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https://w.atwiki.jp/tsukune/pages/137.html
Animation Preview Tips
https://w.atwiki.jp/toho/pages/633.html
東方銀弾丸 Preview Disc 3 サークル:文鳥Online。 Number Track Name Arranger Lylics Vocal Original Works Original Tune Length 01 ネクストエイジオブエイジア 山野ジグザグ - - 東方永夜抄 プレインエイジア [4 22] 02 車椅子の未来宇宙 しの - - 大空魔術 車椅子の未来宇宙 [4 28] 03 もう歌は鋼鉄の獣 山野ジグザグ - - 東方永夜抄 もう歌しか聞こえない [4 28] 04 幻視の夜 しの - - 東方永夜抄 幻視の夜~Ghostly Eyes [3 35] 05 Happy Rabbit s Silver Bullet 山野ジグザグ 華乃音山野ジグザグ 小森きり 東方永夜抄 狂気の瞳~Invisible Full Moon [4 13] 06 夜の蓮台野を行く しの - - 蓮台野夜行 夜のデンデラ野を逝く [3 08] 詳細 東方紅楼夢2(2006/11/12)にて限定頒布 イベント価格:100円 レビュー 名前 コメント
https://w.atwiki.jp/lafe/pages/36.html
windows vista / 7 / 8 / 10 でデフォルトのオーディオデバイスを変更します ダウンロード https //github.com/amate/SetDefaultAudioDevice/releases/latest ■使い方 起動するとポップアップメニューが開かれるので、規定のオーディオデバイスに指定したいデバイスを選択してください。 また、コマンドライン引数でトグル動作させることができます。 SetDefaultAudioDevice.exe -t"トグル動作させたいデバイス名1" -t"トグル動作させたいデバイス名2" 例 SetDefaultAudioDevice.exe -t"スピーカー (Realtek AC 97 Audio)" -t"スピーカー (C-Media USB Audio )" デバイス名はSetDefaultAudioDeviceをCtrlを押しながら起動することによって、全デバイス名がクリップボードにコピーされるので参考にしてください コマンドライン引数で指定するデバイス名は部分一致で検索するので、デバイス名の一部を指定するだけでもかまいません 上の例だと SetDefaultAudioDevice.exe -t"Realtek" -t"C-Media" でも動作します ■免責 このソフトウェアを使用して起きたいかなる損害について作者は責任を負わないものとします。 また、このソフトウェアの不具合修正について作者はいかなる義務も負わないものとします。 ■参考 このアプリケーションは下のURLで配布されているソースを元に作成しました https //github.com/xenolightning/AudioSwitcher License Microsoft Public License (Ms-PL) ■更新履歴 ver 1.3 windows10 InsiderPreview で動作しなかったのを修正 Shiftを押しながら起動でデバイス名をクリップボードへコピーするように変更 ver 1.2 windows10で動作しなかったのを修正 ver 1.1 トグル動作を追加 ver 1.0 公開
https://w.atwiki.jp/aias-jsdoctoolkit/pages/24.html
トップページ ドックコメントの書き方 タグリファレンス @default @defaultタグには、クラス内のプロパティメンバのデフォルト値を記述します。 http //code.google.com/p/jsdoc-toolkit/wiki/TagDefault 構文 @default valueDescription valueDescription -- 必須:デフォルト値についての説明 例 /** @constructor */ function Page(title) { /** * @default "Undefined" */ this.title = title || "Undefined"; } @defaultタグを関数メンバ(メソッド)に対して記述しても無効です。 関連項目 @typeタグはオブジェクトのデータ型や関数の戻り値のデータ型を記述するのに使用されます。実際のデフォルト値そのものを記述する@defaultタグと比べてみてください。
https://w.atwiki.jp/toho/pages/1122.html
周波数変調奇譚 PREVIEW DISC サークル:宇部ソフトウェア技術研究所 Number Track Name Arranger Original Works Original Tune Length 01 妖々夢 ~ Snow or Cherry Petal Kossetsu-Inryo 東方妖々夢 妖々夢 ~ Snow or Cherry Petal [-- --] 02 人形裁判 ~ 人の形弄びし少女 Kossetsu-Inryo 東方妖々夢 人形裁判 ~ 人の形弄びし少女 [-- --] 03 アルティメットトゥルース Kossetsu-Inryo 東方妖々夢 アルティメットトゥルース [-- --] 04 ボーダーオブライフ Kossetsu-Inryo 東方妖々夢 ボーダーオブライフ [-- --] 05 妖々跋扈 ~ Who done it! Kossetsu-Inryo 東方妖々夢 妖々跋扈 ~ Who done it! [-- --] 詳細 博麗神社例大祭4(2007/05/20)にて頒布 イベント価格:300円 レビュー 名前 コメント
https://w.atwiki.jp/wiki3_safari/pages/18.html
各種隠し設定 すべてTerminal.appに入力。YESで設定復元。設定後Safariを再起動。 Property List Editor.appなどで~/Library/Preferences/com.apple.Safari.plistを編集することでも可能。 Safari 3の位置にタブを戻す。 defaults write com.apple.Safari DebugSafari4TabBarIsOnTop -bool NO 読み込み中の青いプログレスバーと独立した更新/再読み込みボタンを復活させる。 defaults write com.apple.Safari DebugSafari4IncludeToolbarRedesign -bool NO defaults write com.apple.Safari DebugSafari4LoadProgressStyle -bool NO URLバーに置ける自動補完を無効にする。 defaults write com.apple.Safari DebugSafari4IncludeFancyURLCompletionList -bool NO 検索ボックスのGoogleの補完機能を無効にする。 defaults write com.apple.Safari DebugSafari4IncludeGoogleSuggest -bool NO Top Sitesを無効にする。 defaults write com.apple.Safari DebugSafari4IncludeTopSites -bool NO TopSitesからサイトを選んで移動するときの少し暗くなるエフェクトを無効にする。 defaults write com.apple.Safari DebugSafari4TopSitesZoomToPageAnimationDimsSnapshot -bool NO ブックマーク画面のCoverFlowを無効にする。 defaults write com.apple.Safari DebugSafari4IncludeFlowViewInBookmarksView -bool NO WebPage Preview Imageを生成しない。 defaults write com.apple.Safari DebugSnapshotsUpdatePolicy -int 2
https://w.atwiki.jp/gurps/pages/311.html
Default(技能なし値) →技能なし値
https://w.atwiki.jp/matchmove/pages/71.html
3-D Review After SynthEyes has solved your scene, you’ll want to check out the paths in 3-D, and see what an inserted object looks like. SynthEyes offers several ways to do this traditional fixed 3-D views, including a Quad orthogonal isometric view, camera-view overlays, user-controlled 3-D perspective window, preview movies, and velocity vs time curves. Quad View If you are not already in Quad view, switch to it now on the toolbar . You will see the camera/object path and 3-D tracker locations in each view. You can zoom and pan around using the middle mouse button and scroll wheel. You can scrub or play the shot back in real-time (in sections, if there is insufficient RAM). See the View menu for playback rate settings. Camera View Overlay To see how an inserted object will look, switch to the 3-D control panel . Turn on the Create tool (magic wand). Select one of the built-in mesh types, such as Box or Pyramid. Click and drag in a viewport to drag out an object. Often, two drags will be required, to set first the position and breadth, then a second drag to set the height or overall scale. A good coordinate-system setup will make it easy to place objects. To adjust object size after creating it, switch to the scaling tool . Dragging in the viewport, or using the bottommost spinner, will adjust overall object size. Or, adjust one of the three spinners for each coordinate axis size. When you are tracking an object and wish to attach a test object onto it (horns onto a head, say), switch the coordinate system button on the 3-D Panel from to . Note the camera-view overlay is quick and dirty, not anti-aliased like the final render in your animation package will be (it has “jaggies”), so the overlay appears to have more jitter than it will then. You can sometimes get a better idea by zooming in on the shot and overlay as it plays back (use Pan-To-Follow). Shortly, we’ll show how to use the Perspective window to navigate around in 3-D, and even render an antialiased preview movie. Checking Tracker Coordinates If SynthEyes finds any trackers that are further than 1000 times the world size from the origin, it will not save them as “solved.” You can use the Script menu s Select By Type script to locate and select Unsolved trackers. You can change them to Zero-weighted to see where they might fall in 3-D, and prevent them from affecting future solves. Frequently these trackers should either distant horizon points that should be changed to Far, corrected, or deleted if they are on a moving object or the result of some image artifact. Such points can also arise when a tracker is visible for only a short time when the camera is not moving. The Clean up trackers dialog can do this automatically. Note the too-far-away test can cause trouble if you have a small world size setting but are using measured GPS coordinates. You should offset the scene towards the origin using the Shift Constraints script. You should also look for trackers that are behind the camera, which can occur on points that should be labeled Far, or when the tracking data is incorrect or insufficient for a meaningful answer. After repairing, deleting, or changing too-far-away or behind-camera trackers, you should use the Refine mode on the Solver panel to update the solution, or solve it from scratch. Eliminating such trackers will frequently provide major improvements in scene geometry. Checking Tracker Error Curves After solving, the tracker 3-D error channel will be available in the graph editor . It is important to understand the 3-D error it is the distance, in pixels, on each frame, between the tracker s 2-D position, and the position in the image of the solved 3-D tracker position. Let s work this through. The solver looks at the whole 2-D history of a tracker to arrive at a location such as X=3.2, Y=4.5, Z=0.1 for that tracker. On each frame, knowing the camera s position and field of view, we can predict where the tracker should be, if it really is at the calculated XYZ. That s the position at which the yellow X is displayed in the camera view after solving. The 3-D error is the distance between where the tracker actually is, and the yellow X where it should be. If the tracking is good, the distance is small, but if the tracking has a problem, the tracker is away from where it should be, and the 3-D error is larger. Obviously, given this definition, there s no 3-D error display until after the scene has been solved. You should check these error curves using the fundamentals described earlier in Pre-Solve Tracker Checking, but looking at the Error channel. Here we’ve used isolate mode to locate a rather large spike in the blue error curve of one of the trackers of a shot. This glitch was easy to pick out—so large the U and V velocities had to be moved out of the way to keep them clearly visible. The deglitch tool easily fixes it. You can look at the overall error for a tracker from the Coordinate System panel . This is easiest after setting the main menu s View/Sort by Error, unselecting all the trackers (control/command-D), then clicking the down arrow on your keyboard to sequence through the trackers from worst towards best. In addition to the curves in the graph editor, you can see the numeric error at the bottom of the tracker panel both the total error, and the error on the current frame. You can watch the current error update as you move the tracker, or set it to zero with the Exact button. For comparison, following is a tracker graph that has a fairly large error; it tracks a very low contrast feature with a faint moving highlight and changing geometry during its lifespan. It never has a very large peak error or velocity, but maintains a high error level during much of its lifespan, with some clearly visible trends indicating the systematic errors it represents. And finally, a decent tracker with a typical error level The vertical scale is the same in these last three graphs. (Note that in the 3rd one, the current time is to the left, before frame 160 or so, hence the blue arrow.) You can sort the trackers within the graph editor s Active Trackers node by changing Sort Alphabetic to Sort By Error . Do not blindly correct apparent tracking errors. A spike suggesting a tracking error might actually be due to a larger error on a different tracker that has grossly thrown off the camera position, so look around. Check for a Smooth Camera Path You should also check that the camera or object path is satisfactorily smooth, using the camera nodes in the graph editor. We’ve closed the Active Trackers node, and exposed the Camera Objects node and the Camera01 node within it. We’re looking at subset of the velocities of the camera the X, Y, and Z translation velocities. There s a spike around frame 215-220, to find it, expose the Active Trackers, select them all (control/command-A), and use Isolate mode around that range of frames. The result We’ve found the tracker that causes the spike, and can use the deglitch tool , or switch back to the tracker control panel and camera viewport, unlock the tracker, correct it, then re-lock it. Tip In the capture above, the selected tracker is not visible in the hierarchy view. You can see where it is in the scroll bar, though—it is located at the white spot inside the hierarchy view s scroll bar. Clicking at that spot on the scroll bar will pan the hierarchy view to show that selected tracker. If that is the last glitch to be fixed, switch to the Solve control panel , and re-solve the scene using Refine mode. You can also use the Finalize tool on the tracker control panel to smooth one or more trackers, though significant smoothing can cause sliding. If your trackers are very noisy, check whether film grain or compression artifacts are at fault, which can be addressed by image-preprocessor blur, verify that the interlace setting is correct, or see if you should fine-tune the trackers. Alternatively, you can fix glitches in the object path by using the deglitch tool directly on the camera or moving object s curves, because it works on any changeable channel. You can also move the object using the 3-D viewports and the tools on the 3-D control panel , by repositioning the object on the offending frame. Warning #1 If you fix the camera path, instead of the tracker data, then later re-solve the scene, corrections made to the camera path will be lost, and have to be repeated. It is always better to fix the cause of a problem, not the result. If you have worked on the trackers to reduce jitter, but still need a smoother path (after checking in your animation package), you can turn up the Filter Size control on the Solver panel. A filter size of 2 or 3 should make substantial reductions in jitter. After adjusting the control, switch to Refine mode and hit Go! again to apply the filtering. Warning #2 filtering the path this way increases the real error, and causes sliding. Remember that your objective is to produce a clean insert in the image, not produce an artificially smooth camera trajectory that works poorly.
https://w.atwiki.jp/toho/pages/4801.html
神 ~帰ってきたオンバシラ preview サークル:戯音楽団 Number Track Name Arranger Original Works Original Tune Length 01 フォールオブフォール 十夜 東方風神録 フォールオブフォール [-- --] 02 厄神様の通り道 十夜 東方風神録 厄神様の通り道 [-- --] 詳細 コミックマーケット75(2008/12/29)にて頒布 イベント価格:100円 ショップ価格:?円(税込:?円) レビュー 名前 コメント
https://w.atwiki.jp/toho/pages/555.html
東方銀弾丸(仮) Preview Disc 1 サークル:文鳥Online。 Number Track Name Arranger Original Works Original Tune Length 01 ネクストエイジオブエイジア 山野ジグザグ 東方永夜抄 プレインエイジア [4 19] 02 車椅子の未来宇宙 しの 大空魔術 車椅子の未来宇宙 [4 28] 東方不敗小町2(2006/09/24)にて限定頒布 イベント価格:100円 レビュー 名前 コメント