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https://w.atwiki.jp/niconicokaraokedb/pages/1948.html
clock lock works くろつくろつくわあくす【登録タグ:VOCALOID ハチ 初音ミク 曲 曲く 曲くろ】 曲情報 作詞:ハチ 作曲:ハチ 編曲:ハチ 唄:初音ミク ジャンル・作品:VOCALOID カラオケ動画情報 オフボーカルワイプあり オンボーカルワイプあり コメント 名前 コメント
https://w.atwiki.jp/hmiku/pages/49203.html
【検索用 Clock 登録タグ C UNI VOCALOID zzZ(まくらP) 曲】 + 目次 目次 曲紹介 歌詞 コメント 作詞:zzZ(まくらP) 作曲:zzZ(まくらP) 編曲:zzZ(まくらP) 絵:UM 唄:UNI 曲紹介 나는 아직 어른이 曲名:『C.lock』 日本語歌詞はおうりんが担当 歌詞 (youtube概要欄より転載) 시곗바늘 소리가 문득 들리질 않아 점점 차가워지는 내 맘이 감기에 걸릴 것만 같아 세상 모든 것들은 여전히 돌아가고 있는데 나만 멈춰 선 채로 바라보기만 하네 숨 쉴 틈조차 없을 만큼 세월은 빠르게 지나가 따라가야만 해 뒤처진 나의 계절아 움직여라 시간이 흘러 흘러도 내 마음은 그대로인걸 그저 어린아이처럼 철없이 투정 부리고 싶어라 아파도 참아야 하고 힘들어해서도 안 되고 로봇처럼 아무렇지 않은 듯이 하고 있는 내가 무서워 변한 것은 하나도 없어 그래 보일 뿐 누구나 고장 난 시계를 품고서 살아가고 있을 테지 애쓰며 어른인 척하는 게 너무나도 힘들다 언제까지 이렇게 가야만 하는 걸까? 커져만 가는 내 모습이 조금은 낯설게 느껴져 이젠 그만할래 고민 걱정들 모두 다 사라져라 시간이 흘러 흘러도 내 마음은 그대로인걸 그저 어린아이처럼 철없이 투정 부리고 싶어라 아파도 참아야 하고 힘들어해서도 안 되고 로봇처럼 아무렇지 않은 듯이 하고 있는 내가 무서워 コメント 名前 コメント
https://w.atwiki.jp/pathofexile12/pages/349.html
Cane of UnravellingはEzomyte Staffのユニーク 入手方法 詳説・特徴 関連リンク Cane of Unravelling Ezomyte StaffWarstaffQuality +20%Physicalダメージ 55.2-164.4クリティカル確率 7.00%攻撃速度 1.25武器攻撃範囲 13DPS 137.2 pDPS 137.2 ステータス要求値:LEVEL60, 113 STR, 113 INT +18% Chance to Block Attack Damage while wielding a Staffスタッフを装備中、アタック攻撃に対するブロック率+18% +2 to Level of all Chaos Spell Skill Gems全てのChaos Spellスキルジェムのレベルを+2 (20-30)% increased Chaos DamageChaosダメージが(20-30)%増加 2% increased Cast Speed per Power ChargePower ChargeごとにCast Speedが2%増加 +(40-55)% to Chaos Damage over Time MultiplierChaos持続ダメージ倍率に+(40-55)% Gain a Power Charge after Spending a total of 200 Mana合計200マナ消費するとPower Chargeを得る Regenerate 2 Mana per Second per Power ChargePower Chargeごとに秒間2マナリジェネを得る Creation is the act of making the intangible tangible.To work backwards, to make the tangible intangible,is to step into the mind of God.- Doryani, Queen s Thaumaturgist 入手方法 カード等のドロップ以外の入手方法 アイテム 必要数 備考 The Tower 6 Atziri s Arsenal 4 Jack in the Box 4 Arrogance of the Vaal 8 詳説・特徴 関連リンク 英wiki https //pathofexile.gamepedia.com/Cane_of_Unravelling Unique Warstaff 一覧
https://w.atwiki.jp/resistance3/pages/35.html
アップデートPatch1.05(Posted on November 1, 2011) Patch1.02(Posted on September 8, 2011) コメント アップデート Patch1.05(Posted on November 1, 2011) Several performance updates to fix network lag Improved team balancing All equipment and abilities are now purchasable at level 60 Leaper Corpse will now spawn fewer leapers Improved the Move’s aim mechanic -- PATCH 1.05 FULL LIST Deathcam -Update and bug fixes to the deathcam system Network -Updated Network error messages -Several performance updates to fix network lag -Improved load times for friends list -Refined Hero movement for improved network syncing Lobby -Fixed issues related to the game host quitting out of a private game -The host will no longer lose the ability to start the game after completing a match and returning to the lobby Matchmaking -Players will no longer be put into a Team deathmatch game while searching for Deathmatch or Deathmatch Small -Searching Deathmatch Small with a party of five or more will no longer cause the “Finding Game” screen to loop until the player backs out. -Improved team balancing UI -Cleaned up overlapping text fields in the UI -The icon for “Double Bird” is now consistant across all menues -Fixes to the HUD while playing in Immersive mode Party -Party is no longer allowed to create and enter a game with no opposing team -The party leader of parties with 3 players will can no longer result in the party leader being put into the staging screen while the rest of the party is disbanded. MP Gameplay -All equipment and abilities are now purchasable at level 60 -Players will no longer spawn invisible to other players -Suicides award enemies kills if the player is still wounded from their damage -Abilities will no longer lose functionality if they activate the ability at the same moment that they dies -Split screen players will no longer be on seperate teams -Players bodies will no longer hold onto weapons after being killed -Change to Chain Reaction final node time Abilities -Leaper Corpse will now spawn fewer leapers -The bubble shield will now disapear when the EMP is used against it. -Dash now gives more consistent feedback when the player is unable to use it -The players head will no longer vanish when killed while performing a taunt -Assassin no longer displays the user as a friendly on the radar for DM games -Players will no longer lose berserks and abilities after playing a number of match making games -The player will no longer spawn with different genades than what was placed in the primary slot through grenadier Weapons -The mutators secondary’s will deal damage regardless of the surface to which it is applied -Marksman turrets will function properly regardless of the surface to which it is applied -Wildfire lock-on disabled in between shots in MP Art -Misc art, collision and volume fixes Loc -Localization fixes and updates Move -Improved the Move’s aim mechanic Coop -Several bug and crash fixes -Co-op player can now watch videos normally -Fixes to progression stopping issues while playing campaign in coop 3D -Fixed the loading screen for 3D -Tracker footprints now appear for both eyes Campaign -Misc fixes to campaign Remnant -Remnant levels have been corrected -Improvements to the UI http //www.insomniacgames.com/update-on-patch-1-05-and-changelog/ Patch1.02(Posted on September 8, 2011) -Players should no longer get into “dead” games that don’t operate correctly -Improvement in framerate/lag -Matchmaking fixes -Fewer players floating / clipping through environment -Fix for freezing/crashing issues if you join a game as it is ending -Can no longer leave party while in a co-op game (was causing a crash) -Party fixes dealing with multiple invites, co-op -Some SFX in St. Louis have been cleaned up -Broadway map now loads games correctly -Fixed issues when late-joining a campaign co-op game -Multiple fixed issues on Chapter 13 in co-op -Female voice over will now play for female skins in MP -Player using Hazmat ability will no longer appear to catch fire or freeze -Other various lobby, menu, co-op and multiplayer fixes http //www.insomniacgames.com/resistance-3-patch-1-02-notes/ コメント インソムニアック公式よりコピペ - 名無しさん 2012-03-16 02 56 38 名前 全部読む
https://w.atwiki.jp/matchmove/pages/96.html
Control Panel Reference SynthEyes has the following control panels · Summary Panel · Rotoscope Control Panel · Feature Control Panel · Tracking Control Panel. · Lens Control Panel. · Solver Control Panel. · Coordinate System Control Panel. · 3-D Control Panel. · Lighting Control Panel. · Flex/Curve Control Panel. Select via the control panel selection portion of the main toolbar. The Graph Editor icon appears in the toolbar area to indicate a nominal workflow, but it launches a floating window. Additional panels are described below · Add Many Trackers Dialog · Advanced Features · Clean Up Trackers · Coalesce Nearby Trackers · Curve tracking control · Finalize Trackers · Fine-Tuning Panel · Green-screen control · Hard and Soft Lock Controls · Hold Tracker Preparation Tool · Image Preparation · Spinal Editing Control The shot-setup dialog is described in the sectionOpening the Shot. Spinners SynthEyes uses spinners, the stacked triangles on the right of the following graphic ( ), to permit easy adjustment of numeric fields on the control panels. The spinner control provides the following features · Click either triangle to increase or decrease the value in steps, · Drag within the control to smoothly increase and decrease the value, · Turns red on key frames, · Right-click to remove a key, or if none, to reset to a predefined value, · Shift-drag or -click to change the value much more rapidly, · Control-drag or -click to change the value slowly for fine-tuning. Tool Bar New, Open, Save, Undo, Redo. Buttons. Standard Windows (only). Use the Undo/Redo menu items instead to see what function will be undone or redone. (Control Panel buttons). Changes the active control panel. Forward/Backward (/). Button. Changes the current playback and tracking direction. Reset Time. Button. Resets the timebar so that the entire shot is visible. Fill. Button. The camera viewport is reset so that the entire image becomes visible. Shift-fill sets the zoom to 1 1 horizontally. Viewport Configuration Select. List box. Selects the viewport configuration. Use the viewport manager on the Window menu to modify or add configurations. Camera01. Active camera/object. Click to cycle through the cameras and objects. Play Bar Rewind Button. Rewind back to the beginning of the shot. Back Key Button. Go backwards to the previous key of the selected tracker or object. Frame Number. Numeric Field. Sequential frame number, starting at zero or at 1 if selected on thepreferences. Forward Key Button. Go forward to the next key of the selected tracker or object. To End Button. Go to the last frame of the shot. Frame Backwards. Button. Go backwards one frame. Auto-repeats. Play/Stop/. Button. Begin playing the shot, forwards or backwards, at the rate specified on the View menu. Frame Forward. Button. Go forwards one frame. Auto-repeats. Summary Panel Auto.(the big green one)Run the entire match-move process create features(blips), generate trackers, and solve. If no shot has been set up yet, you will be prompted for that first, so this is truly a one-stop button. See alsoSubmit for Batch. Motion Profile.Select one of several profiles reflecting the kinds of motion the image makes. UseCrash Panfor when the camera spins quickly, for example, to be able to keep up. Or useGentle Motionfor faster processing when the camera/image moves only slightly each frame. Green Screen.Brings up thegreen-screencontrol dialog. Zoom Lens.Check this box if the camera zooms. On Tripod.Check this box if the camera was on a tripod. Hold.Animated Button. Use to create hold regions to handle shots with amix of normal and tripod-modesections. Fine-tune.Performs an extra stage of re-tracking between the initial feature tracking and the solve. Thisfine-tuning passcan improve the sub-pixel stability of the trackers on some shots. Settings.Launches the settings panel for fine-tuning. Run Auto-tracker.Runs the automatic tracking stage, then stops. Solve.Runs the solver. Not solved.This field will show the overall scene error, in horizontal pixels, after solving. Coords(共同作用).Initiates a mode where 3 trackers can be clicked to define a coordinate system. After the third, you will have the opportunity to re-solve the scene to apply the new settings. Same as *3 on the Coordinate System panel. 3つのトラッカーが座標系を定めるためにクリックすることができるモードを始めます。 第3の後、新しいセッティングを適用するためにシーンを再解析することがあると思います。 座標系パネルの*3と同じです。 Master Solution Reset ().Clear any existing solution points and object paths. Rotoscope Control Panel The roto panel controls the assignment of a shot s blips to cameras or objects. The roto mask can also be written as an alpha channel or RGB image using the image preprocessor. Spline/Object List. An ordered list of splines and the camera or object they are assigned to. The default Spline1 is a rectangle containing the entire image. A feature is automatically assigned to the camera/object of thelastspline in the list that contains the feature. Double-click a spline to rename it as desired. Camera/Object Selector. Drop-down list. Use to set the camera/object of the spline selected in the Spline/Object List. You can also selectGarbageto set the spline as a garbage matte. Show this spline. Checkbox. Turn on and off to show or hide the selected spline. Also see the View/Only Selected Splines menu item. Key all CPs if any. Checkbox. When on, moving any control point will place a key on all control points for that frame. This can help make keyframing more predictable for some splines. Enable. Button. Animatable spline enable. Create Circle. Lets you drag out circular splines. Create Box. Lets you drag out rectangular splines. Magic Wand. Lets you click out arbitrarily-shaped splines with many control points. Delete. Deletes the currently-selected spline. Move Up. Push button. Moves the selected spline up in the Spline/Object List, making it lower priority. Move Down. Push button. Moves the selected spline down in the Spline/Object List, making it higher priority. Shot Alpha Levels. Integer spinner. Sets the number of levels in the alpha channel for the shot. For example, select 2 for an alpha channel containing only 0 or 1(255), which you can then assign to a camera or moving object. Object Alpha Level. Spinner. Sets the alpha level assigned to thecurrentcamera or object. For example, with 2 alpha levels, you might assign level 0 to the camera, and 1 to a moving object. The alpha channel is used to assign a feature only if it is not contained in any of the splines. Import Tracker to CP. Button. When activated, select a tracker then click on a spline control point. The tracker s path will be imported as keys onto the control point. Feature Control Panel Motion Profile.Select one of several profiles reflecting the kinds of motion the image makes. UseCrash Panfor when the camera spins quickly, for example, to be able to keep up. Or useGentle Motionfor faster processing when the camera/image moves only slightly each frame. Clear all blips.Clears the blips from all frames. Use to save disk space after blips have been peeled to trackers. Blips this frame. Push button. Calculates features (blips) for this frame. Blips playback range. Push button. Calculates features for the playback range of frames. Blips all frames. Push button. Calculates features for the entire shot. Displays the frame number while calculating. Once started, can’t be interrupted! Delete. Button. Clears the skip frame channel from this frame to the end of the shot, or the entire shot if Shift is down when clicked. Skip Frame. Checkbox. When set, this frame will be ignored during automatic tracking and solving. Use (sparingly) for occasional bad frames during explosions or actors blocking the entire view. Camera paths are spline interpolated on skipped frames. Advanced. Push button. Brings up a panel with additional control parameters. Link frames. Push button. Blips from each frame in the shot are linked to those on the prior frame (depending on tracking direction). Useful after changes in splines or alpha channels. Peel. Mode button. When on, clicking on a blip adds a matching tracker, which will be utilized by the solving process. Use on needed features that were not selected by the automatic tracking system. Peel All. Push button. Causes all features to be examined and possibly converted to trackers. To Golden. Push button. Marks the currently-selected trackers as “golden,” so that they won’t be deleted by the Delete Leaden button. Delete Leaden. Push button. Deletes all trackers, except those marked as “golden.” All manually-added trackers are automatically golden, plus any automatically-added ones you previously converted to golden. This button lets you strip out automatically-added trackers. Tracking Control Panel The tracker panel has two variations with different sizes for the tracker view area, and slightly different button locations. The wider version gives a better view of the interior of the panel, especially on high-resolution displays. The smaller version is a more compact layout that reduces mouse motion, and because of the reduced size, is better for use on laptops. Select the desired version using theWider tracker-view panelpreference. Tracker Interior View. Shows its interior---the inner box of the tracker.Left Mouse Drag the tracker location.Middle Scroll Advance the current frame, tracking as you go.Right Mouse Add or remove a position key at the current frame. Or, cancel a drag in progress. Create. Mode Button. When turned on, depressing the left mouse button in the camera view creates new trackers. When off, the left mouse button selects and moves trackers. Delete. Button (also Delete key). Deletes the selected tracker. Finish. Button. Brings up the finalize dialog box, allowing final filtering and gap filtering as a tracker is locked down. Lock. Button. Non-animated enable, turn on when tracker is complete; will then be locked. Tracker Type.,,,. Button. Toggles the tracker type among normal match-mode, dark spot, bright spot, or symmetric spot. Direction. Button. Configures the tracker for backwards tracking it will only track when playing or stepping backwards. Enable. Button. Animated control turns tracker on or off. Turn off when tracker gets blocked by some thing, turn back on when it becomes visible again. Contrast. Number-less spinner. Enhances contrast in the Tracker Interior View window. Bright. Number-less spinner. Turns up the Tracker Interior View brightness. Color. Rectangular swatch. Sets the display color of the tracker for the camera, perspective, and 3-D views. Now. Button. Adds a tracker position key at the present location and frame. Right-click to remove a position key. Shift-right-click to truncate, removing all following keys. Key. Spinner tells SynthEyes to automatically add a key after this many frames, to keep the tracker on track. Key Smooth. Spinner. Tracker s path will be smoothed for this many frames before each key, so there is no glitch due to re-setting a key. Name. Edit field. Adjust the tracker s name to describe what it s tracking. Pos. H and V spinners. Tracker s horizontal and vertical position, from –1 to +1. You can delete a key (border is red) by right-clicking. Shift-right-clicking will truncate the tracker after this frame. Size. Size and aspect spinners. Size and aspect ratio (horizontal divided by vertical size) of the interior portion of the tracker. Search. H and V spinners. Horizontal and vertical size of the region (excluding the actual interior) that SynthEyes will search for the tracker around its position in the preceding frame. Preceding implies lower-numbered for forward tracking, higher-numbered for backward tracking. Weight. Spinner. Defaults to 1.0. Multiplier that helps determine the weight given to the 2-D data for each frame from this tracker. Higher values cause a closer match, lower values allow a sloppier match.WARNING This control is for experts and should be used judiciously and infrequently. It is easy to use it to mathematically destabilize the solving process, so that you will not get a valid solution at all. Keep near 1. Also see ZWTs below. Exact. For use after a scene has already been solved set the tracker s 2-D position to the exact re-projected location of the tracker s 3-D position. A quick fix for spurious or missing data points, do not overuse. See the section onfiltering and filling gaps. Note applied to a zero-weighted-tracker, error will not become zero because the ZWT will re-calculate using the new 2-D position, yielding a different 3-D and then 2-D position. F n.nnnhpix.(display field, right of Exact button) Shows the distance, in horizontal pixels, between the 2-D tracker location and the re-projected 3-D tracker location. Valid only if the tracker has been solved. ZWT. When on, the tracker s weight is internally set to zero—it is a zero-weighted-tracker (ZWT), which does not affect the camera or object s path at all. As a consequence, its 3-D position can be continually calculated as you update the 2-D track or change the camera or object path, or field of view. The Weight spinner of a ZWT will be disabled, because the weight is internally forced to zero and special processing engaged. The grayed-out displayed value will be the original weight, which will be restored if ZWT mode is turned off. T n.nnnhpix.(display field, right of ZWT button) Shows the total error, in horizontal pixels, for the solved tracker. This is the same error as from the Coordinate System panel. It updates dynamically during tracking of a zero-weighted tracker. Lens Control Panel Field of View. Spinner. Field of view, in degrees, on this frame. Focal Length. Spinner. Focal length, computed using the current Back Plate Width on Scene Settings. Provided for illustration only. Add/Remove Key., Button. Add or remove a key to the field of view (focal length) track at this frame. Known. Radio Button. Field of view is already known (typically from an earlier run) and is taken from the field of view seed track. May be fixed or zooming. You will be asked if you want to copy the solved FOV track to the seed FOV track—do that if you want to lock down the solved FOV. Fixed, Unknown. Radio Button. Field of view is unknown, but did not zoom during the shot. Fixed, with Estimate. Radio Button. Camera did not zoom, and a reasonable estimate of the field of view is available and has been set into the beginning of the lens seed track. This mode can make solving slightly faster and more robust.Important verify that you know, and have entered, the correct plate size before using any on-setfocal lengthvalues. A correct on-set focal length with an incorrect plate size makes the focal length useless, and this setting harmful. Zooming, Unknown. Radio Button. Field of view zoomed during shot. Lens Distortion. Spinner. Show/change the lens distortion coefficient. Calculate Distortion. Checkbox. When checked, SynthEyes will calculate the lens distortion coefficient. You should have plenty of well-distributed trackers in your shot. Add Line. Checkbox. Adds an alignment line to the image that you can line up with a straight line in the image, adjust the lens distortion to match, and/or use it for tripod or lock-off scene alignment. Kill Line. Checkbox. Removes the selected alignment line (the delete key also does this). Control-click to delete all the alignment lines at once. Axis Type. Drop-down list. Not oriented, if the line is only there for lens distortion determination, parallel to one of the three axes, along one of the three (XYZ) axes, or along one of the three axes, with the length specified by the spinner. Configures the line for alignment. - . Button. Swaps an alignment line end for end. The direction of a line is significant and displayed only for on-axis lines. Length. Spinner. Sets the length of the line to control overall scene sizing during alignment. Only a single line, which must be on-axis, can have a length. Atnnnf.Button. Shows(not set)if no alignment lines have been configured. This button shows the (single) frame on which alignment lines have been defined and alignment will take place; clicking the button takes you to this frame. Set each time you change an alignment line, or right-click the button to set it to the current frame. Align!Button. Aligns the scene to match the alignment lines defined—on the frame given by theAt…button. Other frames are adjusted correspondingly. To sequence through all the possible solutions,control-click this button. Solver Control Panel Go!Button. Starts the solving process, after tracking is complete. Master Reset. Button. Resets all cameras/objects and the trackers on them, though all Disabled camera/objects are left untouched. Control-click to clear the seed path, and optionally the seed FOV (after confirmation). Error. Number display. Root-mean-square error, in horizontal pixels, of all trackers associated with this object or tracker. Seeding Method.Upper drop-down list controlling the way the solver begins its solving process, chosen from the following methods Auto. List Item. Selects the automatic seeding(initial estimation) process, for a camera that physically moves during the shot. Refine. List item. Resumes a previous solving cycle, generally after changes in trackers or coordinate systems. Tripod. List Item. Use when the camera pans, tilts, and zooms, but does not move. Refine Tripod. List item. Resumes a previous solving cycle, but indicates that the camera was mounted on a tripod. Indirect. List Item. Use for camera/objects which will be seeded from links to other camera/objects, for example, a DV shot indirectly seeded from digital camera stills. Individual. List Item. Use for motion capture. The object s trackers are solved individually to determine their path, using the same feature on other “Individual” objects; the corresponding trackers are linked in one direction. Points. List Item. Seed from seed points, set up from the 3-D trackers panel. Use with on-set measurement data, or afterSet Allon the Coordinate Panel. You should still configure coordinate system constraints with this mode some hard locks and/or distance constraints. Path. List Item. Uses the camera/object s seed path as a seed, for example, from a previous solution or a motion-controlled camera. Disabled. List Item. This camera/object is disabled and will not be solved for. Directional Hint. Second drop-down list. Gives a hint to speed the initial estimation process, or to help select the correct solution, or to specify camera timing for “Individual” objects. Chosen from the following for Automatic objects Automatic. List Item. In automatic seeding mode, SynthEyes can be given a hint as to the general direction of motion of the camera to save time. With the automatic button checked, it doesn’t need such a hint. Left. List Item. The camera moved generally to its left. Right. List Item. The camera moved generally to its right. Up. List Item. The camera moved generally upwards. Down. List Item. The camera moved generally downwards. Push In. List Item. The camera moved forward (different than zooming in!). Pull Back. List Item. The camera moved backwards (different than zooming out!). Camera Timing Setting. The following items are displayed when “Individual” is selected as the object solving mode. They actually apply to the entire shot, not just the particular object. Sync Locked. List Item. The shot is either the main timing reference, or is locked to it (ie, gen-locked video camera). Crystal Sync. List Item. The camera has a crystal-controlled frame rate (ie a video camera at exactly 29.97 Hz), but it may be up to a frame out of synchronization because it is not actually locked. Loosely Synced. List item. The camera s frame rate may vary somewhat from nominal, and will be determined relative the reference. Notably, a mechanical film camera. Slow but sure. Checkbox. When checked, SynthEyes looks especially hard (and longer) for the best initial solution. Constrain. Checkbox for experts. When on, constraints set up using the coordinate system panel are applied rigorously, modifying the tracker positions. When off, constraints are used to position, size, and orient the solution, without deforming it. Seealignment vs constraints. Hold.Animated Button. Use to create hold regions to handle shots with amix of normal and tripod-modesections. Begin. Spinner and checkbox. Numeric display shows an initial frame used by SynthEyes during automatic estimation. With the checkbox checked, you can override the begin frame solution. Either manually or automatically, the camera should have panned or tilted only about 30 degrees. If the camera does something wild between the automatically-selected frames, or if their data is particularly unreliable for some reason, you can manually select the frames instead. The selected frame will be selected as you adjust this, and the number of frames in common shown on the status line. End. Spinner and checkbox. Numeric display shows a final frame used by SynthEyes during automatic estimation. With the checkbox checked, you can override the end frame solution. World size. Spinner. Rough estimate of the size of the scene, including the trackers and motion of the camera. Transition Frms. Spinner. When trackers first become usable or are about to become unusable, SynthEyes gradually reduces their impact on the solution, to maintain an undetectable transition. The value specifies how many frames to spread the transition over. Filter Frms. Spinner. Controls post-solving path filtering. If this control is set to 3, say, then each frame s camera position is a (weighted) average of its position within 3 frames earlier and 3 frames later in the sequence. A larger number creates a smoother path, butincreaseserrors. Overall Weight. Spinner. Defaults to 1.0. Multiplier that helps determine the weight given to the data for each frame from this object s trackers. Lower values allow a sloppier match, higher values cause a closer match, for example, on a high-resolution calibration sequence consisting of only a few frames.WARNING This control is for experts and should be used judiciously and infrequently. It is easy to use it to mathematically destabilize the solving process, so that you will not get a valid solution at all. Keep near 1. More. Button. Brings up or takes down the Hard and Soft Lock Controls dialog. Axis Locks. 7 Buttons. When enabled, the corresponding axis of the current camera or object is constrained to match the corresponding value from the seed path. These constraints are enforced either loosely after solving, with Constrain off, or tightly during solving, with Constrain on. See the section onConstraining Camera or Object Position. Animated. Right-click to remove a key on the current frame. L/R. Left/right axis (ie X) F/B. Front/back axis (Y or Z) U/D. Up/down axis (Z in Z-up or Y in Y-up) FOV. Camera field of view (available/relevant only for Zoom cameras) Pan. Pan angle around ground plane Tilt. Tilt angle up or down from ground plane Roll. Roll angle from vertical Never convert to Far.Normally, SynthEyes monitors trackers during 3-D solves, and automatically converts trackers to Far if they are found to be too far away. This strategy backfires if the shot has very little perspective to start with, as most trackers can be converted to far. Use this checkbox if you wish to try obtaining a 3-D solve for your nearly-a-tripod shot. Coordinate System Control Panel Tracker Name. Edit. Shows the name of selected tracker, or change it to describe what it is tracking. Camera/Object. Drop-down list. Shows what object or camera the tracker is associated with; change it to move the tracker to a different object or camera on the same shot (or, you can clone it there for special situations). Entries beginning with asterisk(*) are on a different shot with the same aspect and length; trackers may be moved there, though this may adversely affect constraints, lights, etc. *3. Button. Starts and controls three-point coordinate setup mode. Click it once to begin, then click on origin, on-axis, and on-plane trackers in the camera view, 3-D viewports, or perspective window. The button will sequence through Or, LR, FB, and Pl to indicate which tracker should be clicked next. Click this button to skip from LR (left/right) to FB (front/back), or to skip setting other trackers. After the third tracker, you will have the opportunity to re-solve the scene to apply the new settings. Seed Lock Group X, Y, Z.Buttons. Multi-choice buttons flip between X, X+, X-; Y, Y+, Y-; and Z, Z+,Z- respectively. These buttons control which possible coordinate-system solution is selected when there are several possibilities. Only significant when the tracker is locked on one or two axes. X, Y, Z. Spinners. An initial position used as a guess at the start of solving (if seed checkbox on), and/or a position to which the tracker is locked, depending on the Lock Type list. Seed. Mode button. When on, the X/Y/Z location will be used to help estimate camera/object position at the start of solving, if Points seeding mode is selected. Peg. Mode button. If on, and the Solver panel s Constrain checkbox is on, the tracker will be pegged exactly, as selected by the Lock Type. Otherwise, the solver may modify the constraints to minimize overall error. See documentation for details and limitations. Far. Mode button. Turn on if the tracker is far from the camera. Example If the camera moved 10 feet during the shot, turn on for any point 10,000 feet or more away. Far points are on the horizon, and their distance can not be estimated. This button states yourwish, SynthEyes may solve a tracker as far anyway, if it is determined to have too little perspective. Lock Type. Drop-down list. Has no effect if Unlocked. The other settings tell SynthEyes to force one or more tracker position coordinates to 0 or the corresponding seed axis value. Use to lock the tracker to the origin, the floor, a wall, a known measured position, etc. See the section onLock Mode Details. If you select several trackers, some with targets, some without, this list will be empty—right-click the Target Point button to clear it. Target Point. Button. Use to set up links between trackers. Select one tracker, click the Target Point button to select the target tracker by name. Or, ALT-click (Mac Command-Left-Click) the target tracker in the camera view or 3-D viewport. If the trackers are on the same camera/object, the Distance spinner activates to control the desired distance between the trackers. You can also lock one or more of their coordinates to be identical, forcing them parallel to the same axis or plane. If the trackers are on different camera/objects, you have created a link the two trackers will be forced to the same location during solving. If two trackers track the same feature, but one tracker is on a DV shot, the other on digital camera stills, use the link to make them have the same location. Right-click to remove an existing target tracker. Dist. Spinner. Sets the desired distance between two trackers on the same object. Solved. X, Y, Z numbers. After solving, the final tracker location. Error. Number. After solving, the root-mean-square error between this tracker s predicted and actual positions. If the error exceeds 1 pixel, look for tracking problems using the Tracker Graph window. [FAR]. This will show up after the error value, if the tracker has been solved as far. Set Seed. Button. After solving, sets the computed location up as the seed location for later solver passes using Points mode. All. Button. Sets up all solved trackers as seeds for subsequent passes. Exportable. Checkbox. Uncheck this box to tell savvy export scripts not to export this tracker. For example, exporting to a compositor, you may want only a half dozen of a hundred or two automatically-generated trackers to be exported and create a new layer in the compositor. Non-exportable points are shown in a different color, somewhat closer to that of the background. 3-D Control Panel Creation Mesh Type. Drop-down. Selects the type of object created by the Create Tool. Create Tool. Mode button. Clicking in a 3-D viewport creates the mesh object listed on the creation mesh type list, such as a pyramid or Earthling. Most mesh objects require two drag sequences to set the position, size, and scale. Note that mesh objects are different than objects created with the Shot Menu s Add Moving Object button. Moving objects can have trackers associated with them, but are themselves null objects. Mesh objects have a mesh, but no trackers. Often you will create a moving object and its trackers, then add a mesh object(s) to it after solving to check the track. Object name. Editable drop-down. The name of the object selected in the 3-D or camera viewports. Changeable. Delete. Button. Deletes the selected object. Lock Selection. Mode button. Locks the selection in the 3-D viewport to prevent inadvertent reselection when moving objects. World/Object. Mode button. Switches between the usual world coordinate system, and the object coordinate system where everything else is displayed relative to the current object or camera, as selected by the shot menu. Lets you add a mesh aligned to an object easily. Move Tool. Mode button. Dragging an object in the 3-D viewport moves it. Rotate Tool. Mode button. Dragging an object in the 3-D viewport rotates it about the axis coming up out of the screen. Scale Tool. Mode button. Dragging an object in the 3-D viewport scales it uniformly. Use the spinners to change each axis individually. Make/Remove Key., Button. Adds or removes a key at the current frame for the currently-selected object. Show/Hide. Button. Show or hide the selected mesh object. Object color. Color Swatch. Object color, click to change. X/Y/Z Values. Spinners. Display X, Y, or Z position, rotation or scale values, depending on the currently-selected tool. Size. Spinner. This is an overall size spinner, use it when the Scale Tool is selected to change all three axis scales in lockstep. Whole. Button. When moving a solved object, normally it moves only for the current frame, allowing you to tweak particular frames. If you turn on Whole, moving the object moves the entire path, so you can adjust your coordinate system without using locks. If you do this, you should set up some locks subsequently and switch to Point or Path seeding, or you will have to readjust the path again if you re-solve.Hint Whole mode has some rules to decide whether or not to affect meshes. To force it to include all meshes in the action, turn onWhole affects mesheson the 3-D viewport and perspective window s right-click menu. Blast. Button. Writes the entire solved history onto the object s seed path, so it can be used for path seeding mode. Reset. Button. Clears the object s solved path, exposing the seed path. Cast Shadows. (Mesh) Object should cast a shadow in the perspective window. Catch Shadows. (Mesh) Object should catch shadows in the perspective window. Back Faces. Draw the both sides of faces, not only the front. Invert Normals. Make the mesh normals point the other way from their imported values. Lighting Control Panel New Light. Button. Click to create a new light in the scene. Delete Light. Button. Delete the light in the selected-light drop-down list. Selected Light. Drop-down list. Shows the select light, and lets you change its name, or select a different one. Far-away light. When checked, light is a distant, directional, light. When off, light is a nearby spotlight or omnidirectional(point) light. Compute over frames This, All, Lock. In the (normal) This mode, the light s position is computed for each frame independently. In the All or Lock mode, the light s position is averaged over all the frames in the sequence. In the All mode, this calculation is performed repeatedly for “live updates.” In the Lock mode, the calculation occurs only when clicking the Lock button. New Ray. Button. Creates a new ray on the selected light. Delete Ray. Button. Delete the selected ray. Previous Ray ( ). Button. Switch to the previous lower-numbered ray on the selected light. Ray Number. Text field. Shows something like 1/3 to indicate ray 1 of 3 for this light. Next Ray ( ). Button. Switch to the next higher ray on the selected light. Selected Ray Source. Mode button. When lit up, click a tracker in the camera view or any 3-D view to mark it as one point on the ray. Target. Mode button. When lit up, click a tracker in the camera view or any 3-D view to mark it as one point on the ray. If the source and target trackers are the same, it is a reflected-highlight tracking setup, and the Target button will show “(highlight).” For highlight tracking to be functional, there must be a mesh object for the tracker to reflect from. Distance. Spinner. When only a single ray to a nearby light is available, use this spinner to adjust the distance to the light. Leave at zero the rest of the time. Flex/Curve Control Panel Theflex/curvecontrol panel handles both object types, which are used to determine the 3-D position/shape of a curve in 3-D, even if it has no discernable point features. If you select a curve, the parameters of its parent flex (if any) will be shown in the flex section of the dialog. New Flex. Creates and selects a new flex. Left-click successively in a 3-D view or the perspective view to lay down a series of control points. Right-click to end. Delete Flex. Deletes the selected flex (even if it was a curve that was initially clicked). Flex Name List. Lists all the flexes in the scene, allowing you to select a flex, or change its name. Moving Object List. If the flex is parented to a moving object, it is shown here. Normally, “(world)” will be listed. Show this 3-D flex. Controls whether the flex is seen in the viewports or not. Clear. Clears any existing 3-D solution for the flex, so that the flex s initial seed control points may be seen and changed. Solve. Solves for the 3-D position and shape of the flex. The control points disappear, and the solved shape becomes visible. All. Causes all the flexes to be solved simultaneously. Pixel error. Root-mean-square (~average) error in the solved flex, in horizontal pixels. Count. The number of points that will be solved for along the length of the flex. Stiffness. Controls the relative importance of keeping the flex stiff and straight versus reproducing each detail in the curves. Stretch. Relative importance of (not) being stretchy. Endiness. (yes, made this up) Relative importance of exactly meeting the end-point specification. New Curve. Begins creating a new curve—click on a series of points in the camera view. Delete. Deletes the curve. Curve NameList.Shows the currently-selected curves name among a list of all the curves attached to the current flex, or all the unconnected curves if this one is not connected. Parent Flex List.Shows the parent flex of this curve, among all of the flexes. Show.Controls whether or not the curve is shown in the viewport. Enable.Animated checkbox indicating whether the curve should be enabled or not on the current frame. For example, turn it off after the curve goes off-screen, or if the curve is occluded by something that prevents its correct position from being determined. Key all.When on, changing one control point will add a key on all of them. Rough.Select several trackers, turn this button on, then click a curve to use the trackers to roughly position the curve throughout the length of the shot. Truncate.Kills all the keys off the tracker from the current frame to the end of the shot. Tune.Snaps the curve exactly onto the edge underneath it, on the current frame. All.Brings up theCurve Tracking Controldialog, which allows this curve, or all the curves, to be tracked throughout an entire range of frames.
https://w.atwiki.jp/dancecrewes/pages/15.html
ショーケース動画 バトル動画
https://w.atwiki.jp/chex/pages/322.html
Blockhead / ブロックヘッド Basic Information Type Two-Legged Durability 640p OKE Weight 2920kg Payload 6800kg Payload in Engine Power 150% 10200kg On-Board Arms 2 Weapon 1 Assault Gun, Beam Gun, Electromagnetic Pulse Gun, Napalm Gun Weapon 2 Rocket Launcher(S8/M4/L2), Missile Launcher(S8/M4/L2), Land Mine Dispenser(4), Aerial Mine Dispenser(4), Special Rocket Launcher(Sonic Blaster(8), the others(4)) On-Board Options 1 On-Board Energy 2100GJ 420kg On-Board Energy in its rate 150% 3150GJ 630kg Heat Resist 1200P Attack Attack Low Hit twice downward by his right hand. Attack High Hit twice upward by his right hand. Attack Far Chop after jumping. Special Move Number Name Summary 1 Back Spin Arm About 160 deg. rotation hitting rightward. 2 Backward Arm Backing off, hit. This attack…CAN HIT? 3 Downward Arm If you repeatedly make your OKE perform this move, he seems only to do Mochi Pounding. Feature The two-legged type of OKE for player’s training. Its performance is very low and its motion is very slow. So it’s almost impossible that you win matches with Blockhead. Thus you almost can’t see this OKE in tournament (excluding specific tournaments with limits). However, there are a few players who design Blockhead to look their techniques again. On-board arms are only two. Moreover Blockhead can’t use a lot of sorts of weapons and is a little on payload, so its firepower is low. Its attack capacity in whole is so low that you shouldn’t force Blockhead to try a close range fight. I think it is the best that Blockhead gives the enemy damage bit by bit from middle range or long range and will win on points. In CHP Blockhead was an OKE which we first deal with for tutorial. In CHE, However, its position was unfortunately robbed by Agrios. The boorish figure has attracted many players on the side…I believe so. Blockhead is PRETTY. PRETTY is GOOD. Because the capacity is low, its software becomes more important than the others.So there was a tournament “Blockhead tournament” to decide purely well-made of each player’s software.
https://w.atwiki.jp/i_ro/pages/26.html
An Instance is a type of dungeon in which a specific copy ("instance") is created for each individual party attempting to enter. As such, the server requires a small time period to create the instance, and it can only be used until a certain time limit before it is destroyed. Therefore, each party has the instance to themselves. Characteristics They involve one-way (no going backwards) progressions in an NPC×-narrated quest. They require players to be in a Party of 2 or more people, and are "created" uniquely for each party. One party (its members) cannot enter the instance of another party. They have time limits in which the quest progression must be completed. If the quest is not completed, the instance will be destroyed, and players sent back to their Save Points. They (may) have cooldown periods, where a player must wait after the time period ends before creating/entering a new instance. They do not allow the skill Teleport× (or Fly Wings), and send the player back to their Save Point upon logging out in them. They may restrict certain other skills depending on the instance. They are restricted to characters of certain Base Levels. Instances Bakonawa Extermination - Defeat Bakonawa before he eats the moon. Bangungot s Instance× - Save the hospital in Port Malaya from Bangungot Buwaya s Cave× - Defeat Buwaya in his cave. Endless Tower× - A 100-floor tower full of hundreds of different monsters, and nearly every MVP×, culminating in two unique Boss× fights Nidhoggur s Nest× - Defeat the dragon Nidhoggur beneath the Great Yggdrasil Tree. Orc Memory Dungeon× - A near-copy of the Orc Dungeon map where players must battle Enchanted Orcs, culminating in a fight against a special Orc Hero Sealed Shrine× - A quest where players must defeat an especially powerful version of Baphomet; those who succeed may be able to create a special Baphomet Horns headgear, given a special drop Hazy Forest - Connecting Mora Village× with the rest of the New World, players must traverse several islands and defeat the Lost Dragon. Octopus Cave× - A quick and easy instance where players kill 4 octopus legs, followed by the Disgusting Octopus itself. Malangdo Culvert× - A quick and decidedly-not-easy instance with two difficulty levels, in which players first clean the culverts under Malangdo Island, and then fight a Ceolacanth boss, in return for Seagod s Anger and coin bag drops. -Instances Instances Hourly Hazy Forest ・ Orc Memory Dungeon× ・ Octopus Cave× ・ Sealed Shrine× ・ VIP Summoner Daily Airship Raid× ・ Buwaya s Cave× ・ Central Laboratory× ・ Charleston Crisis× ・ Devil s Tower× ・Faceworm Nest× ・ Geffen Magic Tournament× ・ Ghost Palace× ・ Horror Toy Factory× ・Isle of Bios× ・ Last Room× ・ Morse s Cave× ・ Nightmarish Jitterbug× ・ Nidhoggur s Nest× ・Old Glast Heim× ・ Sara s Memory× ・ Temple of Demon God× Weekly Bakonawa Extermination ・ Bangungot s Instance× ・ Endless Tower× ・ Sarah and Fenrir× Various Malangdo Culvert× ・ Wave Mode× ・ Wolfchev s Laboratory× Category General Information
https://w.atwiki.jp/aliceincradle/pages/86.html
Enhancer Not implemented Enhancer Enhancer Enhancer Name Description Cost How to Get Iris of Blood Displays the HP and Mana of enemies you have damaged at least once. Chest Locations Grappling Shoes Prevents falling off ledges when dodging or being knocked back by an attack. Chest Locations Overspell Increases the power of spells and shotgun casts when you have insufficient mana.(Maximum of 2x) Chest Locations Falling Cat Decreases fall speed while using magic mid-air. Chest Locations Long Staff Increases the range of weak attacks and shotguns. Chest Locations Double Dodge Allows for two consecutive dodges. Chest Locations Foot of the Base Stealing King Briefly become immune to any effects from physically contacting an enemy after sliding.Has a cooldown before it can be used again. Chest Locations Rainmaking Charm Increases the chance of rainy weather occurring,and decreases the chance of other types of weather. Chest Locations Acrophobia Reduces falling speed while shielding. Chest Locations Klutz’s Secret Technique Greatly reduces the amount of mana lost when taking damage,but you cannot recover mana while chanting or storing a spell. Chest Locations Omen of Wetness Juice production skyrockets. Chest Locations Not implemented Enhancer Enhancer Name Description Somatic Insight Decreases the likeliness of falling when you collide with an enemy. Magnetic Heart Lose less mana from enemy absorption attacks. Soul Eater Increases the amount of mana you can steal from using weak attacks.
https://w.atwiki.jp/fffkindle1212134/pages/20.html
Code Geass 5. The Princess and the Witch Arabian Commander Open fire! Arabian soldier Gloucester? Arabian soldier It s supposed to be in Serupham. Darlton Shoddy oversized imitation Knightmares. Guilford They would ve been wise to surrender from the start. Arabian Commander What? Arabian Commander So Cornelia. A single unit did this? Cornelia Another victory. Area 18 has been established. Subordinate My Lady, about our next course of action. Cornelia Sorry to have you clean up after my foolish younger brother. Subordinate Please don t apologize, my Lady. We live to serve and our place is with you. Cornelia Humph. Do you think the Area 11 needs our usual treatment? Subordinate Yes, my Lady. Cornelia Good. Cornelia I ll drive you into the open, Zero. Clovis will be avenged. Lelouch I m back. C.C. Welcome home, Lelouch. Nunnaly I m so glad. I was worried. C.C. I m assuming you ate out tonight judging from your appearance. Nunnaly Thank goodness. I thought maybe you ve gotten caught up in all the uproar caused by that man Zero. I tried calling you but you didn t answer your cellphone. I wanted to tell you Ms. C.C. s been waiting as well. Lelouch C.C.? Nunnaly Your friend goes by such an unusual name, only her initials. Lelouch Yeah. Nunnaly I was just wondering, is C.C. your girlfriend? Lelouch Huh? C.C. He made a promise about our future together. Right? Lelouch Huh? Nunnaly A future together? You mean marriage? Lelouch No! No, that isn t what she was talking about. It s like a... she s kidding around. C.C. No, I m not. Nunnaly Well you re certainly doing this sooner than most. But everyone s different, aren t they? So I suppose it isn t THAT strange. And if you feel like you re ready for... Nunnaly Oh. Lelouch Oh, C.C. Look what you ve done, you re soaking wet. Come on, let s get you to the bathroom and into a dry change of clothes. Nunnaly, stay here and I ll clean it up in a minute. And she was kidding before. Kidding. Just a dumb joke. That s all. Lelouch Who are you? C.C. She said my name. I m C.C. Lelouch That s not I meant. Why aren t you... C.C. Supposed to be dead? Lelouch Hmm... C.C. So, do you like the power that I gave you? Lelouch As I thought, it was you. C.C. Dissatisfied? Lelouch On the contrary, I m grateful. It allows me speed up my schedule tremendously, which is a huge help. C.C. Your schedule? Lelouch Yes. My schedule for obliterating Britania. I would ve had to wait much longer before I could ve made the initial move. C.C. You believe you can destroy it simply by using that power? Lelouch I intended to do it without this power. C.C. I just knew that he d turn out to be a fascinating guy. Lelouch But what ll you do now? I m sure the military is after you. C.C. Not the entire military, only a small faction of it. So it shouldn t be difficult to find hiding place. I can make do here. Lelouch What? You expect to stay here? C.C. A gentleman would sleep on the floor. Lelouch Don t joke around. C.C. My being caught would cause trouble for you too. Lelouch It s dangerous to stay together. C.C. If I wander the streets, they ll find me. Lelouch This isn t about you. It s my situation. C.C. I hate stubbornness. Lelouch You sure take things casually, don t you? How did you manage to survive before this? What did you do before now? And what s the deal with that so-called contract you spoke of... C.C. Good night, Lelouch. Lelouch Hmm... Cecile Fukushima, Kouchi, Hiroshima. This has been the seventh occurence since that man named Zero raised his head. Lloyd It seems the other groups are following his lead and putting up a valiant fight. Cecile And now, suspicions about that "Orange" thing have cost Margrave Jeremiah his command. Lloyd Maybe he wasn t good enough. Thanks to him, connections between the police and the administration are screwed up. It s made a fine mess for us as well. Senba? Help them Tohdoh! Zero has thrown the Britannians into chaos. Now is the time for us in the Japan Liberation Front to make our stand! Tohdoh Calm down. The information of Kyoto giving the Guren Mk-II to Zero hasn t been confirmed. If we pay too much attention to Zero we may trip ourselves up. C.C. So, what did "Orange" turn out to be anyway? Lelouch Hunh. C.C. Well? Lelouch You know for someone who isn t willing to answer any questions, you certainly do ask a lot of them. C.C. If you don t want to answer my questions, you don t have to. Just as I don t. Lelouch Humph. There is no "Orange". It s something I made up. But, the more they claim to be comrades of like-mind, the easier it is to divide them with the thorns of suspicion. C.C. H m. C.C. Everyone on earth is looking for you. Because of you the world is going through an upheaval. So, is this it? Is this what you wanted to see? Lelouch No. This uproar s simply a means to an end. The world is destined to descended into a greater chaos. Judge Case No.107 Private Suzaku Kururugi, Area 11 Military Forces. In the murder of His Highness Prince Clovis you are no longer a suspect, and are hereby set free due to lack of evidence. Suzaku What happened? I m free. Euphemia Out of the way, please. Look out below! Euphemia Oh! Suzaku Uh, are you all right? Euphemia I m sorry. I wasn t aware you were down here until I had leapt. Suzaku Well, don t worry. I wasn t expecting a girl to come falling out of the sky and into my arms, either. Euphemia Oh, my... Suzaku Huh? Is there something wrong? Euphemia Yes! There is something wrong. Suzaku Huh? Euphemia The truth is bad guys are chasing me. So considering the circumstances could you help me, please? Pure Bloods member We must get rid of this "Orange" character before Princess Cornelia assumes her new post. Pure Bloods member Now the loyalty of us Pure Bloods is being called into question. Pure Bloods member Are the reports we ve been hearing true? Lord Jeremiah was bribed? Pure Bloods member Do you know what this "Orange" means? Pure Bloods member Ugh. Pure Bloods member In any case, Lord Jeremiah is definitely hiding something. Pure Bloods member Saying he can t recall anything, Bartley offered the same excuse. Villetta Lord Jeremiah s memory is muddled. Exactly like those of the men in Shinjuku whose Sutherlands were stolen. And... Euphemia We haven t introduced ourselves yet, have we? My name is... Euphie. Suzaku Euphie? Euphemia Yes. Suzaku My name s ... Euphemia Don t tell me. Suzaku Huh? Euphemia Cause I already know it. You re a celebrity, son of Prime Minister Genbu Kururugi, Private Suzaku Kururugi. Suzaku Humph. You lied before. There s no one chasing you at all, right? Euphemia Meow! Suzaku What? Euphemia Meow meow. Aww, does the kitty s paw hurt? Oh, meow meow meow! Kitten Meow? (Sniff-sniff) Meow! Euphemia Meow meow. Euphemia (Tittering) Suzaku H m...huh. Kitten (Chomp!) Suzaku Aargh! Euphemia Oh, my... Lloyd We re running late. I hope he s still waiting for us. Cecile Considering the charge, did they really release him? Lloyd Yes. They had no evidence. I m sure they put him through the third degree because of that Zero incident, uh-huh? Lloyd What? Why is he... Cecile Aha. Sound truck If you want to enjoy... Euphemia Do you have trouble with cats? Suzaku H m. I like them fine. However... Kitten Grrr... Suzaku H m. The attraction isn t mutual. Euphemia I think an unrequited love is a mark of a kind person. Oh. Suzaku Oh. Euphemia The kitty ran away. Suzaku Oo. Euphie, why did you tell me that lie when we met? Euphemia Do you ask because you re concerned about me? Suzaku Huh? Um... of course. Euphemia Good! Then you can accompany me some more. Suzaku Alright. Euphemia Come on. It ll be fun. Euphemia You know, being here is just like being in Britania. I feel right at home. Suzaku Are you from the homeland? Euphemia Uh-huh. I was a student there up until last week. Suzaku Last week? So what re you doing now? By student do you mean high school? You can go sightsee anytime, can t you? Euphemia Heh-heh. You ask a lot of questions. Suzaku Ah, sorry. Euphemia Oh! No, I don t mean it like that. You see... today is the last day of my vacation. I wanted to see as much of Area 11 as I could because I d like to know what kinda place it is. Suzaku Well, you didn t need me for that. Euphemia No, I m glad I could see it with you. Suzaku Is that right? Euphemia Suzaku, would you mind taking me to one more place, please? Suzaku Your wish is my command, my Lady. Where to? Euphemia Take me to Shinjuku. Suzaku Uh, Euphemia Suzaku Kururugi, please escort me there. Kallen Lelouch? Lelouch Hm? Kallen Do you have a minute? Lelouch Uh-huh. What is it? Kallen About that phone call the other day. Lelouch A phone call? Kallen Yeah, you know, when you and I were in the bathroom. Lelouch Uh-huh. Kallen Can you find out what the caller ID was? I want to contact that person again. Lelouch It was a school phone, so I m not sure such... EEK!? Kallen I see. Make sense. I should have known. Lelouch That girl... Kallen What? Is there something wrong...Woa? Shirley Huh? No way. Kallen Excuse me. What are you doing? Lelouch Ah... what indeed. Bartley To think I turn to homeland like this, I wish I never involved the damn girl. Lelouch Are you insane? You can t go walking around. C.C. Don t act strict with me, I never leave the school ground so it s fine. Lelouch It s not. You can t do as you like here, you don t belong. C.C. I don t belong anywhere. Hmm? What s with her? Lelouch Oh, is she doing again today? C.C. Again? Lelouch She is going to be marking the wall like that every day, because I used my Geass on her to make her do it. C.C. Geass? Lelouch The name of the power I have. That s what I heard when we first made contact. C.C. You testing how long it lasts? Lelouch I need to know the specs of my weapon, don t I? So behave or I ll try it on you. C.C. Would it work on me? C.C. Oh relax, you and I are in this together, I won t do anything to endanger us or our unique partnership. Suzaku The Shinjuku Ghetto... ruined again. The residents were starting to return too. Britannian Man, they didn t use RG on the Elevens. I figured they wouldn t. Britannian Hey, look! Those are marks of Hummer rounds. Get a clear shot of it. Britannian Say cheese! Got it. Okay, me next. Jeremiah This is accurate? This information about Zero? Pure Bloods Operator Yes, sir. Lord Kewell contacted me. Jeremiah Right. Set up a cordon around Shinjuku Ghetto Sector 4 at once. Pure Bloods Operator Cordon Sector 4. Roger. Okay, ball s in your court now, Lord Kewell. Ugh! Villetta I wanted to be put through to Lord Jeremiah. But it appears that you re too busy now. Tamaki Get out of here, you damn Britanian bastards! Euphemia Eh? Suzaku Stay here. Britanian How dare a lowly Eleven speak like... Tamaki Don t call me Eleven! I m Japanese. Britanian Wrong. You seem to forget you people lost. You re nothing but a beaten dog! Tamaki Grrr... you racist pig. Suzaku Stop. Please no violence! Tamaki Stay out of this! ??? You re that... ??? Are you Suzaku Kururugi? ??? The guy who killed Clovis? ??? No, it... it... it was Zero who killed him. Tamaki Tchick. This guy is nothing more than a slave. Big deal. You re an honorary Britanian. Nobody cares. You sold your pride, your people, yourself, yet you call yourself Japanese? Suzaku No! You re wrong! Tamaki I am not wrong! You stinking Britanian lapdog aaah... Others Ah. Tamaki Oh! Suzaku Stop, please! Tamaki (grunt) Suzaku I ve warn you I ve been trained for military combat. Don t make me fight against my own people. Tamaki Like hell your own people! Eleven Come on. Just let it go. Tamaki Oof, lousy traitor. Euphemia Suzaku. Euphemia Oh, my... Are you okay? Suzaku Yeah, I m alright. Britanian Well I m not O.K. Just look at my prime-G and my elex-4. Britanian Why did you wait? Damn it, some honorary citizen you are. Britanian Why d you let em go? You should have killed em. What s a few dead elevens to a guy like you! Who do you think s taking care of you all these years anyway? Ugh! Euphemia I ll not allow you to insult this man any longer you oaf. Lelouch To use my Geass, I need to have direct eye contact with the subject. Transparent objects like eyeglasses present no problem. The effective range is approximately 270 meters. And a subject appears to have no memory of events before, during, or after the power is used. I think this is due to damage caused by the Geass interfering with the brain of the subject. Also if the signal s optical I can reflect it. C.C. In the short time you had it, you ve learned a lot. Lelouch My opponent is an Empire that controls more than 1/3 of the entire world. There s no such thing as being too careful. C.C. I d understand if you were an Eleven, but you are a Britannian, aren t you? This opponent may be too large and strong to fight with only Geass for a weapon. Lelouch Is it good to be strong? Suzaku Is it bad to be weak? Suzaku Back then when I was ten, the world seemed like such a terribly sad place. A world without any hope at all. Lelouch Starvation, Suzaku disease, Lelouch filth, decay, Suzaku racism, Lelouch constant war and terrorism. Suzaku Living in a never-ending cycle of hate. Lelouch Rats running in a wheel. Suzaku The cycle must be broken. Somebody has to do it. C.C. How idealistic. Suzaku Of course, it s doubtful if the one who does it will make all the bad things go away. Lelouch I m not that arrogant, and so... Suzaku No one should lose more of the people they love. At least, a world without war. C.C. And to have this utopia you d...? Euphemia How would you do it? Lelouch It s simple. When somebody wins, the fighting will end. C.C. Somebody? Suzaku I don t know how you would do it. But if I stop trying, then my father s death will have been in vain. Euphemia The Prime Minister s death? Suzaku My own father died, because he had to sacrifice his life in that war. Euphemia Ah. Kewell Jeremiah. You are going to pay for letting Prince Clovis murderer go free. Jeremiah Kewell! You dirty coward. That sighting of Zero was a lie, wasn t it? Kewell We have to wipe away our disgrace before Princess Cornelia takes up her post here. Kewell This is how we keep our officials honest. Cecile Suzaku! Suzaku Miss Cecile. Cecile It s dangerous here, get in. Lloyd The Pure Bloods are having a silly squabble. Let s get out of here. Oh, and by the way, what a shame about your acquittal. Because now you ll have to work for me again. Suzaku Wait, please! Isn t this an opportunity to gather battle data for the Lancelot? Cecile Ah? Lloyd Oho? Euphemia Suzaku... Suzaku I m sorry, Euphie. We have to say goodbye here. I need to do this. I think I can stop them with the Lancelot. I have to try. I... I must! Jeremiah Damn, it s four against one. Cowards! Kewell Don t worry Jeremiah. We ll say you died in battle. Your family s name won t be disgraced. Jeremiah You re serious then? You actually intend to kill me? Kewell! Kewell Silence, Orange! We serve the Imperial family. Why else would we be here? All Hail... Pure Bloods Britannia! Kewell What, ugh... Suzaku Stop it! You re all Britannian soldiers! Jeremiah That s him, it s that Honorary Britannian. The advanced weapon, Lancelot. Kewell What business of the Special Corps want here? Interlopers will die. Suzaku No! I can t stand by and ignore this senseless battle. Kewell Oh my God. They ve perfected the MVSes. Too late, I won t back down. Suzaku We re on the same side! Jeremiah Suzaku Kururugi... is saving me? Kewell We can at least kill Orange. Kewell Jeremiah Grrrr Viletta Lord Jeremiah! Jeremiah Viletta! Thanks. Suzaku Still wanna fight? Kewell Men, stand down. Suzaku You... you understand then? Kewell I m using a chaos mine. Suzaku Huh? Euphie No, stop it now! Suzaku Ah. Jeremiah What? Euphie Ahh! Suzaku Nng, ahh Euphie Ah. Hmph. Viletta That Honorary Britannian. He risked his life for... Euphie Everyone, lower your weapons at once. In my name I command you. Kewell It...can t be. Euphie I am Euphemia li Britannia of the Empire. And the third princess of the royal family. Suzaku Ah! Euphie. Euphie I m assuming command here. Now fall back. Jeremiah It is her, it s the princess. Cecile Did you know it was her, Lloyd? Lloyd Uh-huh, but she s been a student up until now and hasn t made her public debut yet. Kewell We, we re truly... Pure Bloods We re truly sorry, your Highness! Suzaku My Lady! Euphie Ah. Suzaku I had no idea who you were. Please forgive me, Princess. Euphie Suzaku, you and I bear a similar deep pain. You have lost your father as I have lost my brother. Suzaku Ah. Euphie Will you let me help you in your quest to ensure that no one ever again has to suffer the loss of a loved one on the battlefield. Suzaku Yes I m unworthy of your kindness. Cornelia I heard what you did, Euphemia. You shouldn t be so reckless. Euphemia I know, Sister. Forgive me. But... Cornelia You will address me as Viceroy here, Sub-Viceroy Euphemia. Because we re sisters we need to follow a stricter protocol. Euphemia Yes, I understand. Cornelia Humph. Now then, give me your report. Subordinate Yes, my Lady. The first order of business is a welcome party we ve arranged for your Highness and... Oh! Euphemia Ah. Cornnelia Sloppy, senile, corrupt. Where is Zero? I want the enemy of the Empire caught! Get Zero! Lelouch Huh? Suzaku I ll be joining the student body here at Ashford Academy beginning today. My name is Suzaku Kururugi. It s a pleasure to meet you. 次回予告 Lelouch Yes, I understand. I m lying. To Shirley and Rivalz and the others. Even to Suzaku and Nunnaly. But there s no going back now. I can t turn back. As long as C.C. and I are bound by our contract, I have to keep at this. Because I don t wanna lie to myself any more.