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https://w.atwiki.jp/bfgmatome/pages/606.html
ゲーム情報(登録されているタグ) ジャンル>アイテム探し ジャンル>アドベンチャー ジャンル>パズル 製作会社>不明 言語>英語 コメント欄へ移動 ゲーム配布ページ 英語 http //www.bigfishgames.com/download-games/11174/dying-for-daylight/index.html 日本語 紹介文 Enter a vampire world as Dahlia, a vampire with a fantastic sense of fashion and a razor-sharp wit! Go on an epic hunt to find the legendary sun potion in Dying for Daylight. As vampires have been productive and ultimately accepted into society, their ancient vulnerability remains true – they can only emerge at night. When rumors circulate that a legendary potion exists allowing vampires to walk amid the daylight, Dahlia jumps at the chance to further investigate in this fun Hidden Object game. Incredible atmosphere Fantastic action Enter a vampire world! Check out our Blog Walkthough! 画像 « » var ppvArray_0_60836a39dfcc340adc0cb7815ba4391b = new Array(); ppvArray_0_60836a39dfcc340adc0cb7815ba4391b[0] = http //w.atwiki.jp/bfgmatome/?cmd=upload&act=open&page=Charlaine+Harris%3A+Dying+for+Daylight&file=en_dying-for-daylight-screen1.jpg ; window.onload=function(){ ppvShow_0_60836a39dfcc340adc0cb7815ba4391b(0); }; function ppvShow_0_60836a39dfcc340adc0cb7815ba4391b(n){ if(!ppvArray_0_60836a39dfcc340adc0cb7815ba4391b[n]){ alert( 画像がありません ); return; } ppv_0_60836a39dfcc340adc0cb7815ba4391b$( ppv_img_0_60836a39dfcc340adc0cb7815ba4391b ).src=ppvArray_0_60836a39dfcc340adc0cb7815ba4391b[n]; ppv_0_60836a39dfcc340adc0cb7815ba4391b$( ppv_link_0_60836a39dfcc340adc0cb7815ba4391b ).href=ppvArray_0_60836a39dfcc340adc0cb7815ba4391b[n]; ppv_0_60836a39dfcc340adc0cb7815ba4391b$( ppv_prev_0_60836a39dfcc340adc0cb7815ba4391b ).href= javascript ppvShow_0_60836a39dfcc340adc0cb7815ba4391b( +(n-1)+ ) ; ppv_0_60836a39dfcc340adc0cb7815ba4391b$( ppv_next_0_60836a39dfcc340adc0cb7815ba4391b ).href= javascript ppvShow_0_60836a39dfcc340adc0cb7815ba4391b( +(n+1)+ ) ; } function ppv_0_60836a39dfcc340adc0cb7815ba4391b$(){ var elements = new Array(); for (var i = 0; i arguments.length; i++){ var element = arguments[i]; if (typeof element == string ) element = document.getElementById(element); if (arguments.length == 1) return element; elements.push(element); } return elements; } videoプラグインエラー 正しいURLを入力してください。 備考 レス一覧 813 名前: 名無しさんの野望 [sage] 投稿日: 2011/02/12(土) 23 35 33 ID B9Pi+BXz Dying for Daylight、 4章で終わりだから短いかと思ったけど体験版やる限り各章が長そうだな タイトルとかでかかる曲が格好いい コメント コメント すべてのコメントを見る トップページに戻る
https://w.atwiki.jp/achuu/pages/64.html
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//d.hatena.ne.jp/oshiroi/ ウォーズマンの部屋 http //sky.ap.teacup.com/uo-zuman/ マイ★ブーム ~My Yahoo!編集部ブログ~ My Yahoo!編集部が、人気のブログやナウいRSSコンテンツを厳選して紹介! http //blogs.yahoo.co.jp/my_staff_blog/28857613.html http //e.my.yahoo.co.jp/config/cstore http //sky.ap.teacup.com/tomogame masegoの裏技野郎 http //red.ap.teacup.com/masego/ スーパーマリオギャラクシー情報(+YouTube) http //supermariogalaxy.seesaa.net/ 「ゲームウォッチ - Kong vs New Yorkをプレイしよう!」 ゲーム http //www.fingertime.com/kongvsnewyork.php ドンキーコング2【ゲームウォッチ版】をプレイしよう!」 ゲーム http //www.minijuegos.com/juegos/jugar.php?id=4630 懐かしのゲーム画像部屋 http //sky.ap.teacup.com/tomogame/ マジコン R4 http //dswiki.7mc.org/wiki.cgi?page=R4 http //majikon.ocnk.net/ http //calamel.jp/R4%20DS%20(%E8%8B%B1%E8%AA%9E%E7%89%88)/item/2920281 http //gametool.jp/ W-ZERO3 W-ZERO3(シャーぽん)ニュース http //kamo.pos.to/dpoke/willcom-zero3.html 要チェック ホームメニューのソフトウェアは、従来機種のW-ZERO3[es]ユーザー向けとしても、11月下旬から同社の「W-ZERO3公式サイト」で無料提供が開始される予定。名刺リーダのソフトウェアに関しても、同じく旧ユーザー向けに販売が行われるという。 http //japan.cnet.com/news/tech/story/0,2000056025,20297387,00.htm オークション http //www.aucfan.com/ 会社名 エクセラー(有限会社フューチャーワールド) 代表者 寺谷 雄一 本店住所 659-0012 兵庫県芦屋市朝日ヶ丘町6-11ブリージェ朝日ヶ丘110 業務地 655-0864 兵庫県神戸市垂水区塩屋台3-7-5-305 http //openuser.auctions.yahoo.co.jp/jp/show/auctions?userID=excellar_2003 u=%3bexcellar_2003 新製品大好き「こんなものいかが?」 http //monoikaga.blog40.fc2.com/ 公園へいこう http //www.tokyo-park.or.jp/ インターネットラジオ wowow http //radio.wowow.co.jp/ インターネットラジオをMP3録音 http //success-english.net/sound/radio_recording.htm インターネットラジオを聴こう――厳選サイト!音楽編 http //www.watch.impress.co.jp/internet/www/article/1999/0419/radio.htm 24時間音楽三昧! ラジオ初めての方はinfo( - *) リンクフリー http //www.geocities.co.jp/MusicHall/9117/radio.html YAHOO カテゴリ ラジオ http //dir.yahoo.co.jp/News/Internet_Broadcasts/Radio/ フリーソフトで音楽を! http //homepage3.nifty.com/kddi/freesoft.htm Winamp5.23 Part1 Streamripper1.61.11 のダウンロード 「Welcome to Streamripper( http //streamripper.sourceforge.net/ YAHOO メール メールソフトで読んだメールがブラウザから読めない http //help.yahoo.co.jp/help/jp/mail/mailsoft/mailsoft-08.html 動画ダウンロード http //koukokutou-club.com/gyao/ http //koukokutou-club.com/gyao/drm.html http //www7.ocn.ne.jp/~otoku/free-s-download-09.htm youTube http //www.youtube.com/ YAHOO動画 http //streaming.yahoo.co.jp/ GYAO http //www.gyao.jp/ http //my.gyao.jp/mygyao/dispatch?rpc_type=gyao rpc_action=mygyao_mylist_view rpc_mode=j2j DRM解除 fairUse4WM http //gigazine.net/index.php?/news/comments/20060830_fairuse4wm/ http //tettyanblog.blog60.fc2.com/blog-entry-150.html http //kinshachi.ddo.jp/kurage/html/MT/comp/archives/000344.html http //sky.advenbbs.net/bbs/yybbs.cgi?id=DRMdbg2005 mode=howto http //www.google.co.jp/search?hl=ja q=10.00.00.3650%E3%80%80 lr= http //www.katch.ne.jp/~kakonacl/douga/drm2wmv/drm2wmv.html http //takenoko.jp.land.to/blog/archives/2006/05/27_173135.php 対応マルチメディアプレイヤー http //download.microsoft.com/download/6/d/6/6d672787-7833-4f8c-adfb-39271a6c32c0/mpsetup.cab ヤフオク マジェスティ http //search1.auctions.yahoo.co.jp/jp/search/auc?p=%A5%DE%A5%B8%A5%A7%A5%B9%A5%C6%A5%A3 auccat=2084008698 alocale=0jp acc=jp プリンタ詰め替えインク http //www.daiko2001.co.jp/innk/epsontop.htm メールマガジン 悪質商法の新たな手口などを伝えるメールマガジン 「見守り新鮮情報」の発行について http //www.consumer.go.jp/shinsen/index.html 総務省 http //www.soumu.go.jp/menu_00/melmaga/index.html ■ 登記 ├ 会社法施行に伴う登記の変更点 └ 話題のナレッジデータベース ビジネス文書 http //www.bizocean.jp/operating/business_form/business.html http //www.ne.jp/asahi/business/bunrei/ http //www.jusnet.co.jp/business/bunrei.shtml http //www.e-somu.com/business/businessletter/businessletter_top.html 悪徳商法対策 http //www1.ttcn.ne.jp/~Itou-office/index.html 送りつけ商法対策 http //www.k-jnk.org/news/news03/newpage2.htm マウススピード変更 http //journal.mycom.co.jp/column/winxp/073/ http //mikasaphp.fixa.jp/mause.html エミュ http //www.coolrom.com/ http //www.romnation.net/srv/roms/genesis.html http //gens.consolemul.com/downloads.shtml http //park12.wakwak.com/~asurada/gens.html http //www.segakore.net/articles/jouer_megacd_gens.php jp_mcd1_9112.bin Mega-CD 9111 http //emubox.ifdef.jp/DB/md,megacd,super32x/gens/Gens_1.htm http //www.omegadragon.com/pchunter/software/emulator.html http //segaxtreme.net/content/emulation.html http //homepage3.nifty.com/sony/sd/contents/cp_grh.htm http //segaxtreme.net/content/emulation.html http //segaxtreme.net/content/emulation/Sega%20CD/Bios/Sega_CD_BIOS.zip 超高層ビルとパソコンの歴史 http //www.eonet.ne.jp/~building-pc/index.htm 激安自転車 http //www2.plata.co.jp/cg/hobby/oj004.html 自転車の二人乗り http //bicycle.blog.shinobi.jp/Entry/24/ http //oshiete1.goo.ne.jp/kotaeru.php3?q=558572 http //oshiete1.goo.ne.jp/kotaeru.php3?q=558572 http //www.suganoya.net/bikelaw/kaishaku.htm http //law.e-gov.go.jp/cgi-bin/idxselect.cgi?IDX_OPT=1 H_NAME=%93%b9%98%48%8c%f0%92%ca%96%40 H_NAME_YOMI=%82%a0 H_NO_GENGO=H H_NO_YEAR= H_NO_TYPE=2 H_NO_NO= H_FILE_NAME=S35HO105 H_RYAKU=1 H_CTG=1 H_YOMI_GUN=1 H_CTG_GUN=1 http //www.police.pref.hyogo.jp/kunrei/data/B60011.pdf 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https://w.atwiki.jp/vipkohaku2021/pages/106.html
エントリー26 DLページ 作品紹介ページ [部分編集] 作品公開場所 DL https //ux.getuploader.com/viprpgmaker2021/download/64 備考 DLパスワード:なし
https://w.atwiki.jp/testlink/pages/50.html
!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN""DTD/xhtml1-transitional.dtd" !-- Japanese Translated by Testing Engineer s Forum (TEF) in Japan, Working Group of TestLink Japanese Translation Project -- html xmlns="http //www.w3.org/1999/xhtml" lang="jp" head meta http-equiv="Content-Type" content="text/html; charset=UTF-8" / meta http-equiv="Content-language" content="jp" / meta name="author" content="Martin Havlat" / meta name="copyright" content="GNU" / meta name="robots" content="NOFOLLOW" / title TestLink Instructions /title style media="all" type="text/css" @import "../../{$smarty.const.TL_THEME_CSS_DIR}testlink.css"; /style script type="text/javascript" src="../../javascript/testlink_library.js" /script /head body div class="workBack" h1 テスト仕様の印刷 /h1 h2 目的 /h2 p この機能は各々のテストスイート、またはテストプロジェクト/テスト計画全体のテストケースを印刷できます。 /p h2 やってみましょう! /h2 ol li p すべての参照できるテストケースが該当するテストケース、またはテストスイートをクリックします。 br / /p /li li p ナビゲーションシートの「印刷オプション」テーブルにて印刷データの範囲とフォーマットを設定します。詳しくは span class="help" onclick="javascript open_popup( ./printFilter.html );" ヘルプ /span を参照してください。 /p /li li p ブラウザの印刷機能にてテストケースを印刷します。 br / i 注意 印刷できるのはブラウザの右側のみです。 /i /p /li /ol /div /body /html
https://w.atwiki.jp/tokizamurai/pages/7.html
このページについて HTML作成はある程度慣れてくると、テンプレートを作ってコピペ重視で作っていくのが重要だと、私は思っています。(タイプミスなどのイージーミスも減りますし) そんな感じで、このページは主のコピペ用テンプレートページです。 headのメタタグ宣言 HEAD META http-equiv="Content-Type" content="text/html; charset=Shift_JIS" META name="keywords" content="●●●●●,●●●●●,●●●●●" META name="description" content="●●●●●,●●●●●,●●●●●" META name="abstract" content="●●●●●,●●●●●,●●●●●" TITLE ●●●●● /TITLE /HEAD floatを使用した、ボックスの作成 dl style="font-size 12px; margin 5px 5px;" dt style="float left; margin 0px 8px 4px 0px;" ●●●● /dt dd style="margin 0px 8px 4px 0px;" ●●●● /dd dt style="float left; margin 0px 8px 4px 0px;" ●●●● /dt dd style="margin 0px 8px 4px 0px;" ●●●● /dd /dl body全体のバックグラウンド設定 body LEFTMARGIN="0" TOPMARGIN="0" MARGINWIDTH="0" MARGINHEIGHT="0" div align="center" style="font-size 12px;" table width="600" border="0" cellspacing="0" cellpadding="0" height="100%" tr td valign="top" !--main_start-- ●●●● !--main_end-- /td /tr tr td !--foot_start-- div align="right" style="margin 10px 0px; border-top solid 1px #000000; font-size 10px;" ●●●● /div !--foot_end-- /td /tr /table /body 左メニュー配置型テンプレート !--leftmenu_start-- div align="left" style="margin 0px; width 150px; float left; border solid 0px #ff00ff;" div style="font-size 14px; margin 5px 5px;" menu /div div style="font-size 14px; margin 5px 5px;" a href="" ●●●● /a /div div style="font-size 14px; margin 5px 5px;" a href="" ●●●● /a /div /div !--leftmenu_end-- !--main_start-- div style="margin 0px; border solid 0px #ff00ff; width 440;" ●●●● /div !--main_end-- 更新しました -- tom (2007-10-31 15 24 54) 名前 コメント
https://w.atwiki.jp/pso2sarasi/pages/19.html
罪状をコメントフォームに書き込む際は 必ずアークスカードやキャラクター情報を含めた 犯行現場のSSを合わせてお願いします + Tron 【キャラクター名】Tron・Heze・Alliquort 【プレイヤーIDネーム】AdlerMeeres 【プレイヤーID】10538412 【PSNオンラインID】 【チーム】Forged Aegis 【罪状】 バトルアリーナチャット荒らし・利敵行為 白チャでBLが足りないアピール 暴言・放置行為 自分にプレイヤースキルが無いことを棚に上げて他者に文句を言う 【備考】 関連スレッド https //lavender.5ch.net/test/read.cgi/net/1494935095/430-n https //egg.5ch.net/test/read.cgi/pso/1587161229/ http //n2ch.net/r/x64417371ZIW/net/1456907386/?ext=img guid=ON http //archive.2ch-ranking.net/pso/1506932108.html 「PSO2 Tron ship5」よりも「PSO2 AdlerMeeres」で検索した方が多く見つかる 【画像URL】 http //mmoloda.com/pso2/image.php?id=105751 http //mmoloda.com/pso2/image.php?id=114667 http //download4.getuploader.com/g/pso2_2ch_souko5/31/BL.jpg http //mmoloda.com/pso2/image.php?id=148689
https://w.atwiki.jp/super6g/pages/13.html
Device Name Xiaomi Mi Note 10 Model Name M1910F4G (Global) Code Name tucana Color Gracier White Midnight Black Aurola Green SoC Qualcomm Snapdragon 730G SDM730 CPU 8-Core 2.20GHz Samsung 8nm TDP 5W 2x 2.20 GHz - Cortex-A76 6x 1.80 GHz - Cortex-A55 GPU Adreno 618 @575MHz NPU Qualcomm Hexagon 688 RAM LPDDR4X 1866MHz 6GB Storage UFS 2.1 (1200MB/s) 128GB Display 6.47" 19.5 9 1080x2340 386ppi Samsung AMOLED 600nits(Typical) Contrast 400,000 1 Reflesh Rate 60Hz / Touch Sampling Rate 120Hz DCI-P3 100% / sRGB 100% / HDR10 Gorilla Glass 5 Always On Display 3D Curved Display Camera 108MP (Wide) F1.7 OIS PDAF 1/1.33" 7P Lens OIS 4-in-1 Super Pixel Samsung ISOCELL HMX 4K @30fps / 1080p @240fps 20MP (UltraWide) F2.2 1/2.8" Sony IMX 350 12MP (TelePhoto) F2.0, 50mm 1/2.55" Dual Pixel PDAF 2x Optical Zoom Samsung ISOCELL 2L7 8MP (TelePhoto) F2.0 125mm 1/4.4" PDAF OIS OmniVision OV08A10 3.8x Optical Zoom / 5x Hybrid Zoom / 50x Digital Zoom 2MP (Macro) F2.4 32MP Selfie F2.0 21mm PDAF 4-in-1 1080p@30fps / 720p @120fps Battery 5260mAh Li-Pol Single-Cell USB 2.0 (Type-C 1.0) USB On-The-Go USB Power Delivery Qualcomm Quick Charge Wired 30W Audio Single Monoral Speaker 24bit / 196KHz 3.5mm Jack Network Modem Qualcomm Snapdragon X15 LTE (Max 800Mbps) WLAN Wi-Fi a / b / g / n / ac Wi-Fi Direct / DualBand Bluetooth Bluetooth 5.0 A2DP / LE / aptX HD Band M2001J1C 2G - GSM 850 / 900 / 1800 / 1900 3G - HSDPA 800 / 850 / 900 / 1700(AWS) / 1900 / 2100 4G - 1, 2, 3, 4, 5, 7, 8, 18, 19, 20, 26, 28, 38, 40 NanoSIM x2 DSDV GNSS GPS / GLONASS / BDS / GALILEO Seculity Under Display Optical FingerPrint 2D Face Weight 208g Proof No Cooling OS Global - Android 11 (MIUI 13.0.6.0) EEA - Android 11 (MIUI 13.0.4.0) Download https //mifirm.net/model/tucana.ttt Other GSMArena https //m.gsmarena.com/xiaomi_mi_note_10-ampp-9936.php telektlist https //telektlist.com/smartphone_info/xiaomi-mi-note-10/ This datasheet was prepared by NISMON. Ver 1.0.0
https://w.atwiki.jp/matchmove/pages/58.html
Constraining Camera Position and Motion Sometimes you may already know some or all of the path of the camera, for example, · it may be available from a motion controlled camera, · the camera motion may be mechanically constrained by a camera dolly, · you may have measured some on-set camera data to determine overall scene sizing, or · you may have already solved the camera path, then hand-edited it for cleanup. SynthEyes lets you take advantage of this information to improve a solution or help set up the coordinate system, using the trajectory lock controls at the bottom of theSolver Control Panel, theHard and Soft Lock Controldialog, and the camera s seed path information. Warning using camera position, orientation, and field of view locks is avery advanced topic. You need to thoroughly understand SynthEyes and the coordinate system setup process, and have excellent mental visualization skills, before you are ready to consider camera locks. Under no circumstances should they be considered a way to compensate for inadequate basic tracking skills. Concept and Terminology SynthEyes allows you to create locks on path (X, Y, and/or Z translation), rotation (pan, tilt, and roll), and field of view. You can lock one or more channels, and locks are animated, so they might apply to an entire shot, a range of frames, or one frame. Each lock forces the camera to, or towards, the camera s seed path. The seed path is what you see before solving, or after clearing the solution. You can see the seed path at any time using theView/Show seed pathmenu control, or the button on the Hard and Soft Lock Control dialog. Locks may be hard or soft. Hard locks force the camera to the specified values exactly (except if Constrain is off), similar to pegged trackers. Soft locks force the camera towards the specified value, but with a strength determined by a weight value. Locks are affected by theConstraincheckbox on the solver panel, similar to what happens with trackers. With Constrain off, locks are appliedaftersolving, anddo notwarp the solution. All soft locks are treated as hard locks. With Constrain on, locks are applied before and during solving, soft locks are treated as such, and locksdowarp the solution. Field of view locks are not affected by Constrain, and are always applied. Camera position locks are more useful than orientation locks; we’ll consider position locks separately to start with. You can also constrain objects, but this is even more complex. Basic Operation Set up generally proceeds as follows 1. If you have not already attempted to solve the scene, go to step 5. 2. Go to the Solver Control Panel. Click themorebutton to bring up theHard and Soft Lock Controlpanel. 3. Position and animate the camera as desired, creating a key on each frame where you want the position to be constrained. The Get buttons can help with this. 4. Turn on the L/R, F/B, and/or U/D buttons as appropriate depending on the axes to be constrained — these stand for left/right, front/back, and up/down respectively. 5. Adjust the Constrain checkbox as needed. The camera position constraints behave similarly to constraints on the trackers if the Constrain checkbox on, they are enforced exactly during the solve, but if the Constrain checkbox is off, they are enforced only loosely after the completion of the solve. Loosely means that they are satisfied as best as can be, without modifying the trajectory or overall RMS error of the solution. The result of this process is to make the camera match the X, Y, and/or Z coordinates of the seed path at each key. This basic setup can be used to accomplish a variety of effects, as described above and covered in more detail below. At the end of the section, we’ll show some even more exotic possibilities. Using a Camera Height Measurement Suppose the camera is sitting on a moving dolly in a studio, and you measured the camera (lens s) height above the floor, and you have some trackers that are (exactly) on that floor. You can use the height measurement to set up the scene size as follows 1. Show the seed path View/Show Seed Path menu item 2. At frame 0, position the camera at the desired height above the ground plane 2 meters, 48 inches, whatever. 3. Turn on the U/D button on frame 0,turn it back off at frame 1. 4. Set up a main coordinate system using 3 or more trackers on the floor. Make sure tonotcreate a size constraint in the process if using the *3 button on the Coordinate system panel or the Coord button on the Summary panel, select the 2nd(on-axis) tracker, and in the Coordinate panel, change it from Lock Point (at 20,0,0) to On X Axis or On Y Axis. 5. Solve with Go! on the Solver panel Note that you can use whatever more complex setup you like in step 4, as long as it completely constrains both the translation and rotation, but not the size. WARNING You might be tempted to think “Hmmm, the camera is on a dolly, so the entire path must be exactly 43 inches off the floor, let me set that up!” (by not turning U/D back off). But this is almost alwaysa bad idea! The obvious problem is that the dolly track is never really completely flat and free of bumps. If the vertical field of view is 2 meters, and you are shooting 1080i/p HDTV, then roughly your track must beperfectly flat to 1 millimeteror so to have a sub-pixel impact. If your track is that flat, congratulations. The conceptually more subtle, but bigger impact problem is this a normal tripod head puts the camera lens very far from the center of rotation of the head—roughly 1 foot or 0.25 meter. As you tilt the head, the position of the camera increases and decreases up to that much in height! Unless your camera does not tilt during the shot, or you have an extra-special nodal-pan head, the camera height will change dramatically during the shot. A Straight Dolly Track Setup If your camera rides a straight dolly track, you can use the length of that track to set the scale, and almost the entire coordinates system if desired. While the camera height measurement setup discussed above is simpler, it is appropriate mainly for a studio environment with a flat floor. The dolly track setup here is useful when a dolly track is set up outdoors in an environment with no clearly-defined ground plane—in front of a hillside, say. For this setup, you should measure the distance traveled by the camera head down the track, by a consistent point on the camera or tripod. For example, if you have a 20’ track, the camera might travel only 16’ or so because there will be a 2’ dead zone at each end due to the width of the tripod and dolly. Measure the starting/ending position of the right front wheel, say. Next, clear any solved path (or click View/Show seed path), and animate the camera motion, for example moving from 0,0,0 at the beginning of the shot to 16,0,0 at the end (or wherever it reaches the maximum, if it comes back). You now have two main options A) mostly tracker-based coordinate setup, or B) mostly dolly-based coordinate setup, for side-of-hillside shots. For setup A, turn on only the L/R camera axis constraint checkbox on the first and last frames (only). The X values you have set up for the camera have set up an X positioning for the scene, so when you set up constraints on the trackers, they should constrain rotation fully, plus the front/back and up/down directions—but not the L/R direction since that would duplicate and conflict with the camera constraint (unless you are careful and lucky). For setup B, turn on L/R, F/B, and U/D on the first and last frames (only). You should take some more care in deciding exactly what coordinate values you want to use for each axis of the animated camera path, because those will be defining the coordinate system. [By setting keys only at the beginning and end of the shot, you largely avoid problems with the camera tilting up and down—at most it tilts the overall coordinate system from end to end, without causing conflicting constraints.] If the track is not level from end to end, you can adjust the beginning or ending height coordinate of the tracker as appropriate. But usually we expect the track to have been leveled from end to end. With X, Y, and Z coordinates keyed at the beginning and end of the shot, you have already completely constrained translation and scale, and have constrained 2 of the 3 rotation axes. The only remaining unconstrained rotation axis is a rotation around the dolly. To constrain this remaining rotation requires only a single additional tracker, and only its height measurement! On the set, you should measure the relative height of a trackable feature compared to the track (usually this will be to the base of the track, so you should also measure the height of the camera versus the base). You can measure this height using a level line (a string and a clip-on bubble level) and a ruler. On theCoordinate System Control Panel, select the tracker and set it toAny XY Planeand set the Z coordinate (for Z-up mode), or selectAny XZ Planeand set the Y coordinate (for Y-up mode). Now you’re ready to go! This setup is a valuable one for outdoor shots where a true vertical reference is required, but the features being tracked are not structured (rocks, bushes, etc). Again, we recommendnot trying to constrain the camera to be exactly linear, though you can easily set this up by locking Y and Z to be fixed for the duration of the shot, with single-frame locks on X at the beginning and end of the shot. This setup forces the camera motion to be exactly straight, but moving in an unknown fashion in X. Although the motion will be constrained, the setup willnotallow you to use fewer trackers for the solve. Using a Supplied Camera Path This section addresses the case where you have been supplied with an existing camera translation path, either from a motion-controlled camera rig, or as a result of hand-editing a previous camera solution, which can be useful in marginal tracks where you have a good idea what the desired camera motion is. After editing the path, you want to find the best orientation data for the given path. If you have an existing camera path in an external application (either from a rig, or after editing in maya or max, for example), typically you will import it using a standard or custom camera-path import script. Be sure that the solved camera path is cleared first, so that the seed path is loaded. If you have a solved camera path in SynthEyes, you can edit it directly. First, select the camera, and hit the Blast button on the 3-D panel. This transfers the path data from the solved path store into the seed path store. Clear the solved path and edit the seed path. Rewind and turn on all 3 camera axis locks L/R, F/B, and U/D. Next, configure the solver s seeding method. This requires some care. You can use the Path Seeding methodonly if your existing path includes correct orientation and field of view data. Otherwise, you can use the Automatic method or maybe Seed Points. The Refine mode is not an option since you have already cleared the solution to load the seed path, and don’t have orientation data anyway or you’d use Path Seeding. You can use Seed Points mode if you are editing the path in SynthEyes—but be sure to hit theSet Allbutton on the Coordinate System Setup Control panelbeforeclearing the prior solution, so that the points are set up properly as seeds. You should probablynotmake them locks, unless you are confident of the positions already. With the camera path locked to a complex path (other than a straight line), no further coordinate system setup is required, or it will be redundant. You can solve the scene first with the Constrain checkbox off, then switch to Refine mode, turn on Constrain, and solve again. This will make it apparent during the second solve whether or not you have any problems in your constraint setup, instead of having a solution fail unexpectedly due to conflicting constraints the first time. Camera-based Coordinate System Setup The camera axis constraints can be used in small doses to set up the coordinate system, as we’ve seen in the prior sections. Typically you will want to use only 1 or 2 keys on the seed path; 3 or more keys will usually heavily constrain the path and require exact knowledge of the camera move timing. Roughly, each keyed frame is equivalent in effect to a constrained tracker located at the same spot. You should keep that in mind as you plan your setup, to avoid under- or over-constraining the coordinate system. Soft Locks So far we have described hard locks, which force the camera exactly to the specified values. Soft locks pull more gently on the camera path, for example, to add stability to a section of the track with marginal tracking. In either case, for a lock to be active, the corresponding lock button (U/D, L/R, pan, etc) must be on. The weight values on the Hard and Soft Lock dialog controls whether locks are hard or soft. If the weight is zero (the default), it is a hard lock. A non-zero weight value specifies a soft lock. Weight values range from 1 to 120, with 60 a nominal neutral value. However, we recommend that when creating soft locks, you start with a weight of 10, and work upwards through 20, 30, etc until the desired effect is obtained. Weight values are in decibels, a logarithmic scale where 20 decibels is a factor of 10, and 6 decibels is a factor of two. So 40 is 10 times stronger than 20, and 26 is twice as strong as a weight of 20. (Decibels are commonly used for sound level measurements.) A lock can switch from hard to soft on a frame-by-frame basis, ie frames 0-9 can be hard, and 10-14 soft. You may need to key the weight track carefully to avoid slow transitions from 20 down to 0, for example. Soft locks are treated as such only when the Constrain check box is on it is the solver that distinguishes between hard and soft locks. If Constrain is off, the locks will be applied during the final alignment, when they do not affect the path at all, just re-orient it, so soft locks are treated the same as hard locks. Note that the soft lock weight isnota path blending control. You might naively be tempted to set up a nominal locked path, and try to animate the soft lock weights expecting a smooth blend between the solved path and your animated locked path. But that is not what will happen. The weight changes how seriously SynthEyes takes your request that the camera should be located at the specified position—but it will affect the tracker positions and everything else as well. Orientation Locks You can apply Pan, Tilt, and Roll rotation locks as well as translational locks. They can be used for path editing and, to a lesser extent, for coordinate system setup. For example, a roll-angle constraint can be used to keep the camera forced upright. That can be handy on tripod shots with large pans small amounts of lens distortion can bend the path into a banana shape; the roll constraint can flatten that back out. If the camera looks in two different directions with the roll locked, it constrainstwodegrees of freedom only a single pan angle is undetermined! For example, if looks along the X axis then along the Y axis, both with roll=0. You might want to think about that for a minute. The perspective window s local-coordinate-system and path-relative handles can help make specific adjustments to the camera path. Inherently, SynthEyes is not susceptible to “gimbal-lock” problems. However, when you have orientation locks, you are using pan, tilt, and roll axes that do define overall north and south poles, and you may encounter some problems if you are trying to lock the camera almost straight up or down. If this is the case, you may want to change your coordinate system so those views are along the +Y and –Y axes, for example. Object Tracking You can also use locks on moving objects, in addition to cameras. However, there are several restrictions on this, because moving objects are solved relative their hosting camera path, but the locks are world coordinate system values. If a moving object has path locks, then 1. the host camera must have been previously solved, pre-loaded, or pre-keyed, and the camera solving mode set to Disabled, 2. the translation axis locks must either all be on, or all off, and 3. the rotation axis locks must either all be on, or all off. Normally, when SynthEyes handles shots with a moving camera and moving object, it solves camera and object simultaneously, optimizing them both for the best overall solution. However, when object locks are present, SynthEyes must be able to access the camera solution first, in order to be able to apply the object locks. With the camera path, SynthEyes changes the translation and rotation axis lock values into a form usable for the object, but the individual axes are no longer available, and either all must be constrained, or none. SynthEyes will automatically turn all the enables on or off together if a moving object is active. Object locks have very hard-to-think-about impacts on the local coordinate system of the trackers within the object. Most object locks will wind up over-constraining the object coordinate system. We recommend that object locking be used only to work on the object path, not to try to set up the object coordinate system.
https://w.atwiki.jp/winningeleven2009/pages/27.html
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