Nik Taylor. "(langmaker.comより) ホームページ なし langmaker.com該当ページ 第18回人工言語翻訳リレー該当ページ
https://w.atwiki.jp/ffrk/pages/44.html
DOT SHAKER 攻略 サービス開始までの期間、スタートダッシュキャンペーンとしてDOT SHAKERがプレイ可能! http //cam.ffrk.jp/ds/ 獲得したポイントに応じて本編でアイテムがもらえるお得なキャンペーンです! すべての絵柄をコンプリートで更にミスリル5個を入手! DOT SHAKER新キャンペーンスタート!しょこたんが当たる! カウントダウン スペシャルキャンペーン スタート! 『ファイナルファンタジーレコードキーパー』のリリースカウントダウンキャンぺーン! ドットシェーカーのキャラクターに、「しょこたん」こと歌手・タレントの中川 翔子さん、 ゲームクリエイターの野村哲也氏(SQEX)、間一朗氏(SQEX)が、ドット絵のキャラクターとなって登場します。 http //cam.ffrk.jp/ds/ しょこたんは20万ptの模様です さらに9月12日公開予定のアップデートで、ファイナルファンタジーのキャラクターも演じた、 あの人気声優の3人がドット絵になって参加します。 →9/12「小野大輔、中村悠一、杉田智和」追加されました! ★コンプリートのための攻略ポイント★ 序盤はひたすら画面をタップ スペシャルタイム「7 00~8 00」「13 00~14 00」「19 00~20 00」を狙いましょう 50万ポイントはこれだけでも到達できます 曜日限定の絵柄がある キャラクター76~82番の主人公トリオ 通常のシェイクだけでは1日1枚、この7枚の絵柄をすべて入手するのに早くても1週間かかります ※変更された可能性があります(9/6追記) SNS登録し1日1回スペシャルシェイクを使用する 左下の宝箱を開けるとスペシャルシェイク! 獲得していない絵柄を優先的に入手できます←重要 0時をまたぐと再度使用できます (当日以外の)曜日限定の絵柄も入手可能!←重要 つまりひたすらタップを繰り返し、日付変更直前にスペシャルシェイクが最も効率がよいでしょう 理論上は、最短2日でコンプリート可能です 入手アイテムリスト 獲得ポイント 入手アイテム 500 100ギル 1500 ファイア 5000 200ギル 7500 ブリザド 15000 500ギル 25000 サンダー 35000 1000ギル 50000 ケアル 70000 ミスリル 100000 羽根付き帽子 130000 ミスリル 170000 ウインドスピア 210000 ミスリル 260000 グレートソード 310000 ミスリル 360000 戦士 400000 ダブルトマホーク 450000 ミスリル 500000 ティーダ
https://w.atwiki.jp/datugenn/pages/476.html
9月21日は「PEACE DAY(ピースデイ)」として世界に知られています。このPEACE DAYは、国連決議によって定められています。 あらゆる暴力を否定し、たとえ戦争中でもこの日は停戦し、平和の日を祝おうというのがPEACE DAYです。 PEACE DAYを9月21日に根付かせたのは、あるイギリス人俳優です。 2012年のPEACE DAYを翌日に控えた9月20日(こんどの木曜日)に、このPEACE DAYを作ってしまったイギリス人俳優のドキュメンタリーを上映します。 この日、いっしょにドキュメンタリー映像を見られたらと思います。 お時間ございましたら、ぜひぜひ! ● 9/20(木) PEACE DAY OHANA上映会 (にっしぃ劇場) 〜 PEACE DAYを前に『THE DAY AFTER PEACE』を観る 〜 19 30 start (19 00 open) 参加費:1000円 + 要 オーダー * 要 予約 お問い合せ・予約は、以下にお願いします。 Hideki.Nishimura@bsci.com(にっしぃこと西村秀樹) ナチュラル&ピースSHOP + オーガニック・ベジCAFE ふろむ・あーす & カフェ・オハナ 東京都世田谷区三軒茶屋1-32-6 (駅徒歩2分, 246通り沿い1F) Tel/Fax (03) 5433-8787http //www.cafe-ohana.com/ Twitter:http //twitter.com/cafe_ohana THE DAY AFTER PEACE(ザ・デイ・アフター・ピース) 2008年、イギリス 監督:ジェレミー・ギリ 出演:ジェレミー・ギリ、ダライ・ラマ、ジュード・ロウ、アンジェリーナ・ジョリー、アニー・レノックス 上映時間:81分 「一年に一度でもいいから、戦争や紛争、あらゆる暴力を止めたい」 ザ・デイ・アフター・ピースはそんな夢を抱き、強い願望と不屈の精神で国連が定めた日、ピースディを作ってしまった男のドキュメンタリーである。 イギリスで俳優をしていたジェレミー・ギリ(Jeremy Gilley)は、ある日、ニュースを眺めていたとき疑問に思った。「なぜ人は殺しあうんだろう。 戦争や紛争はなくならないんだろう?」と。一日でもいいから、戦争のない日をつくろうと思い立った彼は、国連に乗り込み、ダライ・ラマ法王からも支持を得て、 次々と世界の首脳と会い2001年9月7日、ついにピースディ、国際平和の日を採択する。奇しくも9.11同時多発テロの4日前の出来事だった。 9.11の当日、ニューヨーク国連本部の広場でピースディ制定セレモニーを準備していたところに、ワールド・トレード・センターが崩れ落ちた。 誰もがピースディなど無理だと言ったがジェレミーは諦めずに活動を続けて来た。ある日、アンジェリーナ・ジョリーが彼の事務所を訪れ、転機が訪れる。 そして、ジュード・ロウが仲間に加わり、9.11後、アメリカが攻撃したアフガニスタンに向かうことになる。http //www.ufpff.com/dap
https://w.atwiki.jp/cod_ghosts/pages/139.html
「Awakening ソロ」の編集
https://w.atwiki.jp/snaker/
Snaker@wikiへようこそ snaker snaker@ウィキはsnakerの活動をまとめたサイトです。 snaker(スネーカー)Nakajimaと申します。現在は横浜在住。99年あたりから悪魔絵師に憧れ、CG中心で活動中。 童話テーマの絵や季節の美人画を描いてます。グループ展多数参加。 レジン作品や契約書テンプレ作成もしてます。 展示、グッズ販売はTwitterにて随時更新 アート活動や展示のお誘いはお気軽にご連絡ください。 99年からsnakerです。当時はH.N,被らなかったんだけどね・・・。スネーカーなのでスネさん、スネちゃま、スネ様ともたまに呼ばれます。 好きなものや趣味:趣味はPOPダンス、筋トレ、ダイエット、料理、燻製作り。メガネコレクション。 生きるコツは"拒絶に耐えること"らしいよ? ダイエッター、 メガネ好き、絵描き、コスプレイヤー、同人作家、ダンサー、ポーカー好きの友人募集中. Activity history/アートイベント活動履歴 今後の活動予定 Future activities 近状報告/progress/ WEBショップ(イラストやハンドメイド) Snaker Nakajimaのハンドメイド作品やイラストの販売 BOOTH始めました。:https //snaker.booth.pm/ WEBショップ(執筆、無料電子書籍) 文書の投稿、無料契約書テンプレなど https //puboo.jp/users/snaker MiniBLOG Timelog: http //snaker.timelog.jp 現在ほぼ使ってません twitter http //twitter.com/snakerddd SNS mixi:ID=176770 facebook:ID=100002191420385 絵描きSNS pixiv:ID=375456 Share-art:snaker ←アート系SNS、まだよくわからんw Instagram:snakerddd イラスト関係 赤香 印刷OK 無料ぽち袋データ 素材 蠍(サソリ) 様企画 DFG「Advance Festival」参加 蠍(サソリ) 様企画 DFG「Advance Festival」レポート 蠍(サソリ) 様企画 DFG「Advance Festival 2」参加 紫寿 印刷OK 無料年賀状データ 素材 白群 無料ロゴマークと名刺デザインのサイト 無料デスクトップマスコットのページ 無料 科学・分析機器オートシェイプ素材 -クロリシス- 今後の活動予定/Future activities アートイベント活動履歴 まるちゃん企画 AAA GALLERY 「雨展」参加 まるちゃん企画 AAA GALLERY 「童話のせかい展〜第2章〜」参加 「銀座deアートミニ額マルシェ 」参加 「美人画マルシェ 」参加 「第百三十季 文々。新聞友の会」参加 「第二回ACM-秋田創作市場-イラストコンテスト」参加 ダンス関係 社会人ストリートダンサー同盟 ストリートダンススタジオ RADIOとは ストリートダンススタジオ BOOMとは ストリートダンススクール STUDIO ROOTS とは ストリート ダンススクール GrandSoul とは 記事執筆関係 青欧(HMBS2)読書感想文・小論文 作文・レポート 他 無料 開発・設計職 勤務基礎 茨木市マップ -居酒屋・グルメ・カルチャーレポート 一人暮らしの独身おせち マレーシア左遷.栄転?日記まとめ(マラッカマップ) ビジネス英語@ウィキ パブーによる電子書籍執筆 最新更新情報 取得中です。 snakerサイト一覧 青欧(HMBS2)読書感想文・小論文 作文・レポート 他 無料 赤香 印刷OK 無料ぽち袋データ 素材 紫寿 印刷OK 無料年賀状データ 素材 社会人ストリートダンサー同盟 白群 無料ロゴマークと名刺デザインのサイト 無料デスクトップマスコットのページ 無料 科学・分析機器オートシェイプ素材 -クロリシス- 丑の刻参り 貴方の想いはきっと叶う。 願いを信じて。。。 セルフケアで花粉をガード。 オシャレなママ!入学式&卒業式のスーツ選びのポイント snakerブログ一覧 開発・設計職 勤務基礎 茨木市マップ -居酒屋・グルメ・カルチャーレポート 自由研究リンク集!学生向け自由研究に調べ物に役立つ資料サイト 三十路の神様-知取毛(知っとるケ)神社 一人暮らしの独身おせち マレーシア左遷.栄転?日記まとめ(マラッカマップ) amazon-guide タグ一覧 サイト snaker マレーシア マラッカ マップ 地図 海外 赴任 レストラン マッサージ 仕事 花粉 対策 マスク 空気 清浄機 観測 オンラインショッピング ブログ 自由研究 課題 小学生 中学生 高校生 宿題 夏休み ママ おしゃれ スーツ フォーマル 入学式 卒業式 子供 晴れ舞台 ストリート ダンス 社会人 ダンサー スタジオ 音楽 クラブ バーチャル神社 しっとるけ ジョーク ひょうきん族 三十路 神様 記事 年賀状 赤香 無料 ぽち袋 素材 萌え デザイン イラスト お年玉 wiki ビジネス 英会話 英語 例文 通販 青欧 同人 デスクトップ マスコット GRANDSOUL スクール HIPHOP Girls HIPHOP 名刺 白群 ロゴ 読書 黒い雨 青少年 全国 コンクール 図書 感想文 あらすじ 設計 開発 品質 茨木市 居酒屋 STUDIO ROOTS POP HOUSE STUDIO BOOM pixiv テクスチャ STUDIO RADIO Animation 電子書籍 ipad Kindle E-FON epub PDF SF 文学 本棚 分析 機器 SNS skype twittr CG 読書感想文 小論文 ヒゲ脱毛 めたもるゆきにゃん 紫寿 おせち 独身 一人 簡単 ホットプレート スチームクッカー 料理 縁起物 婚活 金運 snaker CG イラスト レポート レジン snakerddd snakerNakajima スネ様 スネさん すなさん SnakerNakajima Snaker コンテスト 展示会
https://w.atwiki.jp/i_ro/pages/154.html
This article or section is in need of attention from an expert on the subject.Please help recruit one or improve this article yourself. See the talk page for details. This page has been marked as being in need of links to other iRO Wiki pages. For a pre-Renewal version of this article, click here. Job Base(s) TaeKwon Kid Job Type Extended Changes At Morroc× Number of Skills 27 Total Skill Points 143 Total Quest Skills 0 Job Bonuses STR AGI VIT INT DEX LUK +0 +0 +6 +12 +12 +0 +← クリックで目次を開く Overview Job Change Guide BuildsPvM Battle MvP / PvM Esma Dex Bolter PvM Esma Vit Bolter PvM Esma Hybrid Bolter PvM Esma Agi Bolter WoE Support WoE Support (Vit Type) WoE SE Support / melee Ka-melee-type Spirit-melee-type EquipmentHeadgear Footgear Armor Garment Shield Accessory Weapon Class DataSkillsNotesTK Skills Es Skills Ka Skills Spirit Link Skills Job Bonuses ASPD HP Level Up Angel External Links Overview Soul Linkers give up the ways of TaeKwon Do in order to develop and refine their spiritual powers. Calling upon the power of their ancestors, they can use various Spirit Link skills to enhance the abilities of other players as well as use fancy looking offensive and defensive magic. Soul Linkers, despite their base being a melee class, are magic casters. Compared to Wizards and Sages, their spells are severely limited on what they can be used on, however, thanks to Mild Wind× they can use powerful Holy×, Ghost×, and Shadow× magic attacks, something that Wizards Sages don t have. Depending on their skill build they must sacrifice something in one aspect or the other of the game, limiting them to only two choices out of PvM× or PvP× WoE× options. Although casters, Linkers, like Sages, can go melee. They have relatively low HP×, but better SP× than average. Despite the high SP pool, their spells cost a lot of SP, so INT is often a high priority. On the other hand, many skills do not have extensive cast times (usually at higher levels), resulting in a lower need for DEX compared to other magic-using classes. With some VIT and their defensive magic, coupled with TaeKwon Kid s Tumbling×, they can be quite good tankers. A unique thing about Soul Linkers is that they are naturally immune to Dispell×. Job Change Guide 必要条件 Base Level 無し Job Level 40 Class TaeKwon Kid アイテム 3carat Diamond 1個, Immortal Heart 1個, Witherless Rose 1個 報酬 クエスト報酬 Soul Linker への転職 1. Morroc× の10時方向にある酒場 (morocc 55,259) を見つける 2. 酒場(*1)にいる Kid と話すと、幾つかのアイテムを持って来るように言われる 3carat Diamond 1個 - Coal Mine ( mjolnir_02 85, 364) ダンジョン入り口の側にいる NPC から55,000zで買えるNote これには Merchant スキルの Discount は効果が無い。友人の Merchant に代理購入を頼んでも迷惑でしかないし買う為だけに自分の Merchant にキャラチェンジしても意味は無い Immortal Heart 1個 - Verit がドロップする Witherless Rose 1個 - ( moc_ruins 131, 138) にいる Trader が売っている (Discount 効果無し) 3. アイテムを渡して一通り話を聞き、その後再び話すと彼女はプレイヤーキャラを "内なる心" の中へと導く そこにいる NPC× 達(Monk Spirit×, Alchemist Spirit×, Sage Spirit×) と話す "内なる心" の中では3分の時間制限がある。フラグ立てにはどれか1人と話せば OK時間切れになると Morroc のセーブポイント (?) に転送されるが Kid の所へ戻って話せば続きをやり直せる 4. 戻ってから(*2)再び Kid と話す 5. Spirit 達の要求を受け入れる (?) と Soul Linker に転職出来る Builds PvM Battle STR× 70-99 AGI× 70-99 VIT× 1-44 INT× 18-48 DEX× 18-48 LUK× 1 This build is unique in that it uses a Linker s ability to equip and fight with daggers. Usually they equip a carded Gladius[3], or a Dagger of Counter, while using Mild Wind to maximize their damage. The stat distribution shown above can be adjusted as you wish. You can go less STR but more AGI (hence having higher Aspd but lower damage) or more STR but less AGI (hence lower Aspd but having higher damage). The INT and DEX stats are slightly dependent on your budget. Usually those who can t afford a Dagger of Counter (which may be expensive in some servers) need more DEX as they tend to use a carded Gladius[3] instead, and thus require more DEX to gain more HIT so they can hit monsters. This comes at the cost of having less INT (which means you depend on Kaina× for SP even more). If you can afford to buy a Dagger of Counter, you can go less DEX as Crits ignore your Hit and the opponent s Flee, and you can go with higher INT (which means more SP to use buffs and for Kaahi×). You also can get more VIT by sacrificing DEX, but only if you use Dagger of Counter. Otherwise, if you need VIT, you better sacrifice another stat. The odd amount of INT DEX are because Linkers get +12 DEX and INT Job Bonus, thus having Base INT DEX that ends with 8 will round it up, and the above stats takes only Job Bonus into account. Same applies to the odd VIT ending in 4, this is because Soul Linker gets +6 VIT Job Bonus. As for Skills, you can mix Spirit skills with Ka- skills, and maybe a few points on some non-damaging Es- skills like Eske× or Eswoo×. Or you can go full Spirit skills or full Ka- skills. Maxed Kaina is good for boosting your SP, since a Battle Linker tends to have lower SP pool, and therefore would have problems with constant usage of Kaahi and Mild Wind. Also, there might be times when you have to go support your friend instead of dealing damage - the SP boost from Kaina helps in this case. MvP / PvM Esma Dex Bolter STR 1 AGI 9 VIT 1 INT 120+ DEX 99+ LUK 1 This build is obviously used to maximize Esma× damage combined with Mild Wind within the shortest time. As shown, this setting allows the linker to be the primary damage dealer within the party. Agi and Vit aren t needed as this is damage-only. Just stand behind the tanker quickly casting Esma over and over to help get things going. The 9 Str is just for a higher weight limit to carry whatever items are needed. This build decreases Esma cast time and delivers maximum damage, but also drains sp faster. To overcome this shortage it is best to have the skill Kaina to increase maximum sp and cut Es-type skill cost as well as having a priest cast Magnificat× on the party, or using sp related equipments (Ex. Morpheus s Shawl ), cards (Ex. Sohee Card ) and potions (Ex. Blue Potion ) to last longer. PvM Esma Vit Bolter STR 1 AGI 1-9 VIT 50-99 INT 90-99 DEX 1-50 LUK 1-9 Mainly the same as the Dex Bolter type, but allows for tanking big monsters with heavy skills and completely heal with normal hits after. They don t need high Dex, because Esma Base-cast time is pretty low anyways. PvM Esma Hybrid Bolter STR 1 AGI 1-9 VIT 40-70 INT 90-99 DEX 60-80 LUK 1-9 This is a mix of Dex Bolter and Vit Bolter combining fast casting and middle-level tanking skills. PvM Esma Agi Bolter STR 1 AGI 70-99 VIT 1-20 INT 90-99 DEX 1-40 LUK 1-9 This build is an extraordinary one. They level - like the other bolters - with Esma only, but instead of getting hit and automatically get healed by Kaahi, they dodge 95% of normal attacks and don t "waste" SP. They have a disadvantage compared to Vit- and Dex Bolter (slow cast, low HP), but - depending on where you level - have less problemstrouble with SP regeneration. Agi Bolters usually get Kaupe× the other 5% hit (non-dodge) too. WoE Support STR 1 AGI 1 VIT 20-50 INT 90-99 DEX 70-90 LUK 9 This build focuses on WoE with Ka and Spirit Link Skills. They get only a few to none Es skills, as those are usable in PvM only. Their most important spells are Kaite, Kaupe for support, and Bard, Dancer, and Soul Linker Spirits for buffs. The rest are chosen from the remaining Ka spells. Assassin, Rogue, and Wizard Spirits are often preferable. Their leveling methods are either leeching or supporting parties with Kaupe, Eska/Eske and the Spirit Skills. WoE Support (Vit Type) (Stats including Bonus) STR 1 AGI 1 VIT 80-90 INT 90-100 DEX 60-70 LUK 9 This build is just like the normal WoE Support Soul Linker, but this one doesn t have to fear the battlefield. During field battle, this SL fights with Swordbreaker/Mailbreaker and Blast/Envenom Clip. WoE SE Support / melee STR 1 AGI 1 VIT 90 base INT 50 base DEX 99 base (~130 with bonus) LUK 9(down to 1 on fRO with reset stat) Kvm or BattleGround stuff needed ! (with BG in melee you can be unfrozen and with ghost element o/ , and in kvm increase your human def/max HP) SL fights with Swordbreaker[3]/Mailbreaker[3] (with statut card like magnolia/requiem/metaller)/CursedDagger and Blast/Sight Clip(or Glove[1]). on fRO, you can also use pecopecohairband, roboeye, evolved pipe etc... note for fRO players when you try to use a KA skill without being spirit, with 91vit you become stun indefinitely Ka-melee-type STR 90+ AGI 30+ VIT 40+ INT 60+ DEX 30+ LUK 1-3 This build uses its Ka skills to maximize melee prowess. Since only 38 skill points must be used to max out all the Ka skills, the rest can go towards Es skills or spirits. The stat layout given is deliberately basic, leaving a lot of space for personal preference and experimentation. Spirit-melee-type STR 90+ AGI 30+ VIT 40+ INT 60+ DEX 30+ LUK 1-3 This build is different from it s Ka counterpart in that it uses spirit skills to buff it s friends while fighting alongside them. A few skillpoints must be invested in Ka skills (Particularly, a few levels in Kaahi) to compensate for the soul linker s weak defense. Exact spirit skills taken depend on your own party preference. Again, you ll have plenty of statpoints left over after you hit these minimum stats to distribute any way you like and experiment. Equipment Headgear Soul Linkers are limited to Mage headgear and any that are usable by all classes except novice. However, some headgear have extra bonuses for Taekwon classes (which includes Soul Linkers) Magistrate Hat [1] +1 Agi, +3% HP regen. Mythical Lion Mask [1] +2 Dex, 10% chance to inflict stun with a melee attack, +2 ATK× per upgrade. Bride Mask [1] +5 crit, +2 Luk. Hahoe Mask +2 Perfect dodge×, +1 Luk. Ayam [1] +1 Int, +3% SP regen. But if you cannot afford the above headgears, there s always Apple of Archer, and the much cheaper Wizard Hat. Apple of Archer +3 Dex. Usually not as cheap and easy to get as "Wizard Hat", but the price is normally still reachable. Wizard Hat +100 MaxSP. Cheaper, easy-to-get headgear that is suitable for those who cannot afford expensive fancy headgears. Footgear Soul Linkers can wear Sandals (and Sandals[1]), Shoes (and Shoes[1]), High Fashion Sandals[1], and all footgear usable by "all classes except novice". Armor Soul Linkers are limited to Mage-class armor and armor usable by "all classes except novice". Garment Soul Linkers can wear Hood (and Hood[1]), Muffler (and Muffler[1]), as well as Mage-class garments and those usable by "all classes except novice". Shield Guard [0] Guard [1] DEF×+3. Memory Book [0] Memory Book [1] DEF+3, MDEF×+2, INT+1. Valkyrja s Shield [1] DEF+3, MDEF+5, -20% damage from Fire, Water, Shadow×, Undead× elements. Stone Buckler [1] DEF+3, -5% damage from Large× size. Accessory Soul Linkers can equip various accessories, such as Clip , Nile Rose , as well as the stat-boosting generic accessories such as Glove , Ring , Earring , Necklace , and of course, their "Level 90+" slotted version. The easiest option, though, is a Clip. Aside from that, there are other accessories that Soul Linkers can equip, but those mentioned above are what people usually use. If you have the money, and you are level 80 or higher, you can use Librarian Glove or Eye Stone Ring instead, which, to Linkers, are essentially a Clip with a better SP bonus. Weapon Soul Linkers can fight unarmed, keeping the bonuses from the Sprint× skill, or use Dagger×s and Rod×s. Usually, rods are to be used for Esma or supportive play styles. Most daggers are only better than fists when they re carded, especially against large enemies. Cursed Dagger ATK×+50. Adds a 50% chance of inflicting [Curse] on the target when doing a physical attack. Sword Breaker [3] ATK+70. Adds a 5% chance of damaging the target s weapon when doing a physical attack. Mail Breaker [3] ATK+70. Adds a 5% chance of damaging the target s armor when doing a physical attack. Class Data Skills See TaeKwon Kid Skills for first class skills. Skill Description Levels Type Eska× Force a monster into a status similar to Monk s Mental Strength×, in which Movement and Attack Speed is reduced, but Defense and Magic Defense will be temporarily enhanced. 3 Offensive Eske× Increase targeted monster s ATK 4x, but reduce its DEF by half. Following the casting of this skill Esma× can be used for the next 3 secs. 3 Offensive Esma× This is a very strong bolt type spell that can change element of its attack depending on Mild Wind×. This skill can only be used within 3 seconds of casting any of the Spirit Link Spells, or after having cast Estin×, Estun× or Eske×. 10 Offensive Estin× Push back a targeted monster 2 cells away. Only Small× sized monsters are damaged by this skill, which takes the elemental property of the Mild Wind skill if it is cast. At skill level 7, after casting Estin there will be a 3 second interval that will allow the casting of the skill Esma. 7 Offensive Estun× Stun a monster by chance for 2 seconds. Only Medium× sized monsters are damaged by this skill, which takes the elemental property of the Mild Wind skill if it is cast. At skill level 7, after casting Estun there will be a 3 second interval that will allow the casting of the skill Esma. 7 Offensive Eswoo× Temporarily shrink a monster to reduce its Movement Speed×. Boss× monsters will only be shrunk for 1/5th of the normal skill duration. If this skill is cast on a monster that is already shrunken, the caster will be inflicted by the Stun× status and the targeted monster will recover from Shrunken status more quickly. 7 Offensive Kaahi× Consume a certain amount of SP to restore HP each time an enemy uses a normal attack. Kaahi heals regardless of whether or not the attack hits. 7 Active Kaina× Increase Max SP and enhance the efficiency of the Happy Break× skill. At Base Level 70, this skill reduces the SP consumption of the Estin, Estun and Esma skills by 3% in proportion to the skill level of Kaina. At Base Level 80, this SP consumption is reduced by 5% and at Level 90, it is reduced by 7% (for a total of 49% reduction). 7 Passive Kaite× Reflect most magic spells back at the original caster. Reflected Healing spells will not heal the original caster. The magic spells of monsters above level 80 or boss monsters cannot be reflected, although this skill has a 100% chance of reflecting spells from other players regardless of level. Does not stack with High Priest s Assumptio× or Crusader s Sacrifice×, but works with Kyrie Eleison× and Kaupe×. 7 Active Kaizel× Instantly revive a fallen character that will be in Kyrie Eleison status for 3 Seconds upon revival. This revival status lasts for 30 minutes and is canceled after the target gets resurrected. This skill is disabled during WoE (Guild War). Cast Time is not affected by DEX. 7 Active Kaupe× Kaupe status enables the chance of dodging any physical attack or magical attack from an enemy and lasts until the 10 minute duration elapses or until character successfully dodges an attack. 3 Active 1st Transcendent Spirit× Imbues High First Classes with the Spirit of the 1st Transcendent, giving them special powerfull buffs that last until the Spirit buff runs out. 5 Active Alchemist Spirit× Imbues Alchemists with Spirit State Increase effectiveness of Aid Potion× by blvl%. Enables use of Aid Berserk Potion×. Enables use of Spiritual Potion Creation. 5 Active Assassin Spirit× Imbues Assassins with Spirit State Doubles Sonic Blow× damage outside WoE. Multiples Sonic Blow damage by 1.25x in WoE. 5 Active Bard and Dancer Spirits× Imbues any Bard or Dancer with Spirit State Performance skills affect the user. Allows use of opposite class s linked performance skill if level 10 of own s skill is learned. Reduces movement speed penalty when using performance skills (no penalty at level 10). 5 Active Blacksmith Spirit× Imbues Blacksmiths with Spirit State Enables use of Advanced Adrenaline Rush×. 5 Active Crusader Spirit× Imbues Crusaders with Spirit State Doubles Shield Boomerang× damage, never misses, and halves aftercast delay. 5 Active Hunter Spirit× Imbues Hunters with Spirit State STR increases effectiveness of Beast Bane×. Enables use of Beast Charge×. 5 Active Knight Spirit× Imbues Knights with Spirit State Enables use of One-Hand Quicken×. 5 Active Monk Spirit× Imbues any Monk with Spirit State Raging Thrust× becomes 5x5 cell splash attack. Decrease SP cost of combo skills. Enable SP Regeneration during Fury× or within 5 minutes after usage of Guillotine Fist. 5 Active Priest Spirit× Imbues Priests with Spirit State Holy Light× damage and SP cost multiplied by 5. 5 Active Rogue Spirit× Imbues Rogues[1] and Stalkers with Spirit State Immune to Dispell×. Greatly increases healing of ranked White Potions. Flying Kick× from enemies will not remove Soul Linker buffs if Preserve× is learned. Greatly increase movement speed while using Stealth×. 5 Active Sage Spirit× Imbues Sages and Scholars with Spirit State Hindsight× drops the highest level bolt the player has learned in the respective bolt skill. 5 Active Soul Linker Spirit× Imbues Soul Linkers with Spirit State Allows K-skills to be used on other players. Cannot self-target. 5 Active Super Novice Spirit× 1% chance to erase death record of target Super Novice to enable +10 to all stats if job level is 70 or higher. Imbues Super Novices with Spirit State Allows equipping of all headgears if base level is 90 or higher. Allows equipping of all level 4 Daggers, 1-handed Swords, Axes, Maces, and Staves if base level is 96 is higher. 5 Active Fist Master Spirit× Imbues TaeKwon Masters with Spirit State Enables one use of Solar, Lunar and Stellar Union×. 5 Active Wizard Spirit× Imbues the Wizards with Spirit State Eliminate or reduce gemstone consumption of skills. Prevent reflected damage from Kaite by consuming a Crystal Fragment each time. 5 Active Notes TK Skills Once a TaeKwon Kid changes into a Soul Linker, only the following TK skills may be used Tumbling×, Sprint×, Peaceful Break×, Happy Break×, Kihop×, Leap×, Mild Wind×. Es Skills Es spells are offensive magic. This type can be cast only on monsters. Casting them on players causes the skill to fail and the caster to be stunned (even in PvP/WoE conditions). Ka Skills Ka spells are defensive magic. By default the caster can use this only on themself, their spouse or their child, or other Soul Linkers. Unless the user is linked with the Soul Linker Spirit, using these skills on anyone else causes them to fail and the caster to be stunned. Spirit Link Skills These skills imbue other characters with special abilities for a time depending on skill level. Each class has their own Spirit Link that can only be cast upon them. Transcendent second classes can utilize the Spirit Link of their original second class. Soul Linkers cannot use the Soul Linker Spirit on themselves; they must have another Soul Linker cast it on them. Job Bonuses Stat\Amount +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 STR AGI VIT 20 21 22 23 24 25 INT 1 2 3 4 5 6 7 8 9 10 11 12 DEX 39 40 41 42 43 44 45 46 47 48 49 50 LUK ASPD Soul Linkers can use Concentration, Awakening and Berserk Potion s (Even though the in-game description doesn t mention it). Weapon Base ASPD Unarmed 150 Dagger 142.5 Rod 137.5 HP Level HP Level HP Level HP Level HP Level HP 1 40 21 315 41 890 61 1765 81 2890 2 47 22 337 42 927 62 1817 82 2907 3 54 23 359 43 964 63 1869 83 2924 4 62 24 382 44 1002 64 1922 84 2942 5 71 25 406 45 1041 65 1976 85 2971 6 81 26 431 46 1081 66 2031 86 2991 7 91 27 456 47 1121 67 2086 87 3011 8 102 28 482 48 1162 68 2142 88 3032 9 114 29 509 49 1204 69 2199 89 3054 10 127 30 537 50 1247 70 2257 90 3567 11 140 31 565 51 1290 71 2275 91 3590 12 154 32 594 52 1334 72 2294 92 3614 13 169 33 624 53 1379 73 2314 93 3649 14 185 34 655 54 1425 74 2335 94 3675 15 201 35 686 55 1471 75 2356 95 3701 16 218 36 718 56 1518 76 2378 96 3728 17 236 37 751 57 1566 77 2401 97 3756 18 255 38 785 58 1615 78 2425 98 3800 19 274 39 819 59 1664 79 2449 99 4250 20 294 40 854 60 1714 80 2874 Level Up Angel Taekwon Kids, Taekwon Masters and Soul Linkers share a unique level up angel that provides the following bonuses when a new base level is reached Blessing× Level 10 (10 minutes) Increase AGI× Level 10 (10 minutes) External Links Skill Simulator -Soul Linker Soul Linker Skills Spirit Link Skills 1st Transcendent Spirit× ・ Alchemist Spirit× ・ Assassin Spirit× ・ Bard and Dancer Spirits× ・ Blacksmith Spirit× ・ Crusader Spirit× ・ Fist Master Spirit× ・ Hunter Spirit× ・ Knight Spirit× ・ Monk Spirit× ・ Priest Spirit× ・ Rogue Spirit× ・ Sage Spirit× ・ Soul Linker Spirit× ・ Super Novice Spirit× ・ Wizard Spirit× Ka Skills Kaahi× ・ Kaina× ・ Kaite× ・ Kaizel× ・ Kaupe× Es Skills Eska× ・ Eske× ・ Esma× ・ Estin× ・ Estun× ・ Eswoo× Quests Soul Linker Job Change Guide Weapons× Dagger× ・ Rod× -Classes of Ragnarok Online Classes of Ragnarok Online Novice Class Novice ・ High Novice ・ Super Novice First Class / High First Class Acolyte ・ Archer ・ Mage ・ Merchant ・ Swordman ・ Thief Second Class Priest ・ Monk ・ Hunter ・ Bard ・ Dancer ・ Wizard ・ Sage ・ Blacksmith ・ Alchemist ・ Knight ・ Crusader ・ Assassin ・ Rogue Transcendent Second Class High Priest ・ Champion ・ Sniper ・ Minstrel ・ Gypsy ・ High Wizard ・ Scholar ・ Mastersmith ・ Biochemist ・ Lord Knight ・ Paladin ・ Assassin Cross ・ Stalker Third Class Arch Bishop ・ Sura ・ Ranger ・ Maestro ・ Wanderer ・ Warlock ・ Sorcerer ・ Mechanic ・ Geneticist ・ Rune Knight ・ Royal Guard ・ Guillotine Cross ・ Shadow Chaser Expanded Class Gunslinger ・ Ninja ・ TaeKwon Kid Expanded Second Class TaeKwon Master ・ Soul Linker ・ Kagerou ・ Oboro ・ Rebel× Doram Summoner Categories Pages needing expert attention | Articles Needing Interwiki Links | Soul Linker | Classes | TaeKwon Kid
https://w.atwiki.jp/sponsor16/pages/1101.html
スーパーアニメイズムTURBO WIND BREAKER 共通事項 放送時間…木曜深夜0 26〜0 56 前クレのみ表示・ローカルスポット含む 2024年4月4日木曜日深夜 0'30"…Sony Music、ANIPLEX、Aiming 2024年4月11日木曜日深夜(1 58〜2 28) 0'30"…Aiming、Sony Music、ANIPLEX 2024年4月18日木曜日深夜 0'30"…ANIPLEX、Aiming、Sony Music 2024年4月25日木曜日深夜 0'30"…Sony Music、ANIPLEX、Aiming 2024年6月6日木曜日深夜 0'30"…Sony Music、ANIPLEX、Aiming
https://w.atwiki.jp/gtalcsvcs-vehicles/pages/85.html
Freeway 概要 車種:アメリカンバイク 和音:フリーウェイ 乗員:2名 実車:ハーレーダビットソン 日本語訳:高速道路 出現位置・収集 LCS:対象ストートン島北部のフェリー発着場(固定) ストートン島の隠れ家のすぐ隣にある立体駐車場。その1階(固定) リバティーツリーの地下駐車場。Esperantoの近くに出入り口がある(固定) ベッドフォード・ポイントの「AM」の文字があるビルの地下駐車場(固定) ウィチタ・ガーデンの集合住宅。2台停まっており、片方は近くにBlistaがある(固定) ポートランドのペイントショップ南の路地(サブミッション) サブミッション「バイクセールスマン」の試乗車(ランダム) リバティーシティ全域で多く出現(ランダム) VCS:対象ホワイト・スタリオンズ・バー。キングナッツが近くにある。(固定) ダウンタウン南部、屋上に防弾チョッキがある建物。近くに桟橋がある(固定) ランスの家の北東方面(固定) 解説 アメリカを象徴するようなデザインの大型バイク。外観は実車にそっくり。 その性能は実車に近く、図太い加速音にほどよい加速。最高速度も十分。 実車同様にハンドリングが悪いのは仕方ないだろうか。 Angel、Biker Angel、Avengerのベースモデルでもある。 ウィリーとジャックナイフがなかなか成功しにくいのはこのバイクの重さから考えて仕方ないだろう。 バイクの中では車重が一番あるので低速域で壁に突っ込んでもこけ辛いという利点がある。 ちなみに停車から加速時に重心を下にすると、うまくいけばウィリーができることがある。 VCSでは何故かカラーバリエーションが黒のみ。これはFaggioも同様。 GTA4にはFREEWAYのほかにもアメリカンバイクが大量に追加されている。 特別仕様、レアカラー 防弾・防火・防爆 LCSのサブミッション「バイクセールスマン」の試乗車として出現。 ハンドリング VCSのメインミッション「The Bum Deal」にて登場。ハンドリングがかなり良い仕様。 WintergreenとVentosoも同じ操作感のものが並んでいる。 画像 LCS VCS VC SA GTA4 実車 ハーレーダビッドソン
https://w.atwiki.jp/matchmove/pages/94.html
Motion Capture and Face Tracking SynthEyes offers the exciting capability to do full body and facial motion capture using conventional video or film cameras. STOP! Unless you know how to do supervised tracking and understand moving-object tracking, you will not be able to do motion tracking. The material here builds upon that earlier material; it is not repeated here because it would be exactly that, a repetition. First, why and when is motion capture necessary? The moving-object tracking discussed previously is very effective for tracking a head, when the face is not doing all that much, or when trackable points have been added in places that don’t move with respect to one another (forehead, jaws, nose). The moving-object mode is good for making animals talk, for example. By contrast, motion capture is used when the motion of the moving features is to be determined, and will then be applied to an animated character. For example, use motion capture of an actor reading a script to apply the same expressions to an animated character. Moving-object tracking requires only one camera, while motion capture requires several calibrated cameras. Second, we need to establish a few very important points this is not the kind of capability that you can learn on the fly as you do that important shoot, with the client breathing down your neck. This is not the kind of thing for which you can expect to glance at this manual for a few minutes, and be a pro. Your head will explode. This is not the sort of thing you can expect to apply to some musty old archival footage, or using that old VHS camera at night in front of a flickering fireplace. This is not something where you can set up a shoot for a couple of days, leave it around with small children or animals climbing on it, and get anything usable whatsoever. This is not the sort of thing where you can take a SynthEyes export into your animation software, and expect all your work to be done, with just a quick render to come. And this is not the sort of thing that is going to produce the results of a $250,000 custom full body motion capture studio with 25 cameras. With all those dire warnings out of the way, what is the good news? If you do your homework, do your experimentation ahead of time, set up technically solid cameras and lighting, read the SynthEyes manual so you have a fair understanding what the SynthEyes software is doing, and understand your 3-D package well enough to set up your character or face rigging, you should be able to get excellent results. In this manual, we’ll work through a sample facial capture session. The techniques and issues are the same for full body capture, though of course the tracking marks and overall camera setup for body capture must be larger and more complex. Introduction To perform motion capture of faces or bodies, you will need at least two cameras trained on the performer from different angles. Since the performer s head or limbs are rotating, the tracking features may rotate out of view of the first two cameras, so you may need additional cameras to shoot more views from behind the actor. The fields of view of the cameras must be large enough to encompass the entire motion that the actor will perform, without the cameras tracking the performer (OK, experts can use SynthEyes for motion capture even when the cameras move, but only with care). You will need to perform a calibration process ahead of time, to determine the exact position and orientation of the cameras with respect to one another (assuming they are not moving). We’ll show you one way to achieve this, using some specialized but inexpensive gear. Very Important You’ll have to ensure that nobody knocks the cameras out of calibration while you shoot calibration or live action footage, or between takes. You’ll need to be able to resynchronize the footage of all the cameras in post. We’ll tell you one way to do that. Generally the performer will have tracker markers attached, to ensure the best possible and most reliable data capture. The exception to this would be if one of the camera views must also be used as part of the final shot, for example, a talking head that will have an extreme helmet added. In this case, markers can be used where they will be hidden by the added effect, and in locations not permitting trackers, either natural facial features can be used (HD or film source!), or markers can be used and removed as an additional effect. After you solve the calibration and tracking in SynthEyes, you will wind up with a collection of trajectories showing the path through space of each individual feature. When you do moving-object tracking, the trackers are all rigidly connected to one another, but in motion capture, each tracker follows its own individual path. You will bring all these individual paths into your animation package, and will need to set up a rigging system that makes your character move in response to the tracker paths. That rigging might consist of expressions, Look At controllers, etc; it s up to you and your animation package. Camera Types Since eachcamera s fields of view must encompass the entire performance (unless there are many overlapping cameras), at any time the actor is usually a small portion of the frame. This makes progressive DV, HD, or film source material strongly suggested. Progressive-scan cameras are strongly recommended, to avoid the factor of two loss of vertical resolution due to interlacing. This is especially important since the tracking markers are typically small and can slip between scan lines. While it may make operations simpler, the cameras do not have to be the same kind, have the same aspect ratio, or have the same frame rate. Resist the urge to use that old consumer-grade analog videotape camera as one of the cameras—the recording process will not be stable enough for good results. Lens distortion will substantially complicate calibration and processing. To minimize distortion, use high-quality lenses, and do not operate them near their maximum field of view, where distortion is largest. Do not try to squeeze into the a small studio space. Camera Placement The camera placements must address two opposing factors one, that the cameras should be far apart, to produce a large parallax disparity with good depth perception, and that the cameras should be close together, so that they can simultaneously observe as many trackers as possible. You’ll probably need to experiment with placement to gain experience, keeping in mind the performance to be delivered. Cameras do not have to be placed in any discernable pattern. If the performance warrants it, you might want coverage from up above, or down below. If any cameras will move during the performance, they will need a visible set of stationary tracking markers, to recover their trajectory in the usual fashion. This will reduce accuracy compared to a carefully calibrated stationary camera. Lighting Lighting should be sufficient to keep the markers well illuminated, avoiding shadowing. The lighting should be enough to be able to keep the shutter time of the cameras as low as possible, consistent with good image quality. Calibration Requirements and Fixturing In order for motion tracking footage to be solved, the camera positions, orientations, and fields of view must be determined, independent of the “live” footage, as accurately as possible. To do this, we will use a process based on moving-object tracking. A calibration object is moved in the field of view of all the cameras, and tracked simultaneously. To get the most data fastest and easiest, we constructed a prop we call a “porcupine” out of a 4” Styrofoam ball, 20-gauge plant stem wires, and small 7 mm colored pom-pom balls, all obtained from a local craft shop for under $5. Lengths of wire were cut to varying lengths, stuck into the ball, and a pom-pom glued to the end using a hot glue gun. Retrospectively, it would have been cleverer to space two balls along the support wire as well, to help set up a coordinate system. The porcupine is hung by a support wire in the location of the performer s head, then rotated as it is recorded simultaneously from each camera. The porcupine s colored pom-poms can be viewed virtually all the time, even as they spin around to the back, except for the occasional occlusion. Similar fixtures can be built for larger motion capture scenarios, perhaps using dolly track to carry a wire frame. It is important that the individual trackable features on the fixture not move with respect to one another their rigidity is required for the standard object tracking. The path of the calibration fixture does not particularly matter. Camera Synchronization The timing relationship between the different cameras must be established. Ideally, all the cameras would all be gen-locked together, snapping each image at exactly the same time. Instead, there are a variety of possibilities which can be arranged and communicated to SynthEyes during the setup process. Motion capture has a special solver mode on the Solver Panel individual mocap. In this mode, the second dropdown list changes from a directional hint to control camera synchronization. If the cameras are all video cameras, they can be gen-locked together to all take pictures identically. This situation is called “Sync Locked.” If you have a collection of video cameras, they will all take pictures at exactly the same (crystal-controlled) rate. However, one camera may always be taking pictures a bit before the other, and a third camera may always be taking pictures at yet a different time than the other two. The option is “Crystal Sync.” If you have a film camera, it might run a little more or a little less that 24 fps, not particularly synchronized to anything. This will be referred to as “Loose Sync.” In a capture setup with multiple cameras, one can always be considered to be Sync Locked, and serve as a reference. If it is a video camera, other video cameras are in Crystal Sync, and any film camera would be Loose Sync. If you have a film camera that will be used in the final shot, it should be considered to be the sync reference, with Sync Locked, and any other cameras are in Loose Sync. The beginning and end of each camera s view of the calibration sequence and the performance sequence must be identified to the nearest frame. This can be achieved with a clapper board or electronic slate. The low-budget approach is to use a flashlight or laser pointer flash to mark the beginning and end of the shot. Camera Calibration Process We’re ready to start the camera calibration process, using the two shot sequences LeftCalibSeq and RightCalibSeq. You can start SynthEyes and do a File/New for the left shot, and then Add Shot to bring in the second. Open both with Interlace=Yes, as unfortunately both shots are interlaced. Even though these are moving-object shots, for calibration they will be solved as moving-camera shots. You can see from these shots how the timing calibration was carried out. The shots were cropped right before the beginning of the starting flash, and right after the ending flash, to make it obvious what had been done. Normally, you should crop after the starting flash, and before the ending flash. On your own shots, you can use the Image Preprocessing panel s Region-of-interest capability to reduce memory consumption to help handle long shots from multiple cameras. You should supervise-track a substantial fraction of the pom-poms in each camera view; you can then solve each camera to obtain a path of the camera appearing to orbit the stationary pom-pom. Next, we will need to set up a set of links between corresponding trackers in the two shots. The links must always be on the Camera02 trackers, to a Camera01 tracker. This can be achieved at least three different ways. Matching Plan A Temporary Alignment This is probably easiest, and we may offer a script to do the grunt work in the future. Begin by assigning a temporary coordinate system for each camera, using the same pom-poms and ordering for each camera. It is most useful to keep the porcupine axis upright (which is where pom-poms along the support wire would come in useful, if available); in this shot three at the very bottom of the porcupine were suitable. With matching constraints for each camera, when you re-solve, you will obtain matching pairs of tracker points, one from each camera, located very close to one another. Now, with the Coordinate System panel open, Camera02 active, and the Top view selected, you can click on each of Camera02 s tracker points, and then alt-click (or command-click) on the corresponding Camera01 point, setting up all the links. As you complete the linking, you should remove the initial temporary constraints from Camera02. Matching Plan B Side by Side In this plan, you can the Camera Perspective viewport configuration. Make Camera01 active, and in the perspective window, right-click and Lock to current camera with Camera01 s imagery, then make Camera02 active for the camera view. Now camera and perspective views show the two shots simultaneously (Experts you can open multiple perspective windows and configure each for a different shot.). You can now click the trackers in the camera(02) view, and alt-click the matching (01) tracker in the perspective window, establishing the links. Reminder The coordinate system control panel must be open for linking. This will take a little mental rotation to establish the right correspondences; the colors of the various pom-poms will help. Matching Plan C Cross Link by Name This plan is probably more trouble than it worth for calibration, but can be an excellent choice for the actual shots. You assign names to each of the pom-poms, so that the names differ only by the first character, then use the Track/Cross-Link by Name menu item to establish links. It is a bit of pain to come up with different names for the pom-poms, and do it identically for the two views, but this might be more reasonable for other calibration scenarios where it is more obvious which point is which. Completing the Calibration We’re now ready to complete the calibration process. Change Camera02 to Indirectly solving mode on the Solver panel . Note the initial position of Camera01 is going to stay fixed, controlling the overall positions of all the cameras. If you want it in some particular location, you can remove the constraints from it, reset its path from the 3-D panel, then move it around to a desired location Solve the shot, and you have two orbiting cameras remaining at a fixed relative orientation as they orbit. Run the Motion Capture Camera Calibration script from the Script menu, and the orbits will be squished down to single locations. Camera01 will be stationary at its initial location, and Camera02 will be jittering around another location, showing the stability of the offset between the two. The first frame of Camera02 s position is actually an average relative position over the entire shot; it is this location we will later use. You should save this calibration scene file (porcupine.sni); it will be the starting point for tracking the real footage. The calibration script also produces a script_output.txt file in a user-specific folder that lists the calibration data. Body and Facial Tracking Marks Markers will make tracking faster, easier, and more accurate. On the face, markers might be little Avery dots from an office supply store, “magic marker” spots, pom-poms with rubber cement(?), mascara, or grease paint. Note that small colored dots tend to lose their coloration in video images, especially with motion blur. Make sure there is a luminance difference. Single-pixel-sized spots are less accurate than those that are several pixels across. Markers should be placed on the face in locations that reflect the underlying musculature and the facial rigging they must drive. Be sure to include markers on comparatively stationary parts of the head. For body tracking, a typical approach is to put the performer in a black outfit (such as UnderArmour), and attach table-tennis balls as tracking features onto the joints. To achieve enough visibility, placing balls on both the top and bottom of the elbow may be necessary. Because the markers must be placed on the outside of the body, away from the true joint locations, character rigging will have to take this into account. Preparation for Two-Dimensional Tracking We’re ready to begin tracking the actual performance footage. Open the final calibration scene file. Open the 3-D panel . For each camera, select the camera in the select-by-name dropdown list. Then hit Blast and answer yes to store the field of view data as well. Then, hit Reset twice, answering yes to remove keys from the field of view track also. The result of this little dance is to take the solved camera paths (as modified by the script), and make them the initial position and orientation for each camera, with no animation (since they aren’t actually moving). Next, replace the shot for each camera with LeftFaceSeq and RightFaceSeq. Again, these shots have been cropped based on the light flashes, which would normally be removed completely. Set the End Frame for each shot to its maximum possible. If necessary, use an animated ROI on the Imaging Preprocessing panel so that you can keep both shots in RAM simultaneously. Hit Control-A and delete to delete all the old trackers. Set each Lens to Known to lock the field of view, and set the solving mode of each camera to Disabled, since the cameras are fixed at their calibrated locations. We need a placeholder object to hold all the individual trackers. Create a moving object, Object01, for Camera01, then a moving object, Object02, for Camera02. On the Solving Panel, set Object01 and Object02 to the Individual mocap solving mode, and set the synchronization mode right below that. Two-Dimensional Tracking You can now track both shots, creating the trackers into Object01 and Object02 for the respective shots. If you don’t track all the markers, at least be sure to track a given marker either in both shots, or none, as a half-tracked marker will not help. The Hand-Held Use Others mode may be helpful here for the rapid facial motions. Frequent keying will be necessary when the motion causes motion blur to appear and disappear (a lot of uniform light and short shutter time will minimize this). Linking the Shots After completing the tracking, you must set up links. The easiest approach will probably be to set up side-by-side camera and perspective views. Again, you should link the Object02 trackers to the Object01 trackers, not the other way around. Doing the linking by name can also be helpful, since the trackers should have fairly obvious names such as Nose or Left Inner Eyebrow, etc. Solving You’re ready to solve, and the Solve step should be very routine, producing paths for each of the linked trackers. The final file is facetrk.sni. Afterwards, you can start checking on the trackers. You can scrub through the shot in the perspective window, orbiting around the face. You can check the error curves and XYZ paths in the graph editor . By switching to Sort by Error mode , you can sequence through the trackers starting from those with the highest error. Exports Rigging When you export a scene with individual trackers, each of them will have a key frame on each frame of the shot, animating the tracker path. It is up to you to determine a method of rigging your character to take advantage of the animated tracker paths. The method chosen will depend on your character and animation software package. It is likely you will need some expressions (formulas) and some Look-At controls. For full-body motion capture, you will need to take into account the offsets from the tracking markers (ie balls) to the actual joint locations. Modeling You can use the calculated point locations to build models. However, the animation of the vertices will not be carried forward into the meshes you build. Instead, when you do a Convert to Mesh operation in the perspective window, the current tracker locations are frozen on that frame. If desired, you can repeat the object-building process on different frames to build up a collection of morph-target meshes.