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https://w.atwiki.jp/conn1/pages/17.html
サーバー周りを設定 Ruby on RailsやPython Djangoの開発でも必要になりそうなサーバーをインストールする。 いわゆるLAMP。 まずはApacheとSSLとPHP コマンドやファイル編集内容をずらずらと羅列 パッケージをインストール sudo apt-get install apache2 php5 libapache2-mod-php5 sudo apt-get install openssl SSLの鍵を作成 sudo mkdir /etc/apache2/ssl sudo /usr/sbin/make-ssl-cert /usr/share/ssl-cert/ssleay.cnf /etc/apache2/ssl/apache.pem 設定ファイルの作成(リンク)と編集 sudo ln -s /etc/apache2/sites-available/default-ssl /etc/apache2/sites-enabled/000-default-ssl sudo vi /etc/apache2/ssl/default-ssl 編集内容(default-ssl) SSLCertificateFile /etc/apache2/ssl/apache.pem #SSLCertificateKeyFile /etc/apache2/ssl/apache.pem その他コマンド サーバーが起動しない、エラーが起こるなどの時は試してみる Apache起動 sudo service apache2 start Apache再起動 sudo service apache2 restart mod有効化 sudo a2enmod ssl sudo a2enmod php5 http //www.dbonline.jp/phpmyadmin/setting/index1.html ブラウザで確認。両方確認しとく。 https //localhost/ http //localhost/ 次にMySQLとphpMyadmin MySQLと基本的なPHP系のライブラリを。 このとき MySQL のrootパスワードの設定を求められるので決めておく。 sudo apt-get install mysql-client mysql-server php5-dev php5-cli php5-common php-pear php5-mysql php5-mcrypt php5-dev php5-mhash php5-gd php5-xsl php5-xmlrpc phpMyadminを入手する www.phpmyadmin.net で対象のURIを確認 ファイル名なんとかならんか……ブラウザでダウンロードするのが良いかもしれない。 sudo mv phpMyAdmin-3.5.3-all-languages.tar.gz /var/www cd /var/www sudo tar zxf phpMyAdmin-3.5.3-all-languages.tar.gz sudo mv phpMyAdmin-3.1.1-all-languages phpmyadmin phpMyAdmin用のデータベースとユーザーを作成しとく mysql -u root -p Enter password ******** 以下SQLプロンプト grant USAGE on mysql.* pma@localhost identfied by pmapass ; exit mysql -u pma -p phpmyadmin/examples/create_table.sql Enter password (pmapass) エラーがでなければ作成OK。 クッキー用文字列を生成。 sudo apt-get install libstring-mkpasswd-perl mkpasswd.pl -l 46 (ランダムな文字列が表示されるのでコピーしとく) config.sample.inc.php を config.inc.php にコピーして編集。 cd ./phpmyadmin sudo cp config.sample.inc.php config.inc.php sudo vi config.inc.php 下記の行にランダムな文字列を入力する。コピーしといたやつ $cfg[ blowfish_secret ] = ********** ; この辺のコメントアウト外しておく。最初の3つは作成したユーザー名とかパスワードを入れる。 /* User used to manipulate with storage */ $cfg[ Servers ][$i][ controlhost ] = localhost ; $cfg[ Servers ][$i][ controluser ] = pma ; $cfg[ Servers ][$i][ controlpass ] = pmapass ; /* Storage database and tables */ $cfg[ Servers ][$i][ pmadb ] = phpmyadmin ; $cfg[ Servers ][$i][ bookmarktable ] = pma_bookmark ; $cfg[ Servers ][$i][ relation ] = pma_relation ; $cfg[ Servers ][$i][ table_info ] = pma_table_info ; $cfg[ Servers ][$i][ table_coords ] = pma_table_coords ; $cfg[ Servers ][$i][ pdf_pages ] = pma_pdf_pages ; $cfg[ Servers ][$i][ column_info ] = pma_column_info ; $cfg[ Servers ][$i][ history ] = pma_history ; $cfg[ Servers ][$i][ table_uiprefs ] = pma_table_uiprefs ; $cfg[ Servers ][$i][ tracking ] = pma_tracking ; $cfg[ Servers ][$i][ designer_coords ] = pma_designer_coords ; $cfg[ Servers ][$i][ userconfig ] = pma_userconfig ; $cfg[ Servers ][$i][ recent ] = pma_recent ; これでOK サーバー再起動させて確認 http //localhost/phpmyadmin/ とりあえず root でログインして、画面下部にエラーとか警告が出てないことを確認し、 適当なユーザーを作っておしまい。 自分の場合は、Rails開発用を想定してるので rails_dev@localhost を作った。
https://w.atwiki.jp/dow2jpmodwiki/pages/91.html
9114369Conceal 9114370Create a field at a fixed location that temporarily conceals all allies within its radius. 9114371Click and target area 9114372Fortune 9114373Grants a defensive bonus to a targeted allied unit, greatly reducing damage received. 9114374Click and target ally 9114375Runes of Fortune 9114376Grants Ability Fortune 9114377Witchblade of Isha 9114378Runes of Wrath 9114379Grants Trait Second Strike 9114380Runes of the Warp 9114381Grants Ability Group Teleport 9114382Group Teleport 9114383Teleport all nearby allied units to the targeted location. 9114384Click and target area 9114385Runes of Vigor 9114386Ghosthelm 9114387Pistol of the Doomseer 9114388Pistol of the Skyseer 9114389Levitation Field 9114390Lift all nearby enemies into the air, temporarily incapacitating them. Enemies are then thrown, suffering knockback damage. 9114391Click to activate 9114392Grants Ability Levitation Field 9114393Grants Ability Eldritch Bolt 9114396Spirit Stone of Illusion 9114397Grants Ability Veil of Tears 9114398Grants Trait Evasive 9114399Runes of Evasion 9114400Runes of the Harlequin 9114401Runes of Warding 9114402Runes of the Spider 9114403Grants Ability Entangle 9114404Entangle 9114405Substantially reduce the movement speed of a target and all enemies near it. 9114406Click and target enemy 9114407Armor of Eldanesh 9114408Grants Ability Psychic Shield 9114409Singing Spear 9114410Witchblade of the Crone 9114411Warp Spear 9114412Special Attack chance of 15% 9114413Special Attack chance of 5% 9114414Special Attack chance of 7% 9114415Special Attack chance of 5% 9114416Warp Pull 9114417Pull enemy infantry towards the caster. 9114418Click and target area 9114419Spirit Stone of Vigor 9114420Infiltration allows your squad to become invisible but drains energy over time. Infiltrated units can be revealed by detector units, or if they get too close to enemies. 9114421Unlock the Infiltration ability 9114422Heal Ability 9114423Grants Ability Heal 9114424Toggle Large Cursor 9114425Attention Arrow 9114426Place a graphical arrow on a unit or terrain. 9114427Enemy Visibility 9114428Toggle the visibilty of enemy units in the fog of war. 9114429Minimize/Maximize UI 9114430%1PLAYER% has voted to keep playing. 9114431Stronghold 9114432Building 9114433Power Generator 9114434Power Add-on 9114435Dreadnought 9114436The sight of a Dreadnought killing enemy units inspires nearby troops, temporarily increasing their combat effectiveness. Comes with the Emperor s Fist ability, can add an assault cannon, and receive the Dark Age of Technology upgrade. 9114437Vehicle 9114438Dreadnought 9114439Space Marine Walker 9114440Melee walker vehicle 9114441Level 2 Stronghold 9114449Apothecary 9114452Apothecary 9114453Apothecary 9114454Commander 9114455Teleporter Pack 9114456Team 1 FoW 9114457Team 2 FoW 9114459Force Commander 9114462A general combat expert. Has Assault Marines, Dreadnought, Assault Terminators. 9114463Force Commander 9114464Force Commander 9114465Commander 9114466Teleporter Pack 9114467Team 1 and 2 FOW 9114468Techmarine 9114469Can construct turrets and the field ops. 9114470Build Structures 9114472Can construct support structures and repair vehicles. Has Heavy Bolter, Predator, Terminator. 9114473Techmarine 9114474Techmarine 9114475Commander 9114476Sacred Standard 9114477Force Commander Elite 9114478Set player as Referee 9114479Referees have the ability to pause the game and chat to players. 9114480A general combat expert. Has Assault Marines, Dreadnought, Assault Terminators. 9114481Force Commander 9114483Captain of the Honor Guard 9114500Assault Marine 9114503Comes with jump pack effective at closing distances. Additional upgrades include the Blind Grenade and Melta Bombs. 9114504Assault Squad 9114505Assault Squad 9114506Space Marine Heavy Infantry 9114507Jumping heavy melee squad 9114508Devastator with Plasma Cannon 9114510Effective at dislodging enemy troops and vehicles from dug in positions. Has limited firing arc and requires set-up time. 9114511Devastator Plasma Cannon Squad 9114512Devastator Squad 9114514Artillery squad 9114515Level 2 Stronghold 9114517Terminator 9114520Deadly veterans of a thousand campaigns, Terminators are very powerful heavy infantry units. Highly durable, immune to suppression and can teleport. 9114521Terminator Squad 9114522Terminator Squad 9114523Space Marine Elite Infantry 9114524Heavy ranged assault infantry 9114525Terminator 9114527Deadly veterans of a thousand campaigns, Assault Terminators are very powerful heavy melee infantry units. Highly durable, immune to suppression and can teleport. 9114528Terminator Assault Squad 9114529Terminator Assault Squad 9114530Space Marine Elite Infantry 9114531Heavy melee assault infantry 9114532Heavy battle tank. Its ranged weapons are effective against infantry and vehicles. 9114533Space Marine Predator 9114534Predator 9114535Space Marine Tank 9114536Assault vehicle 9114537Level 3 Stronghold 9114538Space Marine Predator 9114540%1PLAYER% has conceded 9114543Razorback 9114551Transports infantry units across the battlefield and allows nearby squads to reinforce. 9114552Razorback 9114553Razorback 9114554Space Marine Transport 9114555Armed transport vehicle 9114556Level 2 Stronghold 9114557Venerable Dreadnought 9114558A more powerful Dreadnought. Effective in melee. The sight of a Dreadnought killing enemy units inspires nearby troops, temporarily increasing their combat effectiveness. 9114559Space Marine Dreadnought 9114560Venerable Dreadnought 9114561Space Marine Walker 9114562Melee walker vehicle 9114563Drop Pod 9114608Corruption 9114700Eliminate the Ork looters. 9114709Apothecary Galan 9114718Heals allies and revives fallen commanders. Has Scouts, Razorback, Plasma Cannon. 9114719Apothecary 9114720Galan 9114721Corrupt Apothecary 9114722Teleporter Pack 9114724Techmarine Elite 9114725Can construct turrets and the field ops. 9114726Build Structures 9114731Can construct support structures and repair vehicles. Has Heavy Bolter, Predator, Terminator. 9114732Techmarine 9114733Techmarine Champion 9114734Commander 9114759Number of Tickets 9114767Dok s Tools 9114768Chance when hit to heal 9114769Piercing Cry 9114770Unleash a piercing cry which stuns daemons of the Warp. 9114771Unleash a piercing cry which stuns daemons of the Warp. 9114787Tireless 9114788Thaddeus regains Health whenever he performs a jump or teleport. (Reduce Corruption to regain this trait). 9114789Thaddeus regains Health whenever he performs a jump or teleport. (Gaining the Blood Lust Trait will remove this trait). 9114790Vengeance 9114791Whenever an allied Space Marine dies, Avitus heals to full Health and receives a temporary but substantial damage bonus. (Reduce Corruption to regain this trait.) 9114792Whenever an allied Space Marine dies, Avitus heals to full Health and receives a temporary but substantial damage bonus. (Gaining the Blood Lust trait will remove this trait.) 9114793Piercing Cry 9114794Purify 9114795Mend 9114796Fervor 9114797Battle Cry stuns and damages any nearby daemons. If Battle Cry is not unlocked, gain the Piercing Cry ability with that same effect. (Reduce Corruption to regain this trait.) 9114798Ability Unlock - Purge an ally of the imperfections of wounds and disease, restoring their Health. (Reduce Corruption to regain this trait.) 9114799Cyrus revives incapacitated units at full Health. When equipping Stimulant Kits, their use is an Energy based ability. (Reduce Corruption to regain this trait.) 9114800Tarkus has increased attack power and defense when in battle with daemons. (Reduce Corruption to regain this trait.) 9114801Battle Cry stuns and damages any nearby daemons. If Battle Cry is not unlocked, gain the Piercing Cry ability with that same effect. (Gaining the Blood Lust trait will remove this trait.) 9114802Toxin Sacs 9114803Slows the targeted squad to a crawl for a short duration. 9114804Crippling Poison 9114805Click and target enemy 9114806Ability Unlock - Purge an ally of the imperfections of wounds and disease, restoring their Health. (Gaining the Unholy Vigor trait will remove this trait.) 9114808Cyrus revives incapacitated units at full Health. When equipping Stimulant Kits, their use is an Energy based ability. (Gaining the Blood Lust trait will remove this trait.) 9114809Tarkus has increased attack power and defense when in battle with daemons. (Gaining the Blood Lust trait removes this trait.) 9114810Farseer 9114811A master psyker, the Farseer is a support caster that provides disruptive melee and strengthens troops with her spells. 9114812Farseer 9114813Ability 1 description 9114814Ability 2 description 9114815Ability 3 description 9114816Ability 4 description 9114817Ability1 9114818Ability2 9114819Ability3 9114820Ability4 9114821Mekboy 9114822Mekboy 9114823Mekboys are responsible for maintaining the machinery that the Orks use. Excels at supporting infantry with his abilities or by building turrets and Waaagh! Banners.They also can enhance troops with their technology. 9114824Ability 1 description 9114825Ability 1 description 9114826Ability 1 description 9114827Ability 1 description 9114828Ability 1 description 9114829Ability 1 9114830Ability 2 9114831Ability 3 9114832Ability 4 9114833Ability 5 9114834Captain 9114835Captain 9114836The tactical marine does a lot of cool stuff. 9114837Ability 1 description 9114838Ability 2 description 9114839Ability 3 description 9114840Ability 4 description 9114841Ability 1 9114842Ability 2 9114843Ability 3 9114844Ability 4 9114845Drop Pod 9114846Raid on Calderis 9114852Destroy the Honor Guard Stronghold 9114855Apollo Diomedes 9114856Blood Ravens Honor Guard 9114857Apothecary Galan and his Terminators have fallen to Chaos 9114858Infiltration, teleporters, and jump packs can aid you in avoiding combat with Blood Ravens. 9114900Chaos Lord 9114901Plague Champion 9114921Chaos Sorcerer 9114922Secure Angel Forge 9114972Heavy Bolter Turret 9114973Suppresses infantry 9114974Heavy Bolter Turret 9114975Building 9115017Power Generator 9115018Destroy to cause nearby Blood Ravens to fall back. 9115026Choppa n Basha 9115037Restore Energy on kill 9115038Destroying Angel Gate will corrupt all deployed squads. 9115039Commander, this insurgency has stretched our loyal forces to the limit. 9115040Ork looters have infested the hab-blocks outside Angel Gate, and I can spare no troops to stop them. 9115041Only you can eliminate these xenos before they reach Angel Forge. 9115042"What do Orks have to do with the insurgency?" 9115043House Vandis wants Angel Forge for itself. 9115044They are driving the Orks ahead of them in order to weaken the Forge s defenses. 9115045If the insurgents take Angel Forge, they will have access to massive weapon stores. 9115046"How well-defended is the Forge?" 9115047Most Imperial Guard forces have been diverted to deal with Vandis insurgents. 9115048Those Guardsmen still at the forge are dangerously short-handed. 9115049The defensive gate has been restored, but it remains in a weakened state. 9115050If Angel Gate falls, nothing stands between the rebels and the forge. 9115051I will be glad to be done with this place. 9115052Surely Angel Forge is worth defending, Avitus. 9115053Worry about moralizing later, Librarian. 9115054There are Orks to kill. 9115060Dis way… I saws sumfing from da sky… 9115061Dere! Space Marines!! 9115062Kill em boyz! 9115063Greenskins in the habblocks! 9115064Use explosives! 9115065More Space Marines? 9115066Dis iz me lucky day! 9115067Did that Greenskin say more Space Marines? 9115068Crush em! 9115070Commander, Governor Derosa here. 9115071We are receiving a distress call from inside the defensive ring. 9115074We are under heavy fire from insurgent forces inside the perimeter! 9115075Heavy casualties-- 9115082Commander, that position is exposed. 9115083Then we break the gate down! Take the fiends by surprise! 9115084And what then, sergeant? 9115085With Angel Gate shattered and the defenders dead, who will hold the Forge the next time? 9115086Enough… The Commander… must decide… 9115125Enter Angel Gate and assist the remaining Guardsmen. 9115126Heal 9115127Heal a targeted squad. This ability improves as the Apothecary gains levels. 9115128Click and target ally 9115137Rites of Repair 9115138Repair damage done to an allied vehicle, walker, generator or turret. 9115139Repair damage done to an allied vehicle, walker, generator or turret. 9115140Click and target allied vehicle 9115154Boss Pole 9115155Blood Ravens Elite 9115156Imperial Guard Squad 9115157Light Infantry 9115158Light Infantry 9115159Imperial Guard Squad 9115160Imperial Guard Squad 9115161Light Infantry 9115162Storm Trooper Squad 9115163Veteran Infantry 9115164Storm Trooper Squad 9115165Veteran Infantry 9115166Storm Trooper Squad 9115167Veteran Infantry 9115171Sweeping Advance 9115172Units that are retreating take additional damage from melee attacks. Retreating when already surrounded by melee units will end badly. 9115173Trigger biomorph 9115174Toxin sacs increase Termagant ranged damage, health, and grant the Crippling Poison ability. 9115175Toxin Sacs 9115176Trigger biomorph 9115177Adrenal glands increase Hormagaunt speed, health, damage and grant a passive charge leap. 9115178Adrenal Glands 9115179Warrior (Venom Cannon) 9115180Warrior brood equipped with Venom Cannons effective vs vehicles. Can detect infiltrated units. Nearby ranged tyranids will also receive damage bonuses. 9115181Tyranid Warrior 9115182Venom Brood 9115183Heavy Infantry 9115184Anti-vehicle unit 9115185Reinforce Warriors 9115187Level 3 Hive 9115208Greenskin armored vehicles! 9115209Heavy weapons! 9115212This victory may cost us our souls… 9115213The heretics are flanking us! 9115214Keep them pinned down! 9115218Space Marines! Fall back! Fall back! 9115220Governor Derosa, we have breached the defensive wall. 9115221We have encountered Chaos Space Marines. 9115222Understood. 9115223The air defenses on the southern approach have ceased functioning. 9115224The enemy is bringing in heavy reinforcements. 9115225We need to reactivate those defenses! 9115226Secure the command tower near the southwestern landing pad and we can do just that. 9115227The usurper s Space Marines! 9115230For Vandis! 9115231Kill the usurpers! 9115232For the Inheritance of Man! 9115238Hold the line! Hold- 9115239They keep coming! 9115242Ah, here are our brothers. 9115243Precisely on schedule. 9115246The Black Legion… 9115247So good to see you all again, Blood Ravens. 9115248I remember well our sparring on Kronus. 9115249Tell Captain Thule that his old friend Eliphas is anxious to see him again. 9115250Eliphas…? 9115251Kill! Kill! KILL! 9115259The insurgents are in full retreat. 9115260You have more than an insurgency on your hands, Governor Derosa. 9115261This is a full-fledged heresy. 9115274Commander - I have taken stock of the items recovered from the battlefield. 9115275I fear some of them resonate with very troubling psychic echoes. 9115278I advise caution with these items, Commander. 9115280Jonah Orion 9115281Vandis Insurgent 9115283Chaos Space Marine 9115284Eliphas 9115290Imperial Guardsman 9115291Imperial Guard Squad 9115292Light Infantry 9115309Chaos Dreadnought 9115310Infiltrate 9115311Become invisible. Attacking, using abilities or getting too close to enemy troops will reveal the squad. 9115312Toggle on/off 9115315Frag Grenade 9115316Throw a grenade which damages and disrupts infantry. Grenades ignore cover and are effective against garrisoned buildings. 9115317Click and target area 9115356Destructive Strike 9115357Click and choose direction 9115358A channeled strike, dealing massive damage to nearby enemies. 9115361Tactical Marine 9115362Tactical Marine 9115363In the name of the Emperor! 9115364Space Marine Tactical Squad 9115365Tactical Squad 9115366Space Marine Heavy Infantry 9115375Chaos Lord (Hero) 9115376Perform a sweeping strike, knocking back all enemies surrounding the Chaos Lord. 9115377Click to activate 9115380Sweeping Doom 9115386Win/loss record for the Chaos Marines race for the selected game type. 9115404Kinetic Pulse 9115405Click and target enemy infantry 9115410Chainsword 9115411Recovers health on hit 9115412Shoot em Good 9115413Unleash a barrage of fire on the enemy, dealing damage and knocking them to the ground. 9115414Click and target enemy infantry 9115415Master-Crafted Chainsword 9115416Default Bolter 9115417Power Armor 9115418Grants Ability Stun Grenade 9115420Farseer Armor 9115421Singing Spear Default 9115422bOOM TIME 9115426Burna Default 9115427Orky Armor 9115428Pistol of the Warseer 9115429Grants Trait Combat Expert 9115430Shuriken Pistol 9115431Witchblade 9115432Click to activate 9115434Fleet of Claw 9115436While Fleet of Claw is active the Ravener moves faster but inflicts less damage. 9115442Artillery Strike 9115443Call down a barrage from allied Imperial Guard artillery positions. 9115444Call down a barrage from allied Imperial Guard artillery positions. 9115445Click and target area 9115474Big Choppa 9115475Grants Trait Invigorating 9115500Librarian 9115517Proximity Mines 9115518Scatter mines in an area. When triggered by an enemy, they cause knockdown damage in a large radius. 9115519Upgrade Predator 9115520We could use any aid you can provide, Commander. 9115530Deploy Tarantula 9115531Deploy a Tarantula sentry gun at the designated location. Heavy bolter turret damages and suppresses enemy infantry. 9115532Deploy a Tarantula sentry gun at the designated location. Heavy bolter turret damages and suppresses enemy infantry. 9115533Click and target location 9115537Purification Vials 9115538Throw a grenade which purifies an area, damaging all units within its purifying cloud. 9115539Click and target area 9115545Warp Field 9115548Grants Trait Combat Master 9115550Raise a protective shield which halves incoming damage and causes it to reduce Energy instead of Health. 9115554Upgrade Predator 9115555Grants extra health to the Predator. 9115556Extra Armor 9115557Grants Trait Combat Expert 9115558Grants Trait Fearless 9115559 … 9115560Vandis Insurgency 9115561Corruption Risk 9115562Destroying Angel Gate will corrupt all deployed squads. 9115563Jonah Orion 9115564Fleet of Foot 9115565Greatly increase speed but have reduced damage for a duration. 9115566Click to activate 9115567Advanced Infiltration Training 9115568Hide Da Gunz 9115569Burrow Strike 9115570Raveners can burrow deep into the ground and resurface with explosive force in the middle of the enemy position. 9115571Jump 9115572Click and target area 9115573Lootas can hide once their weapon is set up. Attacking, using abilities or getting too close to enemy troops will reveal their position. 9115574Toggle On/Off 9115575Variant of the Carnifex that excels at heavy ranged combat. Can be upgraded to carry a massive Venom Cannon, which also grants the Bio-Plasma ability. 9115576Tyranid Barbed Strangler Carnifex 9115577Monstrous creature 9115578Level 3 Hive 9115579Pheromone Cysts 9115580Releases pheromones that draw Rippers out of the ground to attack nearby enemies. 9115581Click to activate 9115582Thornback 9115583Screamer-Killer 9115584Enhanced Muscle Coil 9115585Allows the Ravener to burrow and remain underground indefinitely. Resurfacing will knock back and temporarily stun nearby enemies. 9115586Trigger biomorph 9115587Level 2 Hive 9115588stun pack 9115596Fire bolts of psychic power at the targeted area. The more Energy the Sorcerer has, the more bolts fire. 9115597Click and target area 9115598Doombolt 9115599 " +50% increase damage dealt for 8 seconds 9115600 " +50% increase damage dealt for 8 seconds 9115601High direct-damage ranged weapon, ideal at cutting down single targets. 9115602Large Area-of-Effect damage, ideal vs. groups of units 9115603Large Area-of-Effect damage, great at melting down large groups of smaller enemies. 9115604Suppression weapon, can control large groups of units but takes time to set-up and deploy. 9115605Although an unreliable damage-dealer, this weapon is great for knocking down and disrupting clusters of units. 9115608Control 9115609Death Resistance 9115610Wave Time 9115612Enhanced Muscle Coil 9115619Grants Ability Blind Grenade 9115620Stun enemy targets in an area on detonation. 9115621Revive a fallen comrade with full Health and temporary invulnerability. 9115622Area-of-effect attack with low-medium damage distributed evenly across the entire area. This damage ignores a significant amount of armor. 9115623Call in a massive orbital strike capable of destroying even the heaviest units. 9115624Causes all nearby enemies to retreat. 9115625Restore Health to a nearby selected ally. 9115626Heals a friendly target. 9115627Area-of-effect attack with damage much higher the closer a target is to the central impact point, knocks down surviving victims. 9115628Deliver a Dreadnought by drop pod. 9115629Confuse the target squad, causing it recklessly attack anything nearby for a short period. 9115630Confuse 50% of enemy squads, causing them recklessly attack anything nearby for a short period. 9115631Fire a roiling blast of psychic energy at an enemy. 9115632Unleash a large psychic storm, disrupting and damaging enemies in a large radius. While channeling this powerful spell the caster will be immune to damage but not regenerate energy. 9115633Substantially reduce the movement speed of a target and all enemies near it. 9115634Greatly increase movement speed at the cost of reduced damage output. 9115635Pull enemy infantry towards the caster. 9115636Grants a defensive bonus to a targeted allied unit, greatly reducing damage received. 9115637Teleport all nearby allied units to the targeted location. 9115638Create a field at a fixed location that temporarily conceals all allies within its radius. 9115639Grant a targeted ally temporary invulnerability. 9115640Lift all nearby enemies into the air, temporarily incapacitating them. Enemies are then thrown, suffering knockback damage. 9115641Make the Mekboy invulnerable for a duration. 9115642Teleport to the chosen location. 9115643Order a massive Rok strike on a targeted position. 9115644Scatter mines in an area. When triggered by an enemy, they cause knockdown damage in a large radius. 9115645Scatter booby traps in an area. Enemies who trigger these traps suffer significantly reduced movement speed and accuracy. 9115646Give Energy to a friendly unit and restore their Health. 9115647Make yer armor all sparky! Damages nearby units 9115648Knock down enemy infantry in a large radius around the Mekboy for the duration of the ability. 9115649Activate a force field that knocks away any enemy infantry who get close to the targeted unit. 9115650Plant a large pack of explosives at the target location. Detonate explosives by clicking on them. 9115651Grants Trait Damage Aura 9115652Grants Ability Kustom Force Field 9115653Grants Ability Hellfire Grenade 9115654Litanies of Zeal 9115656Melta Gun 9115657Grenade Launcher 9115658Lightning Claw 9115660Lascannon 9115662Equip armor 9115663Inlaid with foul spells, these vestments grant the Warp ability, allowing the Sorcerer to teleport. Increases the health of the Sorcerer. 9115664Vestments of the Warp 9115669Act I - Prologue 9115670Act II - Let s Get Started 9115671Act III - Tough Guy 9115672Act IV - Is It Worth It? 9115673Act V - For Real. 9115674Scene I 9115675Scene II 9115676Scene III 9115677Scene IV 9115679Grants Trait Reactive Teleport 9115680Build Structures 9115681Build Structures 9115682Chaos Shrine 9115683Building 9115684Chaos Shrine 9115685Click and target location 9115686Stikkbomb 9115687Throw grenades that damage infantry units. Stikkbombz ignore cover and are effective against garrisoned buildings. 9115688Click and target area 9115689Establish a shrine to the Dark Gods. The Type of shrine depends on your hero. Khorne - Summons temporary Bloodletters. Nurgle - Heals allies and knocks away enemies. Tzeentch - Fires damaging bolts at enemies. Shrines gain experience from nearby worship and combat, strengthening their effects. 9115696Master-Crafted Bolt Pistol 9115697Plasma Gun 9115698Plasma Cannon 9115699Grants Trait Armor Piercing 9115700Mark of Khorne 9115701Changes the squad s weaponry to mighty chainaxes and plasma pistols, effective against all targets. Squad is immobile while upgrading. 9115702Dedicate to Khorne 9115703Scene I - Gilroy Special 9115705Ashen Plate 9115706In the purge of the Regalos Heresy, Space Marines incinerated millions of corpses mutated by Chaos. One brother wore this fine power armor, and saw it coated with the ashen remains of a metropolis. 9115707Reinforced Power Armor 9115708The Iron Cage 9115709Crafted by the Imperial Fists own Master of the Forge and gifted to the Blood Ravens for their assistance during the Brill Crusade, this indomitable armor commemorates the Imperial Fists terrible battle against the Iron Warriors during the Horus Heresy. 9115710Gold 9115711Khorne Red 9115712Nurgle Green 9115714No Hint of Corruption 9115809Allows the Mekboy to teleport around the battlefield. 9115810Carrying a malfunctioning teleportation device this heavier armor offers unpredictable protection from melee enemies. 9115811With this armor the Mekboy is a tough fungal egg to crack. 9115812Can make the Mekboy invulnerable… for a while. 9115813Electric shocks damage all nearby enemies. 9115814Enemies killed with this Choppa restore a portion of the Mekboy s Energy. 9115815These bitz make the Mekboy dead ard. 9115816Traps can be scattered in a target area. Enemies who trigger these traps suffer significantly reduced movement speed and accuracy. 9115817These bitz increase the Mekboy s Energy. 9115818Grants the ability to give Energy to a friendly unit and restore their Health. 9115819Good for keeping nearby friends up while the Mekyboy takes a pounding. 9115820Placed on the ground, these explosives can be triggered for a Uge Kaboom. 9115821Grants the ability to knockback all nearby infantry for a short period of time. 9115822Mines can be scattered in a target area. When triggered by an enemy, they cause knockdown damage in a large radius. 9115823Grants the ability to knock down enemy infantry in a large radius around the Mekboy for the duration of the ability. 9115824Makes the Mekboy useful even in death. 9115825Grants the ability to order a massive Rok strike on a targeted position. 9115826These bitz make the Mekboy impossible to knock down. 9115827This Boss Pole s good for keepin the boyz in line. 9115828Terrifies nearby enemies, reducing their damage. 9115838(2p) Outer Reaches 9115839(2p) Leviathan Hive 9115840(6p) Angel Gate 9115841(4p) Golgotha Depths 9115842(6p) Calderis Refinery 9115843(4p) Calderis Refinery 9115844(2p) Calderis Refinery 9115845Redeeming Item 9115846Killing loyal Blood Ravens will corrupt your squads 9115847Searing Melta Gun 9115848Gelid Truth 9115849Storm Bolter 9115850+1 to Will Combat Discipline 9115851Rumored to have been wielded by the Space Wolves hero Ulrik the Slayer during the First War of Armageddon, this mighty storm bolter bears runes of courage and fury. How and why this weapon left the Slayer s possession is unknown, but legend has it that the Space Wolves are under orders not to return this item to their High Priest. "It shall do its gelid work among the other chapters. The runes of Russ would have it so." 9115852Lance of the Angel 9115853Swift Multi-Melta 9115854Claw of Zeal 9115855Seal of Truth 9115856"The Emperor is with us, fear not. Fear only that we are not worthy of that honor." 9115860Demolition Charge Pack 9115861Thrown Weapon 9115862Excellent anti-building 9115863Great damage vs. infantry 9115864Good damage vs. vehicles 9115865Can hit multiple targets 9115866Ineffective vs. moving targets 9115867Short Range 9115868Limited use 9115869Powerful explosive charge with a large area of effect and long timer. Excellent at eliminating static targets such as buildings or obstructions. Effective against buildings. 9115870Tireless Teleporter 9115871Teleport Pack 9115872Grants the Teleport ability 9115873Constantly generating a low-level warp field, this master-crafted teleporter pack creates a imperceptible distortion field around the wearer, allowing him to move and recover more quickly. 9115880First Light of Dawn 9115881Standard of Fearless Leadership 9115883Carapace of Insight 9115885Fleshtearer Chainsword 9115886Fist of Vigor 9115887Emperor s Light 9115888Imbalanced Fist of Longinus 9115889Arms of the Blood Angel 9115890Worldbreaker 9115891Hivekiller Bolt Pistol 9115892Tireless Combat Shotgun 9115893Nostrum s Farewell 9115894Celestial Fire 9115895Improved Grenade Launcher 9115896Torrent of Hellfire 9115897Lance of Polyphemus 9115898Dreadnought Multi-Melta 9115899Test trait 9115900Test 9115901Detonating Plasma Gun 9115903The Voice of Reason 9115904Mark of Exitus 9115907Reduces nearby enemy damage by 35%. Additional Fearsome Auras reduce the damage by an additional 15%. 9115908Fearsome Aura 9115909Choppa 9115910Barding of Wrath 9115911Hephaestus Refuge 9115912Venerable Power Armor 9115913Reinforced Scout Armor 9115915Leader s Armor of Fury 9115916Leader s Armor of Wrath 9115919Default weapon. This pitiful excuse for a sharp object does not make the ideal weapon. 9115920Default Armor. Protects some of the softer spots, but not much else. 9115921Mark of Tzeentch 9115922Dedicate to Tzeentch 9115923Followers of Tzeentch wield bolters equipped with Inferno Bolts, which are effective against heavy armor. Squad is immobile while upgrading. 9115924Normal Shot 9115925Fire a controlled singularity that pulls in and damages nearby units. Requires your D-Cannon weapon team to be setup. 9115926Click and target area 9115927Mark of Tzeentch 9115928Havocs bearing the Mark of Tzeentch wield powerful lascannons effective against vehicles. Squad is immobile while upgrading. 9115929Teleport 9115930Teleport to the designated location. 9115931Teleport to the designated location. 9115932Click and target area 9115933High-Explosive Shot 9115934Fire an explosive shotgun shell that deals devastating damage, even to armored targets and vehicles. 9115935Fire an explosive shotgun shell that deals devastating damage, even to armored targets and vehicles. 9115936Click and select a target 9115938Venerable Power Sword 9115939The Emperor s Hand 9115941Click and target position 9115943Daystar 9115944The Barding of Jordanos 9115945Plate of the Sternguard 9115946Carapace of Conquest 9115947Pride of the Techpriests 9115948Daedus Tomb 9115949Vigiles Arcanum 9115950Damage Aura 9115951Causes damage to all nearby enemies. 9115952Chance when the Captain is hit by a melee attack to damage and knockback the attacker. 9115953Reactive Teleport 911595450% chance, when the Mekboy is hit by a melee attack, to teleport the attacker to a random nearby location. 9115955Reactive Strike 9115956Reactive Escape 911595715% Chance, when the Mekboy is hit by a melee attack, to teleport the Mekboy to a random location. If teleported, the Mekboy is briefly phased out, greatly reducing the enemy s chance to hit him. 9115958Makes the wearer immune to knockback. 9115959Unshakable 9115960Resilient Leadership 9115961+100 health bonus for all nearby allies 9115962All nearby allies are immune to suppression. 9115963+2 Health Regeneration for all nearby allies 9115964Healing Aura 9115965Fearless Leadership 9115966Melee attacks heal all nearby allies for 5 health 9115967Zealous Leadership 9115968Invigorating 9115969High Special Attack Rate 9115970Regain 5 Energy when killing an enemy with a melee strike. 9115971Spirit of Logan Grimnar 9115972Targets hit with the Plasma Pistol have their armor reduced for a short duration. 9115973Corroding 9115974Barrero s Peace 9115975Grants Trait Area of Effect 9115976Area of Effect 9115977The Burna deals damage in a large radius. 9115978Grants Trait Suppressive 9115979Suppressive 9115980The Dakka Deffgun suppresses enemy units under fire, slowing their movement and attack speed. 9115981Grants Trait Knockdown 9115982Knockdown 9115983Passive Rokkit Launcha fire knocks down smaller units. 9115985Merciless Strike 9115986Lash out at a specified target with an explosive short-ranged melee attack. 9115987Lash out at a specified target with an explosive short-ranged melee attack. 9115988Click and target location 9115991Bio-Plasma Detonation 9115992Click to detonate 9115993The Spore Mine will undergo a brief chemical reaction to convert its biomass to an intense Bio-Plasma blast. Good for killing enemy units in buildings. 9115995Superior Power Armor 9115998Artifact Power Armor 9115999Ancient Power Armor 9116001Superior Artificer Power Armor 9116003Ancient Artificer Power Armor 9116004Superior Carapace Armor 9116005Scout Armor 9116006Mk III ballistic fiber weave fatigues. Although less protective than power armor and not fully sealed, the initiates of the chapter serving in the scout squads are well armored in comparison to other warriors in the Emperor’s service. 9116010Artifact Scout Armor 9116011Scout Armor 9116012Mk III ballistic fiber weave fatigues. Although less protective than power armor and not fully sealed, the initiates of the chapter serving in the scout squads are well armored in comparison to other warriors in the Emperor’s service. 9116016Venerable Scout Armor 9116017Scout Armor 9116018Mk III ballistic fiber weave fatigues. Although less protective than power armor and not fully sealed, the initiates of the chapter serving in the scout squads are well armored in comparison to other warriors in the Emperor’s service. 9116022Relic Carapace Armor 9116023Scout Armor 9116024Mk III ballistic fiber weave fatigues. Although less protective than power armor and not fully sealed, the initiates of the chapter serving in the scout squads are well armored in comparison to other warriors in the Emperor’s service. 9116028Artificer Carapace Armor 9116029Scout Armor 9116030Mk III ballistic fiber weave fatigues. Although less protective than power armor and not fully sealed, the initiates of the chapter serving in the scout squads are well armored in comparison to other warriors in the Emperor’s service. 9116040Corruption Risk %1OBJECTIVE_TITLE% 9116041Redemption Opportunity %1OBJECTIVE_TITLE% 9116054Artifact Dreadnought Plating 9116055Dreadnought Armor 9116056Thick adamantium plates gird the Dreadnought and the venerated Space Marine hero within it. All but the mightiest weapons can do little more than scratch this shell. 9116057Artifact Dreadnought Plating 9116058Dreadnought Armor 9116059Thick adamantium plates gird the Dreadnought and the venerated Space Marine hero within it. All but the mightiest weapons can do little more than scratch this shell. 9116060Venerable Dreadnought Plating 9116061Dreadnought Armor 9116062Thick adamantium plates gird the Dreadnought and the venerated Space Marine hero within it. All but the mightiest weapons can do little more than scratch this shell. 9116063Venerable Dreadnought Plating 9116064Dreadnought Armor 9116065Thick adamantium plates gird the Dreadnought and the venerated Space Marine hero within it. All but the mightiest weapons can do little more than scratch this shell. 9116066Artificer Dreadnought Plating 9116067Dreadnought Armor 9116068Thick adamantium plates gird the Dreadnought and the venerated Space Marine hero within it. All but the mightiest weapons can do little more than scratch this shell. 9116072Ancient Dreadnought Plating 9116073Dreadnought Armor 9116074Thick adamantium plates gird the Dreadnought and the venerated Space Marine hero within it. All but the mightiest weapons can do little more than scratch this shell. 9116075Reinforced Dreadnought Plating 9116076Shielded Dreadnought Plating 9116077Conqueror Dreadnought Plating 9116081Artifact Boltgun 9116082Bolter 9116084Astartes MK IIIsx. Firing self-propelled explosive-tipped rounds, boltguns are the Space Marine s signature weapon. Easy to fire, they allow Space Marines to make better use of cover than when using other weapons. 9116093Venerable Boltgun 9116094Bolter 9116096Astartes MK IIIsx. Firing self-propelled explosive-tipped rounds, boltguns are the Space Marine s signature weapon. Easy to fire, they allow Space Marines to make better use of cover than when using other weapons. 9116097Artificer Boltgun 9116098Bolter 9116100Astartes MK IIIsx. Firing self-propelled explosive-tipped rounds, boltguns are the Space Marine s signature weapon. Easy to fire, they allow Space Marines to make better use of cover than when using other weapons. 9116101Artifact Plasma Gun 9116102Plasma Gun 9116104MK XII Ragefire type. This specialist issue weapon is slower-firing than a bolter, but able to damage any target type. Effective against high value single infantry and vehicles. 9116105Venerable Plasma Gun 9116106Plasma Gun 9116108MK XII Ragefire type. This specialist issue weapon is slower-firing than a bolter, but able to damage any target type. Effective against high value single infantry and vehicles. 9116109Artificer Plasma Gun 9116110Ancient Plasma Gun 9116111Plasma Gun 9116112Plasma Gun 9116113Plasma Gun 9116123Artifact Flamer 9116126Flamer 9116131MK Xk Purifier . The flamer fires a mix of chemicals that upon contact with the air, ignites to put forth a steady stream of cleansing flame. Flamers ignore cover and are excellent at clearing buildings. 9116132Venerable Flamer 9116135Flamer 9116140MK Xk Purifier . The flamer fires a mix of chemicals that upon contact with the air, ignites to put forth a steady stream of cleansing flame. Flamers ignore cover and are excellent at clearing buildings. 9116141Artificer Flamer 9116144Flamer 9116149MK Xk Purifier . The flamer fires a mix of chemicals that upon contact with the air, ignites to put forth a steady stream of cleansing flame. Flamers ignore cover and are excellent at clearing buildings. 9116154Artifact Missile Launcher 9116155Missile Launcher 9116157Soundstrike Pattern. Armed with high-explosive krak missiles, this weapon is the bane of those feeling safe behind armored plating. Effective against vehicles and buildings. 9116158Venerable Missile Launcher 9116159Missile Launcher 9116161Soundstrike Pattern. Armed with high-explosive krak missiles, this weapon is the bane of those feeling safe behind armored plating. Effective against vehicles and buildings. 9116162Artificer Missile Launcher 9116163Missile Launcher 9116165Soundstrike Pattern. Armed with high-explosive krak missiles, this weapon is the bane of those feeling safe behind armored plating. Effective against vehicles and buildings. 9116166Ancient Missile Launcher 9116167Missile Launcher 9116169Soundstrike Pattern. Armed with high-explosive krak missiles, this weapon is the bane of those feeling safe behind armored plating. Effective against vehicles and buildings. 9116170Artifact Combat Shotgun 9116173Combat Shotgun 9116176Arbites Pattern V "Justice." With a short range but a heavy damage output, combat shotguns allow infiltrating scouts to close in for the kill. Effective vs. infantry. 9116177Venerable Combat Shotgun 9116180Combat Shotgun 9116183Arbites Pattern V "Justice." With a short range but a heavy damage output, combat shotguns allow infiltrating scouts to close in for the kill. Effective vs. infantry. 9116184Artificer Combat Shotgun 9116187Combat Shotgun 9116190Arbites Pattern V "Justice." With a short range but a heavy damage output, combat shotguns allow infiltrating scouts to close in for the kill. Effective vs. infantry. 9116196Artifact Bolt Pistol 9116197Bolt Pistol 9116200Astartes Mk III. This sidearm allows Space Marines armed with a close combat weapon to deal damage while closing into melee. 9116201Venerable Bolt Pistol 9116202Bolt Pistol 9116205Astartes Mk III. This sidearm allows Space Marines armed with a close combat weapon to deal damage while closing into melee. 9116206Artificer Bolt Pistol 9116207Bolt Pistol 9116210Astartes Mk III. This sidearm allows Space Marines armed with a close combat weapon to deal damage while closing into melee. 9116211Ancient Bolt Pistol 9116212Bolt Pistol 9116215Astartes Mk III. This sidearm allows Space Marines armed with a close combat weapon to deal damage while closing into melee. 9116224Artifact Heavy Bolter 9116225Heavy Bolter 9116227Astartes MK IVa. Massive weapons with a staggering rate of fire, heavy bolters suppress enemy infantry and cut them down without prejudice. Effective against most targets and light armor. 9116228Venerable Heavy Bolter 9116229Heavy Bolter 9116231Astartes MK IVa. Massive weapons with a staggering rate of fire, heavy bolters suppress enemy infantry and cut them down without prejudice. Effective against most targets and light armor. 9116236Artificer Heavy Bolter 9116237Heavy Bolter 9116239Astartes MK IVa. Massive weapons with a staggering rate of fire, heavy bolters suppress enemy infantry and cut them down without prejudice. Effective against most targets and light armor. 9116247Venerable Sniper Rifle 9116250Sniper Rifle 9116253Astartes MK IIs. With a long range but slow rate of fire, this perfectly balanced rifle excels at eliminating high value targets from range, or keeping groups of infantry pinned down. Effective vs. single infantry. 9116254Slugga 9116255Default gun. This pitiful Slugga is as good for bashin things as it is for shootin . 9116263Artificer Sniper Rifle 9116266Sniper Rifle 9116269Astartes MK IIs. With a long range but slow rate of fire, this perfectly balanced rifle excels at eliminating high value targets from range, or keeping groups of infantry pinned down. Effective vs. single infantry. 9116273Artifact Chainsword 9116274Chainsword 9116276MK XI ‘Hell’s Teeth’. The close-combat weapons of choice among Space Marines, chainswords are most effective against lightly armored targets. They are also nimble enough for parries, granting enhanced melee defense. 9116286Venerable Chainsword 9116287Chainsword 9116289MK XI ‘Hell’s Teeth’. The close-combat weapons of choice among Space Marines, chainswords are most effective against lightly armored targets. They are also nimble enough for parries, granting enhanced melee defense. 9116290Artificer Chainsword 9116291Chainsword 9116293MK XI ‘Hell’s Teeth’. The close-combat weapons of choice among Space Marines, chainswords are most effective against lightly armored targets. They are also nimble enough for parries, granting enhanced melee defense. 9116294Artificer Power Sword 9116296Ancient Power Sword 9116297Claw of Fortitude 9116299Terminator Lightning Claws 9116300Fleshtearer Lightning Claw 9116301Shielded Lightning Claw 9116302Rending Lightning Claw 9116303Claws of Mars 9116304Talons of the Blood Raven 9116306Shielded Claws 9116307Fleshtearer Claws 9116308Gauntlet of Victory 9116310Fleshtearer Chainsword of Zeal 9116311Crippling Chainsword 9116312Artifact Power Sword 9116315Axe of the Frostrider 9116317Fury of Aeolus 9116318Howl of the Black Knight 9116319Gorgon Plate 9116320Dreadnought Armor 9116321Blessed by the Techmarines of Forge World Gryphonne, this holy plating is laced with solar-reflective materials that can disperse high-energy lascannon and plasma blasts. Honored Robbinas of the Crimson Fists was the last dreadnought to use this plate. 9116322Vengeful Edge of the Fallen 9116323Power Sword 9116329Salamander s Tongue 9116330The Griffon s Pride 9116331Identify the Traitor 9116332Doom of Apostasy 9116334Travel to Planet Aurelia 9116335Attack Selenon Keep 9116336Raid the Blood Ravens Outpost 9116337Defeat Araghast the Pillager 9116338Recover the ancient logic engine 9116339Defend the Astronomic Array 9116340Defend the Governor s Palace 9116341Secure Angel Forge 9116342Attack the Vandis facility 9116347Black Legion 9116348Clue to the Traitor 9116349The Bloody Hand 9116351Battle Equipment 9116352Mark of Tzeentch 9116353Tzeentch s Mark grants a missile launcher, and the Frenzied Barrage ability. The Chaos Dreadnought is immobile while upgrading. 9116354Dedicate to Tzeentch 9116374Advanced Infiltration Training 9116379Mark of Tzeentch 9116382Tzeentch s Mark grants a missile launcher, and the Frenzied Barrage ability. The Chaos Dreadnought is immobile while upgrading. 9116383Dedicate to Tzeentch 9116384Dedicate to Tzeentch 9116386Heavy Flamer 9116403Cyclone Missile Launcher 9116404Blood Rage 9116405Send the Chaos Dreadnought into an uncontrolled rage, attacking any nearby unit (friend or foe) with increased strength and speed. 9116407Click to Activate 9116408bought missile 9116409Bought Flamer 9116429Adrenal Glands 9116433Destroying generators will force nearby enemies to fall back 9116435The Barding of Hate 9116436Armor of Infernus 9116437Frey s End of Sanity 9116438Bloodtide 9116439The Medean Cannibal 9116440Pestilent Spewer 9116441Grants the ability, with Weapon Utility Training upgrade on Cyrus 9116442Removes the ability, with Weapon Utility Training upgrade on Cyrus 9116443Flamer 9116447Takes the first 4 slot items away 9116448Foolishly taken as a trophy by one of the Crimson Fist veterans who boarded and scuttled the great Death Guard battleship "Pestilence," this foul weapon infected its captor over the following decades. He would not be the last loyal Space Marine to fall under its sway. 9116449Path of Corruption 9116450All your infantry squads are subject to the dark influence of Chaos. The current state of their souls is measured in the new Corruption bar. 9116451If your Blood Ravens choose to use wargear tainted by the dark powers or take actions that show disregard for the very cause they are fighting for, they open themselves to the temptations of Chaos. And these temptations are great by becoming corrupt, they can gain powerful new abilities and use potent wargear. 9116452But it also has costs such as losing special purity traits and the inability to equip anointed wargear, the most powerful equipment in the game. 9116456Scales of Lerma 9116457Recovered from the corpse of a Champion of the World Eaters during the daemonic incursion of Lerma IV, this ancient power armor is imbued with bloodlust of Khorne. 9116458Sinister 9116459Ten Thousand Fists of Vengeance 9116466Cruelty of Geoffros 9116467Storm Bolter 9116469Before his fall to heresy and madness, Geoffros was a feared veteran of the Crimson Fists. An Inquisitor barred Geoffros from returning to Rynn s World during his chapter s hour of need, instead pressing the Space Marine into service in the hunt for a single heretic within the undercity of Hive Qualitas on Turren Primus. Geoffros responded by slaughtering every underdweller he could find, many with this very weapon. 9116472Click and target friendly unit 9116473Consume the life force of an allied unit to regain Energy. 9116474Consume 9116475Swarm of Flies 9116476Stomp the ground, projecting a caustic cloud of flies that damages all enemies within. 9116477Click to activate 9116478Blood Sacrifice 9116479Sacrifice a friendly infantry unit to spawn a squad of Bloodletters. These daemons will remain so long as they have Energy, which drains over time. 9116480Click and target friendly infantry 9116481A strong melee unit capable of teleportation through the warp. 9116482Bloodletters 9116483Bloodletters 9116484Infantry 9116485Fast Attack Melee Infantry 9116488Blind Grenade Volley 9116489Fire a volley of Blind Grenades, stunning enemies in the target area. 9116490Fire a volley of Blind Grenades, stunning enemies in the target area. 9116491Touch of Nurgle 9116492Bestow the blessings of Nurgle one of your units. That unit will explode into a foul cloud on death, damaging nearby enemies and healing nearby allies. 9116493Click and target Chaos infantry 9116509Tome of Force 9116510Psychic Tome 9116513Taking other actions ends the effect 9116515Filled with innumerable diagrams of the psychic architecture holding back the Warp, this tome allows a Librarian to erect a mighty Force Dome. 9116534Tome of Wrath 9116535Psychic Tome 9116541Constantly alive with psychic electricity, this revered tome allows the Librarian to Smite his enemies with bolts of power. 9116551Tome of the Fearless 9116552Psychic Tome 9116554Filled with pain-stacking diagrams of mental defenses and how to breach them, this tome allows a Librarian to fill the minds of his enemies with the Fear of the Darkness, forcing them to retreat. 9116564Tome of Vigor 9116565Psychic Tome 9116568Taking other actions ends the effect 9116570Within these pages are the secrets of performing a Psychic Transfer, in which a Librarian may gift an ally with a fraction of his own psychic reserves. 9116572Tome of Mist 9116573Psychic Tome 9116576Attacking reveals the unit 9116578The pages of this tome appear blank to all but those ready to understand them. Using these veiled rites, the Librarian may cause a person to Vanish from sight. 9116591Librarian Armor 9116592Librarian Armor 9116593Librarium Pattern. Fitted with the characteristic Psychic Hood and other accoutrements of a Librarian, this Power Armor nevertheless provides significant defense against physical and psychic attacks. 9116594Resilient Librarian Armor 9116595Librarian Armor 9116596Inlaid with psychically conductive materials, this power armor allows the Librarian to generate a localized gravitation field which makes him very difficult to knock over. 9116607We are detecting a distress signal from the planet s surface. 9116608It is transmitting chapter codes, Commander. 9116609If there are Blood Ravens in need, we must rescue them. 9116618Commander, this is Gabriel Angelos. 9116619We have detected a Blood Ravens distress signal coming from somewhere nearby. 9116621Angelos out. 9116622Our drop pods have scattered, Commander. 9116623We should locate our other forces and regroup. 9116624We had best locate Tarkus and Avitus quickly. 9116625My thanks, Commander. 9116626Hold your position, Space Marines! 9116627I said, HOLD! 9116628Lower your weapon, Guardsman. 9116629We do not answer to you. 9116630Gun them down! 9116631Something sinister is going on here. 9116632Commander, I recognize the markings on the troopers who ambushed you. 9116633Vandis? The deposed governor? 9116634The noble houses on Meridian have their own militias. 9116635Artillery! 9116636Clear the area! 9116638More enemy spotters! 9116639The immediate area is secure, but this "unpopulated glacier" is an armed camp. 9116642Traitor Guardsmen. Just when I was starting to respect them. 9116649This whole situation looks like a trap, but there is still a distress signal transmitting from somewhere nearby. 9116650We had best locate its source quickly. 9116651Standard Imperial locator relay. 9116652Transmitting a generic distress signal using Blood Ravens codes. 9116653We are exposed here. Watch for an ambush. 9116654Coordinates Nine-point-six by eleven- twelve. 9116655Commander, Governor Derosa here. 9116656Insurgents loyal to House Vandis have launched a sabotage campaign here on Meridian. 9116657Our infrastructure is still crippled from the Eldar and Tyranid attacks, and the Vandis rebels know just where to strike to cause the most damage. 9116658What s more, raids from Ork looters have become endemic. 9116659Eldar warriors! 9116660Attack! 9116661Endymion! 9116662Strike Cruiser Retribution - this is Librarian Jonah Orion. 9116663We are under attack. The Eldar are massing around us. 9116664They have a Wraithlord, which has already claimed Sergeant Endymion. 9116665We must drive these xenos back! 9116666We found them excavating the area -- to what end I do not know. 9116667The Eldar have deployed a powerful force to ensure we do not find out. 9116668I fear we will not survive long without reinforcement.
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Exporting to Your Animation Package Once you are happy with the object paths and tracker positions, use the Export menu items to save your scene. The following options are currently available (note that this list is constantly being expanded; check the web site) · 3ds max 4 or later (Maxscript). Should be usable for 3D Studio MAX 3 as well. Separate versions for 3dsmax 5 and earlier, and 3dsmax 6 and later. · After Effects (via a special maya file) · Bentley Microstation · Blender · Carrara · Cinema 4D (via Lightwave scene) · Combustion · ElectricImage (less integrated due to EI import limitations) · FLAIR motion control cameras (Mark Roberts Motion Control) · Flame (3-D) · Fusion 5 · Hash Animation Master. Hash 2001 or later. · Houdini · Inferno 3-D Scene. · Lightwave LWS. Use for Lightwave, Cinema 4D · Maya scene file · Mistika · Motion – 2-D · Nuke (D2 Software, subsidiary of Digital Domain) · Particle Illusion · Poser · Realsoft 3D · Shake (several 2-D/2.5-D plus Maya for 3-D scenes) · SoftImage XSI, via a dotXSI file · Toxik · trueSpace · Vue 5 and 6 Infinite · VIZ (via 3ds Max scene) SynthEyes offers a scripting language, SIZZLE™, that makes it easy to modify the exported files, or even add your own export type. See the separate SIZZLE User Manual for more information. New export types are being added all the time, check the export list in SynthEyes and the support site for the latest packages or beta versions of forthcoming exporters. General Procedures You should already have saved the scene as a SynthEyes file before exporting. Select the appropriate export from the list in the File/Exports area. SynthEyes keeps a list of the last 3 exporters used on the top level of the File menu as well. Hint SynthEyes has many exports. To simplify the list, clickScript/System Script Folder, create a new folder “Unused” in it, and move all the scripts for applications you do not use into that folder. You will have to repeat this process when you later install new builds, however. There is also an export-again option, which repeats the last export performed by this particular scene file, with the most-recently-used export options, without bring up the export-options dialog again to save time for repeated exports. When you export, SynthEyes uses the file name, with the appropriate file extension, as the initial file name. By default, the exported file will be placed in a default export folder (as set using the preferences dialog). In most cases, you can either open the exported file directly, or if it is a script, run the script from your animation package. For your convenience, SynthEyes puts the exported file name onto the clipboard, where you can paste it (via control-V or command-V) into the open-file dialog of your application, if you want. (You can disable this from the preferences panel if you want.) Note that the detailed capabilities of each exporter can vary somewhat. Some scripts offer popup export-control dialogs when they start, or small internal settings at the beginning of each Sizzle script. For example, 3ds max does not offer a way to set the units from a script before version 6 and the render settings are different, so there slightly different versions for 3dsmax 5 and 6+. Settings in the Maya script control the re-mapping of the file name to make it more suitable for Maya on Linux machines. If you edit the scripts, using a text editor such as Windows’ Notepad, you may want to write down any changes as they must be re-applied to subsequent upgraded versions. Be aware that not all packages support all frame rates. Sometimes a package may interpret a rate such as 23.98 as 24 fps, causing mismatches in timing later in the shot. Or one package may produce 29.96 vs 29.97 in another. Handle image sequences and use frame counts rather than AVIs, QTs, frame times, or drop-frame time codes wherever possible. TheCoordinate System control panel offers an Exportable checkbox that can be set for each tracker. By default, all trackers will be exported, but in some cases, especially for compositors, it may be more convenient to export only a few of the trackers. In this case, select the trackers you wish to export, hit control-I to invert the selection, then turn off the checkbox. Note that particular export scripts can choose to ignore this checkbox. Setting the Units of an Export SynthEyes uses generic units a value of 10 might mean 10 feet, 10 meters, 10 miles, 10 parsecs—whatever you want. It does not matter to SynthEyes. This works because match-moving never depends on the overall scale of the scene. SynthEyes generally tries to export the same way as well—sending its numbers directly as-is to the selected animation or compositing package. However, some software packages use an absolute measurement system where, for instance, Lightwave requires that coordinates in a scene file always be in meters. If you want something else inside Lightwave, it will automatically convert the values. For such software, SynthEyes needs to know what units you consider yourself to be using within SynthEyes. It doesn’t care, but it needs to tell the downstream package the right thing, or pre-scale the values to match your intention. To set the SynthEyes units selection, use the Units setting on the SynthEyes preferences panel. Changing this setting will not change any numbers within SynthEyes; it will only affect certain exports. The exports affected by the units setting are currently these · After Effects (3-D) · Hash Animation Master · Lightwave · 3ds max · Maya · Poser Before exporting to one of these packages, you should verify your units setting. Alternatively, if you observe that your imported scene has different values than in SynthEyes, you should check the units setting in SynthEyes. Hint if you will be exporting to acompositing package, they often measure everything, including 3-D coordinates, in terms of pixels, not inches, meters, etc. Be sure to pick sizes for the scene that will work well in pixels. While you might scale a scene for an actor 2m tall, if you export to a compositor and the actor is two pixels tall that will rarely make sense. Image Sequences Different software packages have different conventions and requirements regarding the numbering of image sequences whether they start at 0 or 1, whether there are leading zeroes in the image number, and whether they handle sequences that start at other numbers flexibly. For example, if you have a shot that originally had frames img1.tif-img456.tif, but you are using only images img100.tif-img150.tif of it, SynthEyes will normally consider it as a 51 frame shot, starting with frame 0 (img100.tif) or, withFirst frame is 1preference on, as frame 1 at img100.tif. Other software sometimes requires that their frame numbers match the file number, so img100.tif must always be frame 100, no matter what frame# they normally start at. SynthEyes gives you the option to pad the beginning of IFLs with extra copies of the first frame, so that the SynthEyes frame number matches the image frame number, by turning on the Match frame# s preference. While this sounds simple, it will cause trouble for many of the exports. It is especially a problem if you do not have the unused frames, as is often the case. By being aware of these differences, you will be able to recognize when your particular situation requires an adjustment to the settings—typically when there is a shift between the camera path animation and the imagery. Generic 2-D Tracker Exporters There are a number of similar exporters that all output 2-D tracker paths to various compositing packages. Why 2-D, you protest? For starters, SynthEyes tracking capabilities can be faster and more accurate. But even more interestingly, you can use the 2-D export scripts to achieve some effects you could not with the compositing package alone. For image stabilizing applications, the 2-D export scripts will average together all the selected trackers within SynthEyes, to produce a synthetic very stable tracker. For corner-pinning applications, you can have SynthEyes output not the 2-D tracker location, but the re-projected location of the solved 3-D point. This location can not only be smoother, but continues to be valideven if the tracker goes off-screen. So suppose you need to insert a painting into an ornate picture-frame using corner pinning, but one corner goes off-screen during part of the shot. By outputting the re-projected 3-D point (Use solved 3-D points checkbox), the corner pin can be applied over the entire shot without having to guess any of the path. Taking this idea one step further, you can create an “extra” point in 3-D in SynthEyes. Its re-projected 2-D position will be averaged with any selected trackers; if there are none, its position will be output directly. So you can do a four-corner pin even if one of the corners is completely blocked or off-screen. By repeating this process several times, you can create any number of synthetic trackers, doing a four-corner insert anywhere in the image, even where there are no trackable features. Of course, you could do this with using a 3-D compositing environment, but that might not be simplest. At present, there are compatible 2-D exporters for AfterEffects, Digital Fusion, Discreet (Combustion/Inferno/Flame), Particle Illusion, and Shake. Note that you will need to import the tracker data file (produced by the correct SynthEyes exporter) into a particular existing tracker in your compositing package. There is also a 2-D exporter that exports all tracker paths into a single file, with a variety of options to change frame numbers and u/v coordinates. A similar importer can read the same file format back in. Consequently, you can use the pair to achieve a variety of effects within SynthEyes, including transferring trackers from SynthEyes file to SynthEyes file, as described in the section onMerging Files and Tracks. This format can also be imported by Fusion. Generic 3-D Exporters There are several 3-D exports that produce plain text files. You can use them for any software SynthEyes don’t already support, for example, non-visual-effects software. You can also use them as a way to manipulate data with little shell, AWK, or Perl scripts, for example. Importantly, you can also use them as a way to transfer data between SynthEyes scene files, for example, to compute some tracker locations to be used by a number of shots. There are several ways to do this, see the section onMerging Files and Tracks. The generic exports are Camera/Object Path for a path, Plain Trackers for the 3-D coordinates of trackers and helper points, and corresponding importers. You can import 3-D locations to create either helper points, or trackers. This latter option is useful to bring in surveyed coordinates for tracking. After Effects 3-D Procedure 1. Export to After Effects in SynthEyes to produce a (special) .ma file. 2. In After Effects, do a File/Import File 3. Change Files of Type to All File Formats 4. Select the .ma file 5. Double-click the Square-whatever composition 6. Re-import the original footage 7. Click File/Interpret Footage/Main and be sure to check the frame rate and pixel aspect. 8. Rewind to the beginning of the shot 9. Drag the re-imported footage from the project window into the timeline as the first layer 10.Tracker nulls have a corner at the active point, instead of being centered on the active point as in SynthEyes. After Effects 2-D Procedure 1. Select one or more trackers to be exported. 2. Export using the After Effects 2-D Clipboard. You can select either the 2-D tracking data, or the 3-D position of tracker re-projected to 2-D. 3. Open the text file produced by the export 4. In the text editor, select all the text, using control-A or command-A. 5. Copy the text to the clipboard with control-C or command-C. 6. In After Effects, select a null to receive the path. 7. Paste the path into it with control-V or command-V. Bentley MicroStation You can exporter to Bentley s Microstation V8 XM Edition by following these directions. Exporting from SynthEyes MicroStation requires that animated backgrounds consist of a consecutive sequence of numbered images, such as JPEG or Targa images. If necessary, the Preview Movie capability in SynthEyes s Perspective window can be used to convert AVIs or MOVs to image sequences. Perform tracking, solving, and coordinate system alignment in SynthEyes. (Exporting coordinates from MicroStation into SynthEyes may be helpful) File/Export/Bentley MicroStation to produce a MicroStation Animation (.MSA) file. Save the file where it can be conveniently accessed from MicroStation. The export parameters are listed below. SynthEyes/MicroStation Export Parameters Target view number. The view number inside MicroStation to be animated by this MSA file (usually 2) Scaling. This is from MicroStation s Settings/DGN File Settings/Working Units, in the Advanced subsection the resolution. By default, it is listed as 10000 per distance meter, but if you have changed it for your DGN file, you must have the same value here. Relative near-clip. Controls the MicroStation near clipping-plane distance. It is a “relative” value, because it is multiplied by the SynthEyes world size setting. Objects closer than this to the camera will not be displayed in MicroStation. Relative view-size.Another option to adjust as needed if everything is disappearing from view in MicroStation. Relative far-clip. Controls the MicroStation far clipping-plane distance. It is a “relative” value, because it is multiplied by the SynthEyes world size setting. Objects farther than this from the camera will not be displayed in MicroStation. Importing into MicroStation Open your existing 3-D DGN file. Or, create a new one, typically based on seed3d.dgn Open the MicroStation Animation Producer from Utilities/Render/Animation File/Import .MSA the .msa file written by the SynthEyes exporter. Set the View Size correctly—this isrequiredto get a correct camera match. Settings/Rendering/View Size Select the correct view # (typically 2) Turn off Proportional Resize Set X and Y sizes as follows. Multiply the height(Y) of your image, in pixels, by the aspect ratio (usually 4 3 for standard video or 16 9 for HD) to get the width(X) value. For example, if your source images are 720x480 with a 4 3 aspect ratio, the width is 480*4/3 = 640, so set the image size to X=640 and Y=480, either directly on the panel or using the “Standard” drop-down menu. This process prevents horizontal (aspect-ratio) distortion in your image. Hit Apply Turn Proportional Resize back on Close the view size tool On the View Attributes panel, turn on the Background checkbox. Bring up the Animation toolbar (Tools/Visualization/Animation) and select the Animation Preview tool. You can dock it at the bottom of MicroStation if you like. If you scrub the current time on the Animation Preview, you’ll move through your shot imagery, with synchronized camera motion. Unless you have some 3-D objects in the scene, you won’t really be able to see the camera motion, however. If desired, use the Tools/3-D Main/3-D Primitives toolbar to create some test objects (as you probably did in SynthEyes). To see the camera cone of the camera imported from SynthEyes, bring up Tools/Visualization/Rendering, and select the Define Camera tool. Select the view with the SynthEyes camera track as the active view in the Define Camera tool, and turn on the Display View Cone checkbox. Transferring 3-D Coordinates If you would like to use within MicroStation the 3-D positions of the trackers, as computed by SynthEyes, you can bring them into MicroStation as follows. You have the option of exporting only a subset of points from SynthEyes to MicroStation. All trackers are exported by default; turn off the Exportable checkbox on the coordinate system panel for those you don’t wish to export. You may find it convenient to select the ones you want, then Edit/Invert Selection, then turn off the box. In SynthEyes, File/Export/Plain Trackers with Set Names=none, Scale=1, Coordinate System=Z Up. This export produces a .txt file listing all the XYZ tracker coordinates. In MicroStation, bring up the Tools/Annotation/XYZ Text toolbar. Click the Import Coordinates tool. Select the .txt file exported from SynthEyes in Step 1. Set Import=Point Element, Order=X Y Z, View=2 (or whichever you are using). Transferring Meshes SynthEyes uses two types of meshes to help align and check camera matches mesh primitives, such as spheres, cubes, etc; and tracker meshes, built from the computed 3-D tracker locations. The tracker meshes can be used to model irregular areas, such as a contoured job site into which a model will be inserted. Both types of models can be transferred as follows In SynthEyes, select the mesh to be exported, by clicking on it or selecting it from the list on the 3-D panel. Select the File/Export/STL Stereolithography export, and save the mesh to a file. In MicroStation, select File/Import STL and select the file written in step 2. You can use the default settings. Meshes will be placed in MicroStation at the same location as in SynthEyes. You can bring up its Element/Information and assign it a material. To Record the Animation Select the Record tool on the Animation toolbar (Tools/Visualization/Animation) Important Be sure the correct (square pixels) output image size is selected, the same one as the viewport size. For example, if your input is 4 3 720x480 DV footage, youMUSTselect640x480output to achieve 4 3 with square pixels (ie 640/480 = 4/3). MicroStation always outputs square pixels. You can output images with any overall aspect you wish, as long as the pixels are square (pixelaspect ratio is 1.0). Note that HD images already have square pixels. Don’t clobber your input images! Be sure to select a different location for your output footage than your input. Blender Directions Blender has a tendency to change around frequently, so the details of these directions might best be viewed more as a guide than the last word. When working with image sequences and blender, it will be a good idea to ensure that the overall frame number is the same as the number in the image file name. Although you can adjust the offset, Blender incorrectly eliminates a frame number of zero. 1. In SynthEyes, export to Blender (Python) 2. Start Blender 3. Delete the default cube and light 4. Change one of the views to the blender Text Editor 5. In the text editor, open the blender script you exported in step 1. 6. Hit ALT-P to run the script 7. Select the camera (usually Camera01) in the 3-D Viewport 8. In a 3-D view, select Camera on the View menu to look through the imported, animated, SynthEyes camera 9. Select View/Background image 10.Click Use Background Image 11.Select your image sequence or movie from the selection list. 12.Adjust the background image settings to match your image. Make sure the shot length is adequate, and that Auto Refresh is on. If the images and animation do not seem to be synced correctly, you probably have to adjust the offset. 13.Decrease the “blend” value to zero, or you can go without the background, and set up compositing within blender. 14.On the View Properties dialog, you might wish to turn off Relationship Lines to reduce clutter. 15.Use a Timeline view to scrub through the shot. Cinema 4D Procedure 1. Export from SynthEyes in Lightwave Scene format (.lws) — see below. 2. Start C4D, open the .lws file 3. From the Objects menu, add a Background 4. Create a new Texture with File/New down below. 5. At right, click on “…” next to the file name for texture. 6. Select your source file. 7. Click on the right-facing triangle button next to the file name, select Edit. 8. Select the Animation panel 9. Click the Calculate button at the bottom. 10.Drag the new texture from the texture editor onto the “Background” on the object list. Background now appears in the viewport. DotXSI Procedure 1. In SynthEyes, after completing tracking, do File/Export/dotXSI to create a .xsi file somewhere. 2. Start Softimage, or do a File/New. 3. File/Import/dotXSI... of the new .xsi file from SynthEyes. The options may vary with the XSI version, but you want to import everything. 4. Set the camera to Scene1.Camera01 (or whatever you called it in SynthEyes). 5. Open the camera properties. 6. In the camera rotoscopy section, select New from Source and then the source shot. 7. Make sure “Set Pixel Ratio to 1.0” is on. 8. Set “Use…” pixel ratio to “Camera Pixel Ratio” (should be the default) 9. In the Camera section, make sure that Field of View is set to Horizontal. 10.Make sure that the Pixel Aspect Ratio is correct. In SynthEyes, select Shot/Edit Shot to see the pixel aspect ratio. Make sure that XSI has the exact same value 0.9 isnota substitute for 0.889, so fix it! Back story XSI does not have a setting for 720x480 DV, and 720x486 D1 causes errors! 11.Close the camera properties page. 12.On the display mode control (Wireframe, etc), turn on Rotoscope. ElectricImage The ElectricImage importer relies on a somewhat higher level of user activity than normal, in the absence of a scripting language for EI. You can export either a camera or object path, and its associated trackers. 1. After you have completed tracking in SynthEyes, select the camera/object you wish to export from the Shots menu, then select File/Export/Electric Image. SynthEyes will produce two files, an .obm file containing the trajectory, and an .obj file containing geometry marking the trackers. 2. In ElectricImage, make sure you have a camera/object that matches the name used in SynthEyes. Create new cameras/objects as required. If you have Camera01 in SynthEyes, your camera should be Camera 1 in EI. The zero is removed automatically by the SynthEyes exporter. 3. Go to the Animation pull-down menu and select the Import Motion option. 4. In the open dialog box, select All Files from the Enable pop-up menu, so that the .obm file will be visible. 5. Navigate to, and select, the .obm file produced by SynthEyes. This will bring up the ElectricImage motion import dialog box which allows you to override values for position, rotation, etc. Normally, you will ignore all these options as it is simpler to parent the camera/object to an effector later. The only value you might want to change is the start time to offset when the camera move begins. Click OK and you will get a warning dialog about the frame range. This is a benign warning that sets the range of frames rendering option to match the length of the incoming camera data. Hitting cancel will abort the operation, so hit OK and the motion data will be applied to the camera. 6. Select Import Object from the Object pull-down menu. 7. Enable All Files in the pop-up menu. 8. Select the .obj file produced by SynthEyes. 9. Create a hierarchy by selecting one tracker as the parent, or bringing in all trackers as separate objects. 10.If you are exporting an object path, parent the tracker object to the object holding the path. Fusion 5 There are several Fusion-compatible exporters. The main exporter is the Fusion 5 composition export, which can be opened directly in Fusion. The Tracker 2-D Paths export can write all the exportable trackers to a text file, which can then be read in Fusion with the Import SynthEyes Trackers script and assigned to any Point-type input on a node. Select a node and start the Import script from its right-click menu. At present, it appears that you should animate the desired control before importing, then tell the script to proceed anyway when it notices that the control is already animated. There is also a generic 2-D path exporter for Fusion. Houdini Instructions 1. File/New unless you are addding to your existing scene. 2. Open the script Textport 3. Typesource c /shots/scenes/flyover.cmd or equivalent. 4. Change back from COPs to OBJs. Lightwave The Lightwave exporter produces a lightwave scene file (.lws) with several options, one of them crucial to maintaining proper synchronization. As mentioned earlier, Lightwave requires a units setting when exporting from SynthEyes. The SynthEyes numbers are unitless by changing the units setting in the lightwave exporter as you export, you can make that 24 in SynthEyes mean 24 inches, 24 feet, 24 meters, etc. This is different than in Lightwave, where changing the units from 24 inches would yield 2 feet, 0.61 meters, etc. This is the main setting that you may want to change from scene to scene. Lightwave has an obscure preferences-like setting on its Compositing panel (on the Windows menu) named “Synchronize Image to Frame.” The available options are zero or one. Selecting one shifts the imagery one frame later in time, and this is the Lightwave default. However, for SynthEyes, a setting of zero will generally be more useful (unless the SynthEyes preferenceFirst Frame is 1is turned on). The Lightwave exporter from SynthEyes allows you to select either 0 or 1. We recommend selecting zero, and adjusting Lightwave to match. You will only have to do this once, Lightwave remembers it subsequently. In all cases, you must have a matching value on the exporter UI and in Lightwave, or you will cause a subtle velocity-dependent error in your camera matches in Lightwave that will drive you nuts until you fix the setting. The exporter also has a checkbox for using DirectShow. This checkbox applies only for AVIs, and should be on for most AVIs that contain advanced codecs such as DV or HD. If an AVI uses an older codec and is not opened automatically within Lightwave, export again with this checkbox turned off. Nuke The nuke exporter produces a nuke file you can open directly. The pop-up parameter panel lets you indicate if you have a slate frame at the start of the shot, or select renderable or non-rendering tracker marks. The renderable marks are better for tracking, the non-rendering marks better for adding objects within Nuke s 3-D view. Poser Poser struggles a little to be able to handle a match-moved camera, so the process is a bit involved. Hopefully Curious Labs will improve the situation in further releases. The shot must have square pixels to be used properly by Poser; it doesn t understand pixel aspect ratios. So if you have a 720x480 DV source, say, you need to resample it in SynthEyes, AfterEffects or something to 640x480. Also, the shot has to have a frame rate of exactly 30 fps. This is a drag since normal video is 29.97 fps, and Poser thinks it is 29.00 fps, and trouble ensues. One way to get the frame rate conversion without actually mucking up any of the frames is to store the shot out as a frame sequence, then read it back in to your favorite tool as a 30 fps sequence. Then you can save the 640x480 or other square-pixel size. Note that you can start with a nice 720x480 29.97 DV shot, track it in SynthEyes, convert it as above for Poser, do your poser animation, render a sequence out of Poser, then composite it back into the original 720x480. One other thing you need to establish at this time---exactly how many frames there are in your shot. If the shot ranges are 0 to 100, there are 101; from 10 to 223, there are 214. 1. After completing tracking in SynthEyes, export using the Poser Python exporter. 2. Start Poser. 3. Set the number of frames of animation, at bottom center of the Poser interface, to the correct number of frames. It is essential that you do this now, before reading the python script 4. File/Run Python Script on the python script output from SynthEyes. 5. The Poser Dolly camera will be selected and have the SynthEyes camera animation on it. There are little objects for each tracker, and also SynthEyes boxes, cones, etc are brought over into Poser. Open Question How to render out of Poser with the animated movie background. The best approach appears to be to render against black with an alpha channel, then composite over the original shot externally. Shake SynthEyes offers three specific exporters for Shake, plus one generic one 1. MatchMove Node. 2. Tracker Node 3. Tracking File format 4. 3-D Export via the “AfterFX via .ma” or Maya ASCII exports. The first two formats (Sizzle export scripts) produce shake scripts (.shk files); the third format is a text file. The fourth option produces Maya scene files that Shake reads and builds into a scene using its 3-D camera. We’ll start with the simplest, the tracking file format. Select one tracker and export with the Shake Tracking File Format, and you will have a track that can be loaded into a Shake tracker using the load option. You can use this to bring a track from SynthEyes into existing Shake tracking setups. Building on this basis, #2, Tracker Node, exports one or more selected trackers from SynthEyes to create a single Tracker Node within Shake. There are some fine points to this. First, you will be asked whether you want to export the solved 3-D positions, or the tracked 2-D positions. These values are similar, but not the same. If you have a 3-D solution in SynthEyes, you can select the solved 3-D positions, and the export will be the “ideal” tracked (predicted) coordinates, with less jitter than the plain 2-D coordinates. Also, since you might be exporting from a PC to a Mac or Linux machine, the image source file(s) may be named differently perhaps X \shots1\shot1_#.tga on the PC, and //macmachine/Users/tom/shots/shot1_#.tga on the PC. The Shake export script s dialog box has two fields, PC Drive and Mac Drive, that you can set to automatically translate the PC file name into the Mac file name, so that the Shake script will work immediately. In this example, you would set PC Drive to “X \\” and Mac Drive to “//macmachine/Users/tom/”. Finally, the MatchMove node exporter looks not for trackers to export, but for SynthEyes planes! Each plane (created from the 3-D panel) is exported to Shake by creating four artificial trackers (in Shake) at the corners of the plane. The matchmove export lets you insert a layer at any arbitrary position within the 3-D environment calculated by SynthEyes. For example, you can insert a matte painting into a scene at a location where there is nothing to track. You can use a collection of planes, positioned in SynthEyes, to obtain much of the effect of a 3-D camera. The matchmove node export also provides PC to Mac/Linux file name translation. trueSpace Directions Warning trueSpace has sometimes had problems executing the exported script correctly. Hopefully Caligari will fix this soon. 1. In SynthEyes, export to trueSpace Python. 2. Open trueSpace. 3. Right-click the Play button in the trueSpace animation controls. 4. Set the correct BaseRate/PlayRate in the animation parameters to match your source shot. 5. Open the Script Editor. 6. From inside the Script Editor, Open/Assign the python script you created within SynthEyes. 7. Click Play (Time On) in the Script Manager. 8. When the Play button turns off, close the ScriptManager. 9. Open the Object Info panel. 10.Verify that the SynthEyes camera is selected (usually Camera01). 11.Change the Perspective view to be View from Object. 12.Select the Camera01Screen. 13.Open the Material Editor (paint pallete). 14.Right click on Color shaders button. 15.Click on (Caligari) texture map, sending it to the Material Editor color shader. 16.Open the subchannels of the Material Editor (Color, Bump, Reflectance). 17.On the Color channel of the Material Editor, right click on the Get Texture Map button and select your source shot. 18.Check the Anim box. 19.Click the Paint Object button on the Material Editor. 20.Click on File/Display Options and change the texture resolution to 512x512. 21.You may want to set up a render background to overlay animated objects on the background, or you can use an external compositing program. Make the Camera01Screen object invisible before rendering. 22.In trueSpace, you need to pay special attention to get the video playback synchronized with rest of the animation, and to get the render aspect ratio to match the original. For example, you must add the texture map while you are at frame zero, and you should set the pixel aspect ratio to match the original (SynthEyes s shot panel will tell you what it is). Vue 5 Infinite The export to Vue Infinite requires a fair number of manual steps pending further Vue enhancements. But with a little practice, they should only take a minute or two. 1. Export from SynthEyes using the Vue 5 Infinite setting. The options can be left at their default settings unless desired. You can save the python script produced into any convenient location. 2. Start Vue Infinite or do a File/New in it. 3. Select the Main Camera 4. On its properties, turn OFF Always keep level 5. Go to the animation menu, turn ON the auto-keyframe option. 6. Select the Python/Run python script menu item, select the script exported from SynthEyes, and run it. 7. In the main camera view, select the Camera01 Screen object (or the equivalent if the SynthEyes camera was renamed) 8. In the material preview, right-click, select Edit Material. 9. The material editor appears, select Advanced Material Editor if not already. 10.Change the material name to flyover or whatever the image shot name is. 11.Select the Colors tab. 12.Select Mapped picture 13.Click the left-arrow Load icon under the black bitmap preview area 14.In the Please select a picture to load dialog, click the Browse File icon at the bottom --- a left arrow superimposed on a folder 15.Select your image file in the Open Files dialog. If it is an image sequence, select the first image, then shift-select the last. 16.On the material editor, under the bitmap preview area, click the clap-board animation icon to bring up the Animated Texture Options dialog 17.Set the frame rate to the correct value. 18.Turn on Mirror Y 19.Hit OK on the Animated Texture dialog 20.On the drop-down at top right of the Advanced Material Editor, select a Mapping of Object- Parametric 21.Turn off Cast shadows and Receive shadows 22.Back down below, click the Highlights tab 23.Turn Highlight global intensity down to zero. 24.Click on the Effects tab 25.Turn Diffuse down to zero 26.Click the Ambient data-entry field and enter 400 27.Hit OK to close the Advanced Material Editor 28.Select the Animation/Display Timeline menu item (or hit F11) 29.If this is the first time you have imported from SynthEyes to Vue Infinite, you must perform the following steps a. Select File/Options menu item. b. Click the Display Options tab c. Turn off Clip objects under first horizontal plane in main view only , otherwise you will not be able to see the background image. d. Turn off Clip objects under first horizontal plane (ground / water) e. Turn off Stop camera going below clipping plane (ground / water) if needed by your camera motion. f. Hit OK 30.Delete the Ground object 31.If you are importing lights from SynthEyes, you can delete the Sun Light as well, otherwise, spin the Sun Light around to point at the camera screen, so that the image can be seen in the preview window. 32.You may have to move the time bar before the image appears. Vue Infinite only shows the first image of the sequence, so you can verify alignment at frame zero. 33.You will later want to disable the rendering of the trackers, or delete them outright. 34.Depending on what you are doing, you may ultimately wish to delete or disable the camera screen as well, for example, if you will composite an actor in front of your Vue Infinite landscape. 35.The import is complete; you can start working in Vue Infinite. You should make probably save a copy of the main camera settings so that you can have a scratch camera available as you prepare the scene in Vue Infinite. Vue 6 Infinite Export from SynthEyes using the Vue 6 Infinite option, producing a maxscript file. Import the maxscript file in Vue 6 Infinite Adjust the aspect ratio of the backdrop to the correct overall aspect ratio for your shot. This is important since Vue assumes square pixels, and if they aren’t (for all DV, say), the camera match will be off badly
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SUPERc並みの機能を持つコンバーター。 フリーソフト。 対応形式 引用元 http //cowscorpion.com/MultimediaTools/MediaCoder.html 対応インプット MP3, Ogg Vorbis, AAC, AAC+/Parametric Stereo, AMR NB/WB, MusePack, WMA, RealAudio FLAC, WavPack, Monkey s Audio (APE, APL), OptimFrog, WMA Lossless, WAV H.264, Xvid, DivX 4/5, MPEG 1/2/4, H.263, 3ivx, RealVideo, Windows Media Video 7/8/9, DV AVI, MPEG/VOB, Matroska, MP4, RealMedia, ASF/WMV, Quicktime MOV, OGM CD, VCD, DVD, CUE Sheets 対応アウトプット MP3, Ogg Vorbis, AAC, AAC+/Parametric Stereo, AMR NB/WB, MusePack, WMA FLAC, WavPack, Monkey s Audio (APE, APL), OptimFrog, WMA Lossless, WAV H.264, Xvid, DivX 4/5, MPEG 1/2/4, H.263, Flash Video, etc. AVI, MPEG/VOB, Matroska, MP4, PMP (PSP Media Player Format) Download http //mediacoder.sourceforge.net/download.htm
https://w.atwiki.jp/shoyofilms/pages/28.html
◆川柳 !DOCTYPE html html head meta http-equiv="X-UA-Compatible" content="IE=edge" meta charset="utf-8" title vue test /title meta name="viewport" content="width=device-width, initial-scale=1" style type="text/css" #result{ writing-mode vertical-rl; text-orientation upright; } /style /head body ?php echo "ok"; ? textarea id="source" onchange="rebuild2()" /textarea p id="result" aaa /p script const source = document.querySelector("#source"); const result = document.querySelector("#result"); function rebuild(){ const lines = source.value.split(/\n/); const lines2 = source.value.split(/\n/); const lines_size = lines.length; const r = " "; let char_count=0; let line_index=0; const longest = lines2.sort( function (a, b) { return b.length - a.length; } )[0]; const char_count_lim = longest.length; while(char_count char_count_lim){ if(lines[line_index][char_count]!=undefined){ r = r + " " + lines[line_index][char_count]; console.log(lines[line_index][char_count]); } line_index++; if(line_index =lines_size){ char_count++; line_index=0; } } result.innerHTML = r; } function rebuild2(){ result.innerHTML=source.value.replaceAll("\n"," br "); } /script /body /html ◆Download !DOCTYPE html html head meta http-equiv="X-UA-Compatible" content="IE=edge" meta charset="utf-8" title vue test /title meta name="viewport" content="width=device-width, initial-scale=1" style type="text/css" #canvas{ width 500px; height 500px; border 1px solid #000; } /style /head body canvas id="canvas" /canvas button id="download" download /button script document.getElementById("download").onclick = (event) = { let canvas = document.getElementById("canvas"); let link = document.createElement("a"); link.href = canvas.toDataURL("image/png"); link.download = "test.png"; link.click(); } /script /body /html ◆管理画面 html head meta charset="utf-8"/ style body{ margin 0; display flex; } aside{ width 200px; background #000; } /style /head body aside button onclick="load()" load csv /button /aside main input type="text" button onclick="save()" save /button /main script const input_txt = document.querySelector("input"); console.log(input_txt); function load(){ console.log("load"); fetch('test.txt') //.then(response = response.text()) .then(response = response.text()) .then(data = { console.log(data); input_txt.value=data; }); /* fetch('sample.csv') // (1) リクエスト送信 .then(response = response.text()) // (2) レスポンスデータを取得 .then(data = { // (3)レスポンスデータを処理 console.log(data); }); */ } function save(){ fetch('/admin/save.php?text=aaa') .then(response = { console.log(response); // (1) 通信が成功したか確認する if (!response.ok) { // (2) 通信に失敗したときはエラーを発生させる throw new Error('Not ok'); }else{ console.log("res ok"); } }); } /script /body /html ◆ファイル入出力 ?php // ファイルのパスを変数に格納 $filename = 'test.txt'; // fopenでファイルを開く('w'は上書きモードで開く) $fp = fopen($filename, 'w'); // fwriteで文字列を書き込む fwrite($fp, "test aaa"); //$_REQUEST["text"] // ファイルを閉じる fclose($fp); // ファイルを出力する readfile($filename); ? ◆mermaid !DOCTYPE html html head meta http-equiv="X-UA-Compatible" content="IE=edge" meta charset="utf-8" title comment specifi /title meta name="viewport" content="width=device-width, initial-scale=1" style type="text/css" #code_view, #specifi{ display inline-block; border 1px solid #000; width 45%; min-width 200px; height 100vh; vertical-align top; padding 5px; } #code_view{ white-space pre; } /style /head body div id="code_view" /div div id="specifi" class="mermaid" #コメント @mermaid記法 graph TD; A-- B; /div script type="module" import mermaid from 'https //cdn.jsdelivr.net/npm/mermaid@10/dist/mermaid.esm.min.mjs'; /script script const code_view = document.querySelector("#code_view"); const code = '//初期化\n$a =3;\n$b =5;\n\n//合計\n$c = $a+$b;\n\necho $c;'; const code_rows = code.split(/\n/); code_rows.forEach(dog = { console.log(dog.name); }); const spec = code_rows.filter(c = { return c.indexOf('//') === 0; }); console.log(spec); /script /body /html ◆CSVEDITOR html head style body{ display flex; margin 0; } nav.csv_list{ min-width 170px; padding 10px; overflow auto; border-right 1px solid #000; } nav.csv_list ul{ list-style none; padding 0; } section.data{ overflow auto; padding 0 5px; } table { border 1px solid #000; } th, td{ border 1px solid #000; padding 0; } th input{ font-weight bold; } td input{ display inline; } nav.control{ margin-bottom 20px; /*display block;*/ } /style /head body nav class="csv_list" h2 CSV一覧 /h2 ul ?php $files = glob('*.csv'); foreach ($files as $key = $value) { echo " li a href='?open=".$value."' ".$value . ' /a /li '; } ? /nav section class="data" ?php if(isset($_REQUEST["open"]) file_get_contents($_REQUEST["open"])){ $file_name = $_REQUEST["open"]; $file = null; #データべースのファイルポインタ $is_indexed=false; $row; $column_name = []; $column_id=0; $row_num=0; echo " h2 {$file_name} /h2 nav class='control' button id='apply' 反映 /button button id='addleft' disabled 左に追加 /button button id='addright' disabled 右に追加 /button button id='addup' disabled 上に行追加 /button button id='deleterow' disabled 行削除 /button button id='adddown' disabled 下に行追加 /button /nav table id='data_table' "; if(file_exists($file_name)){ $file=fopen($file_name,"r"); while($row = fgetcsv($file)){ #データベースの列名変数を設定 if($is_indexed===false){ echo " tr td /td "; foreach($row as $r= $i){ ${"r_".$i} = $r; array_push($column_name,$i); echo " th input type='text' value='".$i."' id='h".$r."' class='select_column' /th "; } echo " /tr "; $column_num = $r+1; $is_indexed=true; }else{ echo " tr td class='select_row' id='r".$row_num."' 選 /td "; foreach($column_name as $c= $i){ $column_id = ${"r_".$i}; echo " td input type='text' value='".$row[$column_id]."' id='c".$row_num." ".($c+1)."' /td "; } echo " /tr "; } $row_num++; } echo " /table "; } } ? /section script const row_num= ?php echo $row_num; ? ; const column_num= ?php echo $column_num; ? ; let selected_row=""; let selected_column=""; button_addleft = document.getElementById("addleft"); button_addright = document.getElementById("addright"); button_addup = document.getElementById("addup"); button_deleterow = document.getElementById("deleterow"); button_adddown = document.getElementById("adddown"); data_table = document.getElementById("data_table"); button_addup.addEventListener("click", function() { const add_pos = parseInt(selected_row.substr(1)); var p = data_table.children[0].children; var q = data_table.children[0].children[1].cloneNode(true); console.log(q); data_table.children[0].children[add_pos].before(q); }); button_deleterow.addEventListener("click", function() { const del_pos = parseInt(selected_row.substr(1)); var aa = data_table.deleteRow(del_pos); console.log(del_pos, aa); }); button_adddown.addEventListener("click", function() { const add_pos = parseInt(selected_row.substr(1)); var p = data_table.children[0].children; var q = data_table.children[0].children[1].cloneNode(true); data_table.children[0].children[add_pos].after(q); }); button_addleft.addEventListener("click", function() { const add_pos = parseInt(selected_column.substr(1)); var aa = data_table.deleteRow( 1 ); console.log(add_pos, aa); }); function select_reset(){ var p = data_table.children[0].children; for(i=0; i p.length; i++){ p[i].children[0].style.backgroundColor = "#fff"; } for(i=0; i columns.length; i++){ columns[i].style.backgroundColor = "#fff"; } button_addleft.setAttribute("disabled",""); button_addright.setAttribute("disabled",""); button_addup.setAttribute("disabled",""); button_deleterow.setAttribute("disabled",""); button_adddown.setAttribute("disabled",""); } const rows = document.getElementsByClassName("select_row"); const trs = document.getElementsByTagName("tr"); for(i=0; i rows.length; i++){ rows[i].addEventListener("click", function() { select_reset(); this.style.backgroundColor = "#ff0"; tr_list = [].slice.call(trs); selected_row=tr_list.indexOf(this.parentNode); button_addup.removeAttribute("disabled"); button_deleterow.removeAttribute("disabled"); button_adddown.removeAttribute("disabled"); }); } const columns = document.getElementsByClassName("select_column"); const ths = document.getElementsByTagName("th"); for(i=0; i columns.length; i++){ columns[i].addEventListener("click", function() { select_reset(); this.style.backgroundColor = "#ff0"; th_list = [].slice.call(ths); selected_row=th_list.indexOf(this.parentNode); selected_column=this.id; button_addleft.removeAttribute("disabled"); button_addright.removeAttribute("disabled"); }); } document.getElementById("apply").addEventListener("click", function() { let csvtext = ""; for(c=0; c column_num; c++){ csvtext += document.getElementById("h"+c).value+","; } csvtext+="\r\n"; var p = data_table.children[0].children; for(i=1; i p.length; i++){ for(j=1; j p[i].children.length; j++){ csvtext += p[i].children[j].children[0].value +","; } csvtext+="\r\n"; } ////////////////////CSV形式へ変換//////////////////// // BOMを付与(Excelで開いた際のの文字化け対策) const bom = new Uint8Array([0xef, 0xbb, 0xbf]); // CSV用バイナリデータを作成 const blob = new Blob([bom, csvtext], { type "text/csv" }); // blobからオブジェクトURLを作成 const objectUrl = URL.createObjectURL(blob); ////////////////////ダウンロードリンクの作成とクリック//////////////////// // ダウンロードリンクを作成 ※HTMLのaタグを作成 const downloadLink = document.createElement("a"); // ファイル名の設定 const fileName = "sample.csv"; downloadLink.download = fileName; // ダウンロードファイルを設定 ※aタグのhref属性 downloadLink.href = objectUrl; // ダウンロードリンクを擬似的にクリック downloadLink.click(); // ダウンロードリンクを削除 downloadLink.remove(); }); /script /body /html ◆モーダル !DOCTYPE html html head meta http-equiv="X-UA-Compatible" content="IE=edge" meta charset="utf-8" title vue test /title meta name="viewport" content="width=device-width, initial-scale=1" style type="text/css" /style /head body dialog !-- モーダルウィンドウ内のテキストの指定 -- p これはモーダルダイアログのウィンドウ画面です /p !-- モーダルウィンドウ内を閉じるボタンの指定 -- button id="close" モーダルウィンドウを閉じる /button /dialog !-- モーダルウィンドウ内を開くボタンの指定 -- button id="open" モーダルウィンドウを開く /button aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br script let dialog = document.querySelector('dialog'); // dialog(モーダルダイアログ)の宣言 let btn_open = document.getElementById('open'); // open(開く)ボタンの宣言 let btn_close = document.getElementById('close'); // close(閉じる)ボタンの宣言 btn_open.addEventListener('click', function() { // 開くボタンをクリックした場合の処理 dialog.showModal(); }, false); btn_close.addEventListener('click', function() { // 閉じるボタンをクリックした場合の処理 dialog.close(); }, false); /script /body /html ◆HTML生成 !DOCTYPE html html head meta http-equiv="X-UA-Compatible" content="IE=edge" meta charset="utf-8" title vue test /title meta name="viewport" content="width=device-width, initial-scale=1" style type="text/css" /style /head body form action="gen.php" method="post" input type="submit" value="gen" /input /form /body /html gen.php ?php exec("php e.php t2.html"); header("Location /static/"); ? e.php ?php $test = "aaa"; $model=" !DOCTYPE html html head meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\" meta charset=\"utf-8\" title vue test /title meta name=\"viewport\" content=\"width=device-width, initial-scale=1\" style type=\"text/css\" /style /head body ".$test." /body /html "; echo $model; ◆スキル !DOCTYPE html html head meta http-equiv="X-UA-Compatible" content="IE=edge" meta charset="utf-8" title test /title meta name="viewport" content="width=device-width, initial-scale=1" style type="text/css" details{ margin 0 0 -10px; padding 0; } summary{ font-family Impact; font-style italic; list-style none; font-size 50px; height 50px; border-bottom 1px solid #000; margin 0; padding 0; transition 1s; } summary hover{ color #fa0; } /style /head body details summary HTML /summary dl dt 項目1 /dt dt 項目2 /dt dt 項目3 /dt /dl /details details summary HTML2 /summary dl dt 項目1 /dt dt 項目2 /dt dt 項目3 /dt /dl /details /body /html
https://w.atwiki.jp/touhoukashi/pages/237.html
【登録タグ B Sound CYCLONE しゃばだば 曲 逆光 -Silhouette of the Sound- 風神少女】 【注意】 現在、このページはJavaScriptの利用が一時制限されています。この表示状態ではトラック情報が正しく表示されません。 この問題は、以下のいずれかが原因となっています。 ページがAMP表示となっている ウィキ内検索からページを表示している これを解決するには、こちらをクリックし、ページを通常表示にしてください。 /** General styling **/ @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight 350; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/10/NotoSansCJKjp-DemiLight.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/9/NotoSansCJKjp-DemiLight.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/8/NotoSansCJKjp-DemiLight.ttf) format( truetype ); } @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight bold; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/13/NotoSansCJKjp-Medium.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/12/NotoSansCJKjp-Medium.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/11/NotoSansCJKjp-Medium.ttf) format( truetype ); } rt { font-family Arial, Verdana, Helvetica, sans-serif; } /** Main table styling **/ #trackinfo, #lyrics { font-family Noto Sans JP , sans-serif; font-weight 350; } .track_number { font-family Rockwell; font-weight bold; } .track_number after { content . ; } #track_args, .amp_text { display none; } #trackinfo { position relative; float right; margin 0 0 1em 1em; padding 0.3em; width 320px; border-collapse separate; border-radius 5px; border-spacing 0; background-color #F9F9F9; font-size 90%; line-height 1.4em; } #trackinfo th { white-space nowrap; } #trackinfo th, #trackinfo td { border none !important; } #trackinfo thead th { background-color #D8D8D8; box-shadow 0 -3px #F9F9F9 inset; padding 4px 2.5em 7px; white-space normal; font-size 120%; text-align center; } .trackrow { background-color #F0F0F0; box-shadow 0 2px #F9F9F9 inset, 0 -2px #F9F9F9 inset; } #trackinfo td ul { margin 0; padding 0; list-style none; } #trackinfo li { line-height 16px; } #trackinfo li nth-of-type(n+2) { margin-top 6px; } #trackinfo dl { margin 0; } #trackinfo dt { font-size small; font-weight bold; } #trackinfo dd { margin-left 1.2em; } #trackinfo dd + dt { margin-top .5em; } #trackinfo_help { position absolute; top 3px; right 8px; font-size 80%; } /** Media styling **/ #trackinfo .media th { background-color #D8D8D8; padding 4px 0; font-size 95%; text-align center; } .media td { padding 0 2px; } .media iframe nth-of-type(n+2) { margin-top 0.3em; } .youtube + .nicovideo, .youtube + .soundcloud, .nicovideo + .soundcloud { margin-top 0.75em; } .media_section { display flex; align-items center; text-align center; } .media_section before, .media_section after { display block; flex-grow 1; content ; height 1px; } .media_section before { margin-right 0.5em; background linear-gradient(-90deg, #888, transparent); } .media_section after { margin-left 0.5em; background linear-gradient(90deg, #888, transparent); } .media_notice { color firebrick; font-size 77.5%; } /** Around track styling **/ .next-track { float right; } /** Infomation styling **/ #trackinfo .info_header th { padding .3em .5em; background-color #D8D8D8; font-size 95%; } #trackinfo .infomation_show_btn_wrapper { float right; font-size 12px; user-select none; } #trackinfo .infomation_show_btn { cursor pointer; } #trackinfo .info_content td { padding 0 0 0 5px; height 0; transition .3s; } #trackinfo .info_content ul { padding 0; margin 0; max-height 0; list-style initial; transition .3s; } #trackinfo .info_content li { opacity 0; visibility hidden; margin 0 0 0 1.5em; transition .3s, opacity .2s; } #trackinfo .info_content.infomation_show td { padding 5px; height 100%; } #trackinfo .info_content.infomation_show ul { padding 5px 0; max-height 50em; } #trackinfo .info_content.infomation_show li { opacity 1; visibility visible; } #trackinfo .info_content.infomation_show li nth-of-type(n+2) { margin-top 10px; } /** Lyrics styling **/ #lyrics { font-size 1.06em; line-height 1.6em; } .not_in_card, .inaudible { display inline; position relative; } .not_in_card { border-bottom dashed 1px #D0D0D0; } .tooltip { display flex; visibility hidden; position absolute; top -42.5px; left 0; width 275px; min-height 20px; max-height 100px; padding 10px; border-radius 5px; background-color #555; align-items center; color #FFF; font-size 85%; line-height 20px; text-align center; white-space nowrap; opacity 0; transition 0.7s; -webkit-user-select none; -moz-user-select none; -ms-user-select none; user-select none; } .inaudible .tooltip { top -68.5px; } span hover + .tooltip { visibility visible; top -47.5px; opacity 0.8; transition 0.3s; } .inaudible span hover + .tooltip { top -73.5px; } .not_in_card span.hide { top -42.5px; opacity 0; transition 0.7s; } .inaudible .img { display inline-block; width 3.45em; height 1.25em; margin-right 4px; margin-bottom -3.5px; margin-left 4px; background-image url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2971/7/Inaudible.png); background-size contain; background-repeat no-repeat; } .not_in_card after, .inaudible .img after { content ; visibility hidden; position absolute; top -8.5px; left 42.5%; border-width 5px; border-style solid; border-color #555 transparent transparent transparent; opacity 0; transition 0.7s; } .not_in_card hover after, .inaudible .img hover after { content ; visibility visible; top -13.5px; left 42.5%; opacity 0.8; transition 0.3s; } .not_in_card after { top -2.5px; left 50%; } .not_in_card hover after { top -7.5px; left 50%; } .not_in_card.hide after { visibility hidden; top -2.5px; opacity 0; transition 0.7s; } /** For mobile device styling **/ .uk-overflow-container { display inline; } #trackinfo.mobile { display table; float none; width 100%; margin auto; margin-bottom 1em; } #trackinfo.mobile th { text-transform none; } #trackinfo.mobile tbody tr not(.media) th { text-align left; background-color unset; } #trackinfo.mobile td { white-space normal; } document.addEventListener( DOMContentLoaded , function() { use strict ; const headers = { title アルバム別曲名 , album アルバム , circle サークル , vocal Vocal , lyric Lyric , chorus Chorus , narrator Narration , rap Rap , voice Voice , whistle Whistle (口笛) , translate Translation (翻訳) , arrange Arrange , artist Artist , bass Bass , cajon Cajon (カホン) , drum Drum , guitar Guitar , keyboard Keyboard , mc MC , mix Mix , piano Piano , sax Sax , strings Strings , synthesizer Synthesizer , trumpet Trumpet , violin Violin , original 原曲 , image_song イメージ曲 }; const rPagename = /(?=^|.*
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.