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https://w.atwiki.jp/xbox360gta4/pages/226.html
I NEED YOUR CLOTHES, YOUR BOOTS, AND YOUR MOTORCYCLE ~Gerry宅~ Kate Oh, there he is... あ、いらっしゃい… Kate the sophisticated European! あか抜けたヨーロッパ人さんよ! Niko I don't know about that. 何の事かな。 Kate So, how are you? それで、元気? Niko Alright, yeah. ああ。 Ma Kate! Don't stand there talking to him on the door step, ask him in... Kate!玄関で立ち話してないで、入れてあげなさい。 Kate Come in. 入って。 Kate Ma, you remember the boy's friend, Niko? お母さん、あの子の友達のNikoよ、覚えてる? Ma How are you? あんた、元気かね? Niko Good, and you? はい。あなたは? Ma Put it like this, my boys are out of control, my daughter can't find a man, and my husband is in hell. こう返事させてもらおうかね。息子達は手に負えないし、娘は男を見つけられないし、旦那は地獄にいるわ。 Ma I'm thinking... God moves in mysterious ways. 私はね…神様が摩訶不思議な動きをしているんじゃないかと考えているんだよ。 Kate That's Mother for you. Always a joy. それ(神)があなたにとってのお母様ね。常にあなたを喜ばせて下さる。 Gerry Niko! You made it, huh? Niko!来たな。 Kate Well, I'll leave you to your men's talk. じゃあ、男同士の会話はあんたに任せるわ。 Kate I hope you impress each other. お互い、いい印象を残せるといいわね。 Gerry Hey, look at me. おい、俺を見ろ。 Gerry Yeah. Yeah... ああ、ああ…。 Gerry I thought so. そう思ってたさ。 Gerry You'll do fine. お前は上手くやるだろうとよ。 Niko Fine at what? 何をだ? Gerry Some gimp work for the Pegorinos. Pegorinoの打ち紐の仕事をな。(たぶん、Kate達がまだ近くにいるので、当たり障りのない会話をしているんでしょう) Gerry I owe them. 俺も関わっているんだ。 Gerry Oh, please... ああ、頼むぜ…。 Gerry I'd do it myself, but I think I'm being watched by the cops, someone. それは俺が片を付けるが、警察か何かに監視されてるような気がすんだ。 Gerry I think I'm about to get pinched again. またヤバい事になりそうなんだ。 Niko Shit, really? なに、マジかよ。 Gerry Yeah. It's happened before. マジだ。前にもあったんだ。 Gerry I keep seeing the same car watching. 同じ車がこっちを見ているのに気付いたんだ。 Gerry All means is someone's been speaking, we just have to find out who and make 'em stop. つまり、誰かが話し続けてるっつ~こった。だから俺らは、そいつをあぶり出して止めなきゃなんねえ。 Gerry In the meantime, I'm gonna chill things out for a bit. その間、俺はちょっとだけ休む。 Gerry So... I need your help. だから…。お前の助けが必要なんだ。 Niko Okay. わかった。 Gerry Attaboy... come on, got something to show you. よっしゃ…来いよ。お前に見せたいものがあるんだ。 Gerry Now Pegorino's a funny guy. さて、Pegorinoは面白い奴だ。 Gerry Seems like his main motivation is putting his Guernsey crew on par with the five old families. 主にあいつの刺激でGurenseyの奴らは昔の五つのファミリーと同じレベルに達してるみたいだな。 Gerry Ancelottis being the weakest, he's decided to stir shit up for 'em. Ancelottisが最弱だから、くそをあいつらのために議論することに決めたらしい。 Gerry Now, the Ancelottis have an uneasy alliance with some Albanians. 今、そのAncelottisはアルバニア人と不安定な同盟を結んでる。 Gerry They use them as hitmen, thugs, bullies. そいつらは殺しや、強盗、イジメに使ってる。 Niko I know the type. その典型は知ってるぞ。 Gerry Much like Jimmy the Guido uses us. So, What you're gonna do is disguise yourself as an Albanian, and then go whack Frankie Garone, an Ancelotti long time capo. GuidoのJimmyが俺たちを使ってるみたいなものだな。それで、お前はアルバニア人になりすまして、Frankie Garoneを殺してくれ、Ancelottiの古株の首領だ。(capo:マフィアの首領) Niko Sure. Which Albanian? オッケー。どのアルバニア人だ? Gerry This one. こいつだ。 ~外~ 指示 "Get on the motorbike." バイクに乗れ 指示 "Go to the meeting point." 話し合いの場に向かえ ~目的地到着~ Frankie Garone Fucking sneaky scumbag. 卑怯でウザい奴だ。 Frankie Garone Tony Black didn't do nothing to nobody who didn't deserve it. Tony Blackは価値のあるやつしか相手にしねぇんだよ。 (Nikoの存在に気づきバイクで逃走) Frankie Garone What the fuck? なんじゃ、こりゃ! Frankie Garone We're going to the mattresses for sure. ぜってぇ、そのうちおねんねするな、俺ら。 ~追跡開始~ 指示 Take out Frankie Garone. Frankie Garoneを倒せ (ターゲットを見失った時=ミッション失敗) 指示 Frankie Garone survived. Frankie Garoneは生き延びた。 ~Gerryに電話(ターゲット抹殺時)~ Niko Frankie Garone's sleeping with the fished. Frankie Garoneは探してたのと一緒におねんねしてる。 Niko Anyone who saw us is going to describe the Albanian you got on ice. 俺らを目撃した奴はみな、あんたが殺したアルバニア人のことを説明するな。 Gerry Nice work. Real nice. いい出来だ。マジですげえぜ。 Gerry I'll let Jimmy P know about that. I'll cut you in on anything he throws my way. Jimmy Pに伝えておこう。こいつが俺に託したもの全部に、お前も参加させてやるよ。 Gerry Don't know how long I'm gonna be outside though. まあ、あとどれだけ外にいられるかわかんねえけどな。 Gerry I feel like the cops might knock Ma's door down at any moment. Take me to the pen. サツが今にも家のドアを叩くんじゃねえかと。で、俺を牢屋に連行すると。 Niko Good luck with that, Gerry. 頑張れよ、Gerry。 Gerry Yeah thanks. Please. Look after my family if I go inside. ああ、ありがとよ。なあ、俺が牢屋に行っちまったら、家族のこと頼むぞ。お願いだ。 ~Gerryに電話(ミッション失敗時)~ Niko Frankie got away from me, Gerry. I'm sorry. Frankieは逃げて行っちまったよ、Gerry。すまない。 Gerry Damm these guidos is slippery. このくそguidoは頼りになんねえな。 Gerry I thought you'd have him for sure. Alright come back and meet me at Ma's place. お前なら、奴を殺ってくれると思ったのに。まあいい。ママの家に戻ってきてくれ。
https://w.atwiki.jp/stronghold_kingdoms/pages/16.html
目次 I ve found my village on the map, what does it look like? I can see my village but it looks a bit bare, what should I do first? How do I place buildings? Does it matter where I place buildings? What determines how many resources are produced by a building? When I try to place a building what does the number on the building mean? When I try to place a building the building is red? What resources are required to build buildings? How do I make wood? How do I make stone? How do I delete a building? How do I make food? Why can t I build more buildings when I have the resources? What does the bar at the top of the screen mean? No one appears to be working in one of my buildings? How do I make more peasants? Can I own more than one village? How does the spare unit space work? Building Limits Renaming your village What happens if my village is conquered? Salt Flats village - Why can t I place buildings on the left side? What happens with inactive players? Why isn t my brewery working? How do I go about purchasing a new village? I ve found my village on the map, what does it look like? Village_icon.jpg Click on the village tab to view your village. I can see my village but it looks a bit bare, what should I do first? We would recommend following the in-game tutorial and quests. 75px|thumb|right|Build panel75px|thumb|right|Building info How do I place buildings? Left click on the building in the build panel then hover over your village and left click again to place the building. NB Not all terrains allow the placement of buildings, check before that it doesn’t require a certain terrain. e.g. Iron Mines require Iron Ore on the ground, woodcutters need to be close to but not on trees, to work. Does it matter where I place buildings? Yes, placement is very important. Where you place a building determines how many resources that building will produce per day. Placing them closer to their storage building which may be the stockpile, keep, granary or Inn increases the total amount yielded per day. e.g. placing Apple Farms closer to the granary, will yield you more food per day. What determines how many resources are produced by a building? The amount produced per day depends on how close the building is to it s respective storage area i.e. stockpile, granary or village hall. The closer a building is to its storage area, the more resources it will produce. When placing a new building, the number displayed above it, is how much the building will produce each day. By clicking on a completed building, you can view how much that particular building makes per day, as well as the total production of all buildings of that type. When I try to place a building what does the number on the building mean? That is the amount of resources that the building will produce per day. The number will change depending on how far from the storage area the building is. Placing them closer to the storage type they need will greatly increase resource income. When I try to place a building the building is red? Either you do not have enough resources to build the building or you cannot place the building on that area of land. Some buildings can only be placed on specific types of land e.g. woodcutters must be placed around the edge of trees and stone quarries must be placed on stone. What resources are required to build buildings? All buildings require wood and/or stone to build them. Some other buildings also require gold. How do I make wood? To make wood place a Woodcutters Hut just outside an area of forest. How do I make stone? To make stone place a Stone quarry on an area of rocks. How do I delete a building? Click on the building and select Delete this Building . If the building is under construction or hasn t started building it will be deleted instantly and all the wood/stone/gold needed to build it will be returned. If the building is complete it will take sometime to delete and half the wood/stone/gold used to build it will be returned How do I make food? To make apples place an Apple Orchard near the granary, this is available in the farm tab. You will need to do research to be able to produce other types of food, such as Dairy or Wheat Farms from the farming tab. Why can t I build more buildings when I have the resources? A maximum of one building can be under construction at the same time in any given village. If you have a Premium Token running, you can queue up to 5 at once, per village. 300px|thumb|right|Village info bar What does the bar at the top of the screen mean? The top bar displays the current resources available to you in the selected village. You can see from left to right, the amount of wood, stone and food you have available. Further along you have the total village population/housing capacity and peasants available who can be made into workers for the village or be made into troops, merchants, scouts or monks. No one appears to be working in one of my buildings? If you do not have enough peasants available in your village, placing another hovel or disbanding troops or units may help to solve this. If your popularity is not high enough to attract peasants to come to your village, you need to boost your popularity. If your building are turned off. If you can see a Zzz sign above buildings, buildings are switched off. Click on a building with this sign and click Turn this on or Turn All Industries on . How do I make more peasants? You can make more peasants by placing hovels. The closer to the village hall you place your hovel the more peasants will be created. You can also research housing to improve the capacity in each hovel. You may need to raise your popularity to get peasants to come quicker, ways to do this include lowering taxes or giving a bribe, increasing rations, feeding more types of food, placing entertainment buildings. You can also disband troops or other units, if you wish to quickly get peasants into the village and therefore have workers available quickly. Can I own more than one village? Yes. Once you raise your rank to Alderman (12) you can own a second village. To take ownership of a second village, you would need to research leadership and own a captain. You could buy a village on the map, as long as you have purchased a captain and have 10,000 gold for the second village. You can also capture an enemies village by attacking an enemy and reaching the keep in the castle section. See the Table of Ranks to find out how many villages you are allowed to own at each rank. For the list of village types see the Village Table. NOTE Capitals are not included in the maximum number of villages i.e. it is possible to be Alderman (12) and own 2 villages + a parish capital. How does the spare unit space work? Each village can support a maximum of 500 units , units are anything which the player decides to create, such as troops, scouts, traders or monks. Each type of unit takes up different amounts of unit space out of the maximum of 500. Unit Unit space taken up Soldier,Catapult,Captain 1 Scout 10 Merchant 10 Monk 25 An example of this would be, with no scouts, traders or monks created, you could build the maximum army size of 500 troops. However, if you had created 8 scouts and also 10 traders in your village, then you have used 80 + 100 units, leaving only 320 unit spaces for any other units, leaving your maximum army size at 320. Building Limits The maximum amount of hovels you can place in one village is 10. Production buildings are 30 for each building type. While gardens and decorations have the following values Building Max available Flower beds 5 Formal gardens 5 Stone statues 10 Gilded Statues 5 Small Shrines 6 Large shrines 4 Dovecotes 5 Justice 4 Entertainment 5 Small Church 3 Medium Church 3 Cathedrals 1 The number of buildings left that you can place is displayed in the bottom right corner of the building icon in the build panel. Renaming your village To rename the village, first select the village you own and want to rename. Then using the main menu bar at the top of the screen. Click on Settings and then Rename current village . What happens if my village is conquered? If you have one village, you will be randomly assigned a new village on the map. You will keep all your gold, honour and research you have done. If you have more than one village, you will lose that village and be left with the rest of the villages you have available. Salt Flats village - Why can t I place buildings on the left side? The west side of the map is only for salt working buildings and no others. What happens with inactive players? A village will be automatically abandoned when a player hasn t played or is dormant for a specific period of time, this time is dependant on which rank they have reached. The higher the rank the longer it takes for the village to become abandoned. If a premium token is in play at the time of going inactive, they will stay active until the premium token runs out. Rank Days till inactive. Village Idiot 2 Bumpkin 3 Yokel 4 Peasant 5 Serf 6 Villein 7 Bondsman 8 Freeman 9 Commoner 10 Thane 11 Yeoman 14 Alderman 16 Gentleman 18 Page 20 Squire 22 Knight 28 Baron 32 Viscount 36 Earl 40 Marquis 44 Duke 48 Prince 60 Why isn t my brewery working? An Inn is required for the Brewery to produce ale. An Inn can be placed with no Breweries. How do I go about purchasing a new village? When you have reached rank 12 (Alderman) you can buy a second village (as opposed to capturing one). This will require gold, a captain, leadership research and is based on a few variables. If the new plot is inside the same Parish as another of yours, it will be significantly cheaper. If the new plot is in another Parish, or even County, the further away it gets, the more expensive. Rank and amount of villages also apply here too. Generally a new village price increments by 10k gold. A second village will cost you 10k gold. A third Village will cost you 20k gold (if within the same Parish, above rules will make it more costly) and so on. Additionally, Captains are required to purchase a village (1 per village), and the appropriate level of Leadership research needs completed. Each level of the research allows another village to be controlled, but requires a higher rank. The costs listed below are for a buyable village based within the same parish. Purchasing a village also requires Captains and completing the appropriate level of Leadership research. Amount of villages Cost in gold Leadership Research 2nd village 10,000 gold 1 3rd village 20,000 gold 2 4th village 30,000 gold 3 5th village 40,000 gold 4 6th village 50,000 gold 5 7th village 60,000 gold 6 8th village 70,000 gold 7 9th village 80,000 gold 8 10th village 90,000 gold 9 The purchase price is also affected by the distance the village you wish to buy is from the parish your current village is based within. Switching to a village you own located in a parish in closer proximity to the buyable village will reduce the purchase cost. View the table of ranks
https://w.atwiki.jp/ml-story/pages/91.html
あらすじ 登場アイドルふれあい プロローグ メイン(MV前) MV(並び順) メイン(MV後) エピローグ 楽曲 その他実装日 小ネタ 前後のメインコミュ その他の全体楽曲メインコミュタグ一覧 あらすじ 次の公演は劇場のみんなで作る全体公演! 自分たち自身の手で最高の公演にしようと、 アイドル達は大はりきり。時に脱線しながらも 自主的に準備を進め、見事公演を成功させて、 また新たな目標に向かっていく。 登場アイドル ふれあい 箱崎星梨花、桜守歌織、佐竹美奈子 プロローグ 桜守歌織、箱崎星梨花、佐竹美奈子、白石紬 メイン(MV前) 春日未来、最上静香、伊吹翼、七尾百合子、ロコ MV(並び順) 白石紬、最上静香、春日未来、伊吹翼、桜守歌織 メイン(MV後) 桜守歌織、佐竹美奈子、白石紬、箱崎星梨花 エピローグ 春日未来、最上静香、伊吹翼、白石紬、桜守歌織 楽曲 Thank You!(ニコニコ大百科(仮)へ飛びます) その他 実装日 2017年8月22日 小ネタ レッスン中、百合子とロコのお互いに対する呼び方が変化する。 百合子は「ロコさん」から「ロコちゃん」 ロコは 「ユリコさん」から「ユリコ」 (最初はお互いに相手側が年上だと思っていた) 前後のメインコミュ 前:第9話 メリー・メリー・フレンドリー☆ 次:第11話 ウエストサイドスター! その他の全体楽曲メインコミュ 第16話 Welcome!! 第30話 Dreaming! 第54話 私たちのThank You! 第77話 百万の星々 第99話 ここから、また! タグ一覧 ロコ 七尾百合子 伊吹翼 佐竹美奈子 春日未来 最上静香 桜守歌織 白石紬 箱崎星梨花 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/skyrim_mod/pages/59.html
Mod制作時や制作後に英語のやりとりをすることが多くなります。 NexusやWorkshopに投稿したいけど英語が書けないから投稿しないとか、英語が苦手で億劫とか、伝わらなくてコメント欄が質問で溢れるとか、そういうのを少しでも緩和できたら幸いです。 Nexusへの投稿方法はこちらのブログ記事を参照にしてください。 Thinking Skeever Skyrim MOD製作:NexusModsでのファイル公開手順 (その1:登録の開始) Modの説明文を書く書く順番 最初の一文で書くこと 目的を書く 仕様 Details 動作に必要なもの 許諾 チェンジログ 英語が苦手なことを書く必要はない 便利英文集In regard to ~ ~について Work in progress 作業中。WIPと短縮される場合もある。 Lore-Friendly Vanillaの世界観を崩さないもの。 feel free to ~ ご自由に~の定型句。 Thanks for your-, Thank you for -ing:~ありがとう Keep in touch また連絡してね。 PM(private mail)の文末の結びに使う語 Regards, Cheers, Thanks. be compatible with ~ ~と互換性がある To (In order to) ~, need to ~ ~するためには~する必要がある。 depend on AはBに依存する。 avoid -ing ~するのを避ける 許可を取る アイディアを求める ~のみだけ パーミッション(許諾)関連を英語で書く ゲームの英単語 通じにくい(和製?)英語 略語 mod作成した時にリソースの使用許可を求める文面例 参考になるリンク Modの説明文を書く 型がある程度決まっているのでそれに沿っていけば型が全くない時より通りの良い英語になるといます。 この型が必ずしも正解というわけではありません、あくまで一例です。 書く順番 基本的に重要な順もしくは時系列順に書きます。 MODによって何の項目が重要かは変わってくるのでそこは柔軟にやってください。 書き順の一例: Index 説明 Description (or 機能 Feature )このMODは何か(何ではないのか)What this mod is (and what it isn’t). 目的 Goal このMODは何を目指しているのか(何を目指していないのか) 仕様 Details 動作に必要なもの Requirements インストール Installation アンインストール Uninstallation 使い方 How to use よくある質問 Q A (Frequently Asked Questions) 既知のバグ・問題 Known Bugs / Issues To-do (やらないこと Not to-do) スペシャルサンクス Special Thanks クレジット Credit 許諾 Permission (Licensing/Legal) ログ Change log このMODがなんであるかの説明は読み手にとって一番大事なので一番上に来ます。 非常によくある間違いがあったり警告が必要だったりするときは注意書きが一番上に来ることもあります。 明確に目的があれば、次に目的を書きます。開発の動機であるとかもここで。 短ければ上のDescriptionと統合しても構いません。 必ずしも全部必要でもなくて、How to use とDetailsが一緒になることもあります。 時系列順でRequirementsがInstallationの前に来るのもおかしいですし、Installationの前 にUninstallationが来るのもおかしいです。 最初の一文で書くこと まず、はじめにこのMODが何であるのかを書きます。 論文などの要約の簡略版だと思って、1段落のうち2-3文でまとめるつもりぐらいのが書き手も読み手も気が楽かもしません。 This mod あるいは Mod名などからはじめます。 動詞はこのMODが何をするのかで選びます。 改良するならimproves、 足すならadds、直すならfixes、置き換えるならreplacesなど。 そのあと何を?に続くので名詞です。さらにwhichで繋いで細かい部分を補足します。 例:This mod adds new set of heavy armor which(省略可) can be crafted. このmodはクラフト可能な重装鎧を新たに加えます。 レベルドリストに加える場合は、whichのあとを be seamlessly integrated in skyrim. などに変えるだけです。in skyrimはinto the worldでも可。 さらに前文の主題(このMODが何か)を補強します。接続副詞のFuthermore, In additon, Moreover, Alsoなどを前文をつなげるか、あるいはなくてもいいです。 例:There are upgradable and require perks to be able to craft. Currently it only includes 1 armor sets will be adding more. これらはアップグレード可能で、クラフトするにはパークが必要です。現在は一つのよろいセットしか含まれませんが、今後さらに増やしていく予定です。 目的を書く 目的の部分は最初の説明書きと統合しても構いません。特に目的がなければ書かなくてもよいです。 This mod aim to 動詞 The aim of this mod is to 動詞 aimはgoalでもpurposeでも可です。 例:This mod aim to make simple and lore friendly armor package. I don't think cool to excessively decorated armor. このmodの目的はシンプルでロアフレンドリーなアーマーパッケージを作ることだ。私は装飾過多なアーマーをかっこいいとは思わない。 仕様 Details 細かい仕様だとかを詳細に書くところで装備とかではない限りここが一番長くなると思います。 動作に必要なもの 例:The following or their later versions are required to run this mod (以下のバージョンかそれ以上に新しいバージョンのものがこのModを使うの必要です。) Skyrim 1.8.151.0 + SkyUI 3.1 + SKSE 1.6.9 + はover でも可。 許諾 ほかのサイトに上げてはいけない場合は 例:You are not allowed to upload this file to other sites (under any circumstances). 他のゲームにファイルのコンバートしてはいけない場合は 例:You are not allowed to convert this file to work on other games (under any circumstances). 改変再配布するには許可が必要な場合は 例:You must get permission from me before you are allowed to modify my files to improve it. もしくは you must contact me and obtain permission before uploading this mod to other sites or using its contents in your own mod. 自由に改変再配布してもいい場合は 例:You feel free to modify/upload this mod. チェンジログ チェンジログでは何がどうした?を簡潔に書くためにちょっと変わった書き方をします。 主語省略でFixed, Added, Improved, Replaced, Includedなどの文頭に持ってきて、どうした何を。というのと、受身形でbe動詞省略した何がどうされた。等あります。 例:Fixed wrong mesh. Wrong mesh fixed. Bug fixed wrong mesh. 英語が苦手なことを書く必要はない だいたい読めばわかるのでわざわざ書く必要もないです。 文化圏の違いなんですが下手な英語を恥ずかしがったり謙遜したりする必要はありません。 ヘタな英語についてからかったりすること自体がNexusだと禁止行為です。 どうしても書きたいなら。 例:I'm not good at English. I can write a little English.I don't write English well. I can't write English. なんですがcanは能力とか許可に関するものなので推奨されません。 (can'tだと英語を書く能力がない- 書いてるだろとのツッコミ食らう 許可がない- 誰に禁止されてるのとツッコミ食らう) 枕詞のごとく付いてるI'm sorryも必要ないです。 I'm sorry自体の意味合いとしてそもそも重いもので、自分が悲しく思ったりする時に使います。何かについて謝っておきたいときは具体的に何についてなのか表せるsorry for 名詞, sorry to doで使いましょう。 便利英文集 In regard to ~ ~について Work in progress 作業中。WIPと短縮される場合もある。 Lore-Friendly Vanillaの世界観を崩さないもの。 feel free to ~ ご自由に~の定型句。 例えば, Mod使用の承諾の場合などに対する返事に大変便利。 例:Feel free to use this mod. 自由にこのModを使っていいよ。 Thanks for your-, Thank you for -ing:~ありがとう ありがとうと伝えるときに。 例 Thanks for your message. メッセージありがとう 例 Thank you for using this mod. 使ってくれてありがとう Keep in touch また連絡してね。 継続して連絡がほしい時に文末に。 PM(private mail)の文末の結びに使う語 Regards, Cheers, Thanks. 結句。色々種類はあるけど、ビジネスメールでもないのでこのへんのもので。 be compatible with ~ ~と互換性がある 逆に互換性がないのはbe incompatible with ~。conflict with でもOK。 This mod is compatible with A mod. このmodはAのmodと互換性がある。 To (In order to) ~, need to ~ ~するためには~する必要がある。 使い勝手の良い定型句。 例:To reach the cave, you need to take a key from farengar's desk. 洞窟に入るためには、ファレンガーの机から鍵を取る必要がある depend on AはBに依存する。 例:The power of this attack depends on the player's skill in sneak. この攻撃の攻撃力はプレイヤーの隠密スキルに依存する。 avoid -ing ~するのを避ける 例:This patch avoids conflicting with A mod. このパッチはA Modと競合するのを避ける。 許可を取る 最も丁寧な言い回し I was wondering if you could 例:I was wondering if you could ask you a few questions. いくつか質問してもよろしいでしょうか? 例:Can I use your mod to be included in my project of mod? あなたのmodを私のmodに含めてもよいですか? アイディアを求める Do you have any ideas? 何かアイディアありますか? 口語っぽくAny ideas?も常套句。 ideasには複数のsがつくので注意。 ~のみだけ onlyよりはallの方がよく使う。 That’s all I know 知ってるのはこれだけです。 only使う場合はonly~ の語順のが無難。 He is the only person~ ~するだけでよいはhave only to do You have only to press this key. そのキーを押すだけでいい。 パーミッション(許諾)関連を英語で書く You are not allowed to upload this file to other sites. 許可無く他のサイトにアップロードしない。 文末に「いかなる場合でも」の意味のunder any circumstancesを入れてもよいです。 You are not allowed to convert this file to work on other games. 許可無く他のゲームにコンバートしない。 You feel free to use this mod, but you must write the credit(use facelight) in your description. クレジットに記載した場合はこのmodを自由に使用してもよい。 No need to contact me. 連絡する必要はありません。 ゲームの英単語 Area of Effect 範囲攻撃、AoEとよく省略される。 Buff バフ。強化、ステータス強化の意味。 Nerf 弱体化 Debuff 状態異常 通じにくい(和製?)英語 モーション→animation ダッシュ→sprint ガード(防御)→block 略語 特にメールなどはわかりやすい、親しみやすいというのが重要だと思うんですが、わざわざ略語やスラングを使う必要はないです。 btw by the way. ところで。そういえば。 OMG oh my god. ASAP as soon as possible. できるだけ早く。 具体的な期間について指摘したほうが親切ですし、Please reply soon. みたいな方が簡潔でわかりやすいです。 mod作成した時にリソースの使用許可を求める文面例 件名 Permission request for リソース名. 本文 Hi, ○○○(相手の名前). I'm a long time fan of your mod, and I'm planning on uploading a follower. I was wondering if I could use your face texture file of mod名. I'll list your credit to description and readme on my mod. Thanks. 件名で一発で分かるように。Permission入れるとわかりやすいです。 他のバリエーション:Permission about mod名、Permission to use your mod 使わせてもらってることを書いてどんなmodを作ってるかを書きます。 他のほめパターン:I have fun of using your mod. Thanks for your great mod. そのmodの具体的にどの部分のリソース部分かを書きます。 クレジット記載することを明記しておきます。 Thanksは結びの句。よろしく、ぐらいの意味です。 参考になるリンク 『Business Gaminglish』 ~ビジネス英語 in ゲーム業界~
https://w.atwiki.jp/chex/pages/301.html
Procedure for Participation in Tournament Procedure for Participation in TournamentWhat’s Tournament? How to Transmit and Receive Data? How to Participate? What’s Tournament? The tournament is an event that each player gathers with their own team and fight for a championship. However it’s difficult that we actually gather to transmit and receive data, and there are few possibilities that the developer of CHE plans an event to us. So the tournaments begin under a form that someone of players hold it and that the others participate in it. How to Transmit and Receive Data? Fortunately for us, there is an official uploader managed directly by the developer. An organizer looks for participants with this uploader. Moreover an unofficial uploader is given to us by volunteers. How to Participate? When you participate in tournaments, you should CAREFULLY read notes about them. The following is an example of participation in a tournament. 1. Acquisition of SATLOKE’s Account You need to acquire previously an SATLOKE’s account before notice of tournaments because a man often gets pressed just before a deadline. If you access http //satloke.jp/en/index.php?l=english and register, you can use all the SATLOKE’s systems. In addition you should decide your owner name when you register so as to correspond with your player name used in CHE. You can always vary your owner name and player name. Please be carefull so as not to forget or lose your ID and password. Organizer’s Request We want you to vary a default player name “Player” in order to avoid confusion.Please name your player name as uniquely as possible. 2.Making Your Team You must prepare your team conforming to tournament’s regulations. Please name your OKEs. Moreover please name your team. Moreover please register your team’s emblem too. (The ranking table becomes beautiful.) Moreover please paste an emblem on your OKE as well. (The replay becomes attractive.) Lastly please set the locked or unlocked of your OKE’s software. 3.Saving Team Data Folder First, please save your team data the folder for saving in order to copy it into a PC. (In CHE you can.) Organizer’s Request We want you to vary a default file name “TEAM + number” in order to avoid confusion.Please name your file name as uniquely as possible. 4.Upload Team Data onto SATLOKE After you log in SATLOKE, please upload your team data according to a procedure. I think it good for you to previously upload your team data when you are busy just before a deadline. Please refer to the following if you don’t know how to connect PC to PSP or how to upload. http //satloke.jp/en/guide/index.html In addition if you attach SATLOKE tags to a template of tournament referring Explanation of SATLOKE tags(sorry, still untranslated), you can express your policy how you want to deal with your team as owner. In CHP a state that there is every time a debut man continued over 4 years. A state in CHE is similar to the state, tournaments is heating up due to them. Participation is more important than winning. It’s not too much to say that participation in tournaments is a main part of this game. Let’s participate without reserve!
https://w.atwiki.jp/matchmove/pages/74.html
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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Thank You Merry Christmas(楽) 曲名 アーティスト フォルダ 難易度 BPM NOTES/FA(SA) その他 Thank You Merry Christmas VENUS 2014 楽5 220 190 / 17 STREAM VOLTAGE AIR FREEZE CHAOS 31 27 1 43 0 楽譜面(5) / 踊譜面(9) / 激譜面(13) / 鬼譜面(16) 属性 縦連 譜面 https //livedoor.blogimg.jp/yanmar195/imgs/c/7/c7c89848.png プレイ動画 https //www.youtube.com/watch?v=xM3QXVdqmIE (x1.75, NOTE) 解説 2014/12/19 10 00~2014/12/31 23 59までの期間限定でプレイ可能な楽曲。jubeat saucer fulfillとREFLEC BEAT groovin'!! Upperを含めた3機種にて同時に期間限定解禁された。ジャケットの中央にはBABY-LONが、左側にはYUNI・EMI・AFROの姿が確認できる。 2015/12/01 10 00~2015/12/28 10 00までの期間限定で再プレイ可能な楽曲。今回はjubeat propとREFLEC BEAT VOLZZAに加え、pop'n music éclaleを含めた4機種にて同時に期間限定解禁された。 2016/12/08 10 00~12/25 24 00 期間限定再プレイ可能 2017/11/30 10 00 無条件解禁 4分は3連止まり、かつ4分2連縦連が主体の譜面。特に難しい箇所は無いが、BPMがかなり高いので多少慣れは必要 -- 名無しさん (2014-12-20 05 11 23) 名前 コメント コメント(私的なことや感想はこちら) 名前 コメント
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Your Body/good-cool feat.Andrea L.Hopkins Alright come with me let's get this party started babe Let's turn it all around It's got a beat that will keep you coming to the dance floor Time for you to get down I've got a feeling that you have been waiting ... to get up Cause once the music controls your body whole See you may never ever want to stop Get on up, on the floor, shake your body now All alone, on the floor, your show Close your eyes, catch a vibe, twist your body down, Don't be shy, it's your right let go See you've got to, Do your dance, shake your pants, rock your body now Eyes on you, as you do, your do Let the beat, move your feet, break your body down Out all night, it's alright to do, whatever cause it's really up to you
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GENRE TITLE ARTIST bpm notes CLEAR RATE ONLY ONE EPILOGUE THANK YOU FOR PLAYING SUPER STAR 満-MITSURU- 45-170 1534 ? コメント・攻略 高速螺旋が鬼門。全体的に対称固定が打ちやすい -- 名無しさん (2011-03-05 07 57 27) 螺旋後2%でも頑張ってつなげればノマゲ可能です。 -- 名無しさん (2011-07-29 21 28 10) 総ノーツ数はそうでもないが、体感密度は1800〜1900くらいはあるので要体力、地力。正規が割と押しやすく見切りやすい。乱は地力がないと手も足もでないくらい難化する。中盤の螺旋はかなり押しにくいのでハードではそこが難所で他は回復。 -- 名無しさん (2012-06-20 11 11 17) ノーツ数よりも物量が多く感じます。なので、金十字やお菓子系曲と同じくらいキツイです(泣) -- 名無しさん (2012-06-20 12 59 48) この曲に限ったことじゃないけど繰り返し地帯は光ってるかどうか確認しながら判定合わせていくと光らせやすい。MENDES(A)ができていれば十分難は狙える。あと感謝する気0 -- 名無しさん (2012-09-21 01 50 46) 個人差かはわからないが繰り返し譜面が得意な人にはAA程度に感じる。あまり見えないけど押せる感じの譜面。螺旋が押しにくいと言われてるが自分は穴の螺旋より押しやすく感じました -- 名無しさん (2012-12-05 23 31 26) ALL MY TURN黒の下位互換って感じ。COLORFULL COOKIEの前半をちょっと遅くした感じなのがずっと続く。中盤の真ん中によってる螺旋→デッデデッデデッデデッターンが一番の難所 -- 名無しさん (2012-12-06 08 36 03) 繰り返しやら縦連やらでスコアがめっちゃ出にくい。ソフランは最後にちょっとだけあるだけど、補正はいってるならタイミングずれて閉店しないように注意。 -- 名無しさん (2013-01-08 16 43 54) 譜面傾向としてはクッキー穴にとても近い気がする。ハードは螺旋繰り返しとダダッダッダッダダのところを抜けたらウイニングランたぶん。あそこを越すにはあたり待ちで気合で頑張るか、それ以前でゲージを80%キープぐらいの地力をつけるかのどちらかだとおもう -- 名無しさん (2013-09-12 19 17 45) パラリラ(A)の中盤発狂を弱めて、それを終盤に振り分けたように感じる。 -- 名無しさん (2013-10-31 01 13 57) 正規だとラスト前2%安定だけど乱だと易勝率30%ぐらいだわ…繰り返し苦手な人は正規の配置がダメなら乱推奨 -- 名無しさん (2014-05-12 19 44 55) 基本的に繰り返し譜面は正規はやめた方がいいね。クッキーや夜叉もだけど。 -- 名無しさん (2014-10-30 13 52 55) 正規は前半の繰り返し地帯はまだしも、中盤の高速螺旋で指が回らなくなるので乱がオススメ(外れるときは容赦なく外れるが…)。難しさとしてはクッキーとよく比較されているけど正に相互互換な気がする。もしくはこっちの方がちょい強め?バドマニあたりに易が付いてきたらノマゲを狙える地力はあるはず。 -- 名無しさん (2015-09-19 23 10 41) ノマゲ難度は地力C~B、難は地力Bくらい。螺旋階段後~軸押しに入る前に少し難しいところがあるので油断しないように。 -- 名無しさん (2016-09-16 22 07 02) ACに移植。螺旋階段以外はあまり特徴が無い、すごくEMPらしい高密度譜面。 -- 名無しさん (2017-10-19 13 53 38) 螺旋は当たれば空気。密度もクッキーに及ばない。地力C程度 -- 名無しさん (2017-10-19 15 07 17) クッキーより密度が低いのは主にBPMの差なので、秒間だとともかく小節密度であればそこまで変わらないので練習には使える。ただ前半からそれなりの高密度で殴ってくるので耐性次第で体感難度が変わりやすい -- 名無しさん (2017-10-19 17 22 52) デプストが劣化ビタチョコならこっちは劣化クッキー。CSEMPならともかくACだとダリアは現状練習にも使いづらいので、クッキーにランプ点いたらこっちも狙いにいく感じでいいと思う -- 名無しさん (2017-10-20 21 45 06) 事前予習なしで中盤の高速螺旋で難ゲージで100%から8%まで落ちたから乱で崩したほうが難は安定すると思う -- 名無しさん (2017-11-01 16 45 51) 道中は正規鏡、発狂は乱てとこか… 乱はハズレるとずっとハズレな感じ。2P正規の発狂は皿の位置の関係でドハズレ。 -- 名無しさん (2017-11-02 00 25 14) 序盤の繰り返しも高速螺旋もラスト前もクッキーより簡単な要素全くないのになんで下位互換扱い?余裕でクッキーより上 -- 名無しさん (2018-01-31 11 57 10) 確かに傾向としては近いけどこっちのが若干難しいと思う スコア難度は大幅にこっちのが上 -- 名無しさん (2018-01-31 20 10 19) 体感ではクッキーの後半部分のが密度濃いし発狂に余計な皿ついてないからクッキーよりは簡単に感じるが -- 名無しさん (2018-01-31 21 53 32) 1P鏡2P正規だと発狂部の皿がかなり邪魔になるはず。同時期に難したけどこっちのがBP全然多い。 -- 名無しさん (2018-02-01 00 13 50) クッキー乱ハードしたから乱ハード挑戦しだしたけど繰り返し突破率がクッキーよりずっと低い。なんとか抜けたら螺旋で死ぬし個人的にはこっちのがきつい。イージーノマゲはこっちのが楽って感じ。繰り返し耐性があれば多分こっちのが楽なのかも。 -- 名無しさん (2018-05-02 14 03 25) ノマゲ以下も縦連でゲージが吹き飛ぶので注意、縦連2%でも意外とラストの回復が長く80は乗せれるのであきらめないこと -- 名無しさん (2018-05-02 16 35 11) クッキー3250くらい出てるけどAAちょびっとしか乗らなくて草も生えない スコア面で桁違いにこっちのが難しい -- 名無しさん (2019-01-23 04 03 31) クッキー乱イージー安定くらいの地力なんだが、こっちは全然安定しない。個人的には螺旋や縦連より、回復地帯らしいとこの軸の方が無理。あそこでゲージ空にされて回復しきれないことが多い。多少なりとも個人差はある感じかな -- 名無しさん (2019-12-04 18 00 43) 1P 正規は右片手で 34567 の 24 分螺旋をやらされるのでそこだけで落ちるなら鏡の方がやりやすそう -- 名無しさん (2020-10-02 20 53 33) 運ゲー譜面。乱当たりで中盤が当たればクリア出来るのでクッキーよりは簡単だが、基本的に繰り返しが苦痛なので挑戦レベルではあまりやる価値のない譜面。 -- 名無しさん (2021-08-16 20 28 39) 螺旋が難しいのはいいとして、あの中に不規則皿置いたのは許せん。黒譜面はムチャクチャな皿が多いけど、こいつも例に漏れず。 -- 名無しさん (2022-08-12 23 10 47) 音通りの付点8分の皿4枚(+1枚)なんてどうにでもなるでしょ。対称固定でもやってんの -- 名無しさん (2022-08-12 23 38 40) 超当たり待ち譜面。(例https //textage.cc/score/16/thank_u4.html?2XC00R0167352401234567) -- 名無しさん (2023-03-23 13 20 54) 曲が短く、ダレないので十段の筋トレに持って来い。ラストを含め演奏感が高い。もっと評価されてもいい気がするんだけどな~。 -- 名無しさん (2023-03-28 16 18 16) クッキー+螺旋の譜面。この速度の螺旋(実質BPM255の16分)は外れると全部片側に寄ったりと酷い配置になるので難狙いならPフリーで当たり待ちが良いかと。 -- 名無しさん (2023-04-06 14 36 56) 名前 コメント
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