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The most used equipment for circuit board maintenance is DMM (digital multimeter) and oscilloscope. These equipment are the most basic equipment used to check the simple PCB structure. They can measure the voltage and waveform of the test point of the circuit very well. But with the proliferation of high-end electronics, these simple devices face significant challenges. In order to reduce the cost of PCB inspection, enterprises provide PCB consistency through automated equipment. For electronics enthusiasts, it is inevitable to encounter circuit boards that need to be repaired in a large number of DIY circuits. When they face these failures, do they deal with them by themselves or seek help from PCB Repair companies? FS PCBA believes that today's electronic circuits are more complex than ever. Whether design failures, manufacturing failures or assembly failures have become commonplace. Circuit boards that have been used for a long time often lead to PCBA failure due to component failures such as electrolytic capacitors. For newly-produced PCBAs, there are often manufacturing failures, false soldering, and missing soldering due to operator errors, causing the circuit board to fail to operate normally. For this reason, we need to take certain measures to conduct PCBA failure analysis to ensure that the assembled PCBA can operate according to the intended function. While hand soldering is more suitable for hobbyists or small batch orders, some repairs may require a more professional approach to finding the cause of the failure. Repairing a complete PCB assembly can seem daunting, but a methodical approach helps to find and fix problems quickly. We believe that the best repair measure is to obtain a circuit board failure analysis report from the customer. Is it working properly? What are the obvious symptoms of the fault? Was it just running a software update that caused the glitch? PCB working environment? When we find that an electronic product cannot operate, it is the most sensible choice to cut off the power immediately. When a fault occurs, the first reaction of ordinary people is that the fuse is blown. We need to face up to this problem, such as replacing the fuse with a higher resistance. The circuit board short is often caused by excessive current, and it will have obvious phenomena, such as heating, burning smell, etc. For some PCBs with special surface treatment, we need to clear these faults first. Historically, electronics manufacturers have asked us to apply conformal coatings, which protect against moisture and dust, and we need to remove them. FS Technologies conformal coatings can be removed using solvents, stripping or sandblasting, and many companies are also working on new techniques to pierce the coating with very sharp test needles. The piercing probe penetrates the conformal coating Information collection will be helpful for the repair work. Before officially starting the repair, we will use digital multimeters, soldering/desoldering hand tools, oscilloscopes, power supplies, etc. to test the circuit boards that need to be repaired. The most useful "tools" are user reports of how failures occur or observed failures. Circuit Board Failure Analysis Equipment According to the complexity of the circuit board circuit structure, we choose different equipment for this work. The most commonly used one is a multimeter. If you are an electronics enthusiast, we recommend that you buy one. For PCBA factories, we often need to deal with high-frequency boards with more complex structures, IMS boards, etc. For these PCB tests, it may be necessary to use LCR meters, oscilloscopes, power supplies and logic analyzers to investigate the operation of the circuit. For RF circuits it may be necessary to use a spectrum analyzer. Below is a complete PCB rework strategy. Troubleshooting is also much easier if a known good board is available so that visual and signal comparisons can be made. The lack of comparison boards or documentation compounded the challenge. Artificial Vision Inspection In addition to circuit board failures at the technical level, PCBA components may fall off due to severe vibration in the transportation diagram, so manufacturers often use more complete transportation methods. When we receive the goods, please check in time whether the connectors or components in the socket are loose, whether there are components falling, etc. We call this detection method PCB manual inspection , that is, to use a microscope or a magnifying glass to find. This method is considered to be an effective and indispensable detection method, but it is limited by the technical means of the operator. Observing the short circuit PCB with a microscope PCB capacitor detection If you observe obvious leaks, cracks, bumps, etc. on the PCB, it may be due to damaged capacitors on the PCBA board. A capacitor is a circuit board component with a short lifespan. When the lifespan is reached, please replace it with a capacitor with an equivalent or rated voltage. Wire breakage SMD is widely used on PCBA boards, but due to the small size and small pins of these components, they are easily broken due to pressure. Among all SMD components, integrated circuits are the most expensive and most vulnerable components. If the PCBA processing factory does not control the pressure of the placement machine when assembling these fragile SMD components, it is easy to cause IC bending. Use a microscope to look for cracks on circuit boards that result in broken circuit traces or damaged components. Component burnt The role of the circuit board is to provide electrical connections between electronic components as a carrier. These components are very fragile, and even static electricity generated by contact can cause a breakdown. When the current is too large, the components are easily burned, so we need to check whether the transformer, power output transistor, resistor, capacitor, etc. are burned. With this type of damage, overheated components can be identified by burns and brown stains, but you need to find out why they overheated. Summarize PCB assembly is a complex and professional process, and failure in any link will lead to PCBA failure. In order to avoid loss of reputation, PCBA processing factories usually add testing procedures in every link to ensure the integrity of PCBA.
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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/sanosoft/pages/101.html
CentOS6.9からCentOS7へのアップグレード CentOS6.9をCentOS7へアップグレードします。 ただし、公式サイトの「CentOS Upgrade Tool」の注意書きとして、 DO NOT USE this tool. Warning use of this tool is currently BROKEN as several system-critical packages are of a higher version number in CentOS 6.7 than they are in CentOS 7 so those do not get upgraded correctly. This renders yum and several other system tools non-functional. と書かれているように、CentOS6.7以降だとCentOS7よりバージョンが進んでいるパッケージがあるため、注意が必要です。 1. 準備作業 (1) システムのアップデート 現バージョンで、システムのアップデートを行います。 # yum update アップデートが完了したらサーバを再起動します。 # reboot (2) アップグレードツールのインストール まず、アップグレードツールをインストールするためのリポジトリを作成します。 # vi /etc/yum.repos.d/upgradetool.repo [upg] name=CentOS-$releasever - Upgrade Tool baseurl=http //dev.centos.org/centos/6/upg/x86_64/ gpgcheck=1 enabled=0 gpgkey=file ///etc/pki/rpm-gpg/RPM-GPG-KEY-CentOS-6 アップグレードツールをインストールします。 yum --enablerepo=upg install redhat-upgrade-tool preupgrade-assistant-contents (3) OpenSCAPのバージョンダウン 現行のバージョンだとアップグレードに失敗しますので、バージョンダウンを行います。 【現行バージョンの確認】 # rpm -qa | grep openscap openscap-1.2.13-2.el6.x86_64 バージョンダウンを行います。 # rpm -Uhv --oldpackage http //dev.centos.org/centos/6/upg/x86_64/Packages/openscap-1.0.8-1.0.1.el6.centos.x86_64.rpm 【バージョンの確認】 # rpm -qa | grep openscap openscap-1.0.8-1.0.1.el6.centos.x86_64 (4) 事前診断 アップグレードを行う前にシステムの診断を行います。 # preupg -s CentOS6_7 Preupg tool doesn t do the actual upgrade.Please ensure you have backed up your system and/or data in the event of a failed upgrade that would require a full re-install of the system from installation media.Do you want to continue? y/n という確認メッセージが表示されますので、「y」を押します。 完了したら、「/root/preupgrade-results/result.html」を確認します。 ここで結果が特に、「needs_action」や「needs_inspection」の項目について、対処が必要な場合は対処を行います。 2. アップグレード作業 アップグレードを実行します。 # redhat-upgrade-tool-cli --network 7 --cleanup-post --instrepo=http //vault.centos.org/centos/7.2.1511/os/x86_64/ --addrepo=CentOS7=http //mirror.centos.org/centos/7/os/x86_64/ Continue with the upgrade [Y/N]? という確認メッセージが表示されますので、「Y」を押します。 アップグレードが完了し、 Finished. Reboot to start upgrade. というメッセージが表示されれば、正常に終了しました。 ここで、サーバを再起動します。 # reboot ※アップグレード処理のため、しばらく時間がかかります。 3. アップグレード後のトラブルシューティング アップグレード後はいろいろと不具合が出てくるので、対応する必要があります。 (1) sshdサービスの起動 アップグレード直後は、sshdサービスが停止しているため、リモートではアクセスできません。 ホスティングサーバなどでは、コントロールパネルなどのコンソールを利用してサーバにログインして、sshdサービスを起動させます。 # ln -s /lib64/libsasl2.so.3 /lib64/libsasl2.so.2 # systemctl start sshd.service # systemctl enable sshd.service (2) grep grepを実行すると grep error while loading shared libraries libpcre.so.0 cannot open shared object file No such file or directory というエラーが発生するので、シンボリックリンクを設定します。 # ln -s /lib64/libpcre.so /lib64/libpcre.so.0 (3) yum update 「yum update」を実行すると、エラーが発生する場合があります。 Downloading packages Running transaction check ERROR with transaction check vs depsolve httpd-mmn = 20051115 is needed by (installed) mod_perl-2.0.4-11.el6_5.x86_64 この場合には、問題となるソフトウェアをアンインストールします。 # yum remove mod_perl (4) httpd Apacheが2.2から2.4にアップグレードされたことでエラーが発生して起動しない現象が発生します。 # apachectl configtest httpd Syntax error on line 154 of /etc/httpd/conf/httpd.conf Cannot load modules/mod_authn_alias.so into server /etc/httpd/modules/mod_authn_alias.so cannot open shared object file No such file or directory ■ mod_authn_alias The functionality provided by mod_authn_alias in previous versions (i.e., the AuthnProviderAlias directive) has been moved into mod_authn_core. 「mod_authn_core」に機能が移管されたようなので、この設定をコメントアウトします。 # vi /etc/httpd/conf/httpd.conf #LoadModule authn_alias_module modules/mod_authn_alias.so ■ mod_authn_default、mod_authz_default These modules have been removed mod_authn_default, mod_authz_default, mod_mem_cache. 廃止されたようなので、これもコメントアウトします。 #LoadModule authn_alias_module modules/mod_authn_default.so #LoadModule authn_alias_module modules/mod_authz_default.so ■ mod_ldap、mod_authnz_ldap mod_ldap LDAPTrustedClientCert is now consistently a per-directory setting only. If you use this directive, review your configuration to make sure it is present in all the necessary directory contexts. コメントアウトします。 #LoadModule ldap_module modules/mod_ldap.so #LoadModule authnz_ldap_module modules/mod_authnz_ldap.so ■ mod_disk_cache #LoadModule disk_cache_module modules/mod_disk_cache.so ■ DefaultType The DefaultType directive no longer has any effect, other than to emit a warning if it s used with any value other than none. You need to use other configuration settings to replace it in 2.4. 「DefaultType」は警告を表示するだけになったので、コメントアウトします。 #DefaultType text/plain
https://w.atwiki.jp/aesthetica/pages/113.html
Ireneo Affò, 1741-1797. Vita di Francesco Mazzola, detto il Parmigianino, Parma, 1784. Il Parmigiano servitore di piazza, o note sulle pitture di Parma, Parma, 1794. [***] Ragionamento sopra una stanza dipinta del Corregio nel monastero di Monache Benedettine di S. Paolo in Parma, Carmign, 1794. Vita di Francesco Mazzola, detto il Parmigianino, Parma, 1784. http //books.google.co.jp/books?id=KK0_AAAAcAAJ source=gbs_navlinks_s http //books.google.co.jp/books?id=M10GAAAAQAAJ source=gbs_navlinks_s Ragionamento sopra una stanza dipinta del Corregio nel monastero di Monache Benedettine di S. Paolo in Parma, Carmign, 1794. http //books.google.co.jp/books?id=X2IVAAAAQAAJ source=gbs_navlinks_s M. Micali en a donné un extrait dans le Magasin Encyclopédique. 1796. tom. 1, p. 203. Cet extrait a été traduit en allemand dans la Bibliothek der Schoen. Wiss. 1800. **************************************
https://w.atwiki.jp/cohwbg/pages/18.html
Object Placement オブジェクト配置 Object Placement オブジェクト配置 Object Placement Basics オブジェクト配置の基本 Other Pages 他のページ 1 Object Placement Basics 2 Other Pages 2.1 Object Placement Parameters 2.2 Manipulation of Objects Object Placement Basics オブジェクト配置の基本 This tool allows the user to place objects in the world. Click the Object Icon from the top toolbar, next select an object from the Tree View (bottom right toolbar) and then right-click on the terrain in the main window. But remember your object is live; every time you right-click the screen you get another set of barrels. For more detailed information about Object Placement see below. このツールによって、ユーザーが世界のオブジェクトを置くことができます。一番上のツールバーからObject Iconをクリックして、次にツリービュー(右下ツールバー)から物を選んで、それからメインウインドウで地形を右ボタンクリックしてください。しかし、あなたの目的がライブであるのを思い出してください;あなたがスクリーンで右ボタンをクリックするたびに、あなたはもう一セットの樽を得ます。Object Placementに関するより詳細な情報のためには、下記参照。 Note Barrels are located at ebps/environment/art_ambient/objects/barrels ノート:樽は、ebps/environment/art_ambient/objects/barrels にあります Placing Objects 物を置くこと To place a new object or squad, select it from the Objects Tree View and then right-click on the terrain in the main window. 新しいオブジェクトまたはチームを置くために、Objects Tree Viewからそれを選んでください、それから、メインウインドウで地形を右ボタンをクリックしてください。 Objects fall under 3 categories オブジェクトは、3つのカテゴリーに分かれます Entities ( ebps ) 実体 Squads ( sbps ) チーム Visual Only ( vis or visuals ) ビジュアルのみ Entities 実体 Entities or ebps include all buildings, bridges and world objects. These are located under ebps -- environment. They are further organized into art ambient (man made objects), art nature (natural objects) and art tools (art aid objects). 実体か、ebpsは、全ての建物、橋とワールドオブジェクトを含みます。これらは、 ebps -- environment の下に位置します。彼らは、芸術環境(人造建築物)、芸術自然(自然物)と装飾ツール(装飾物)にさらに組織されます。 Squads チーム Squads or sbps are playable entities, such as, soldiers and vehicles. They are usually used in single player scenarios and should be placed by Designers. They should not be used in multiplayer maps. They are located under sbps -- races. チームまたはsbpsは、操作できる実体(例えば兵士と車両)です。彼らが通常シングルプレイヤーシナリオで使われて、デザイナー達によって置かれなければなりません。彼らが、マルチプレーヤーマップで使われてはなりません。彼らは、 sbps -- races の下に位置します。 Visual Only objects ビジュアルのみオブジェクト Visual Only objects are just models existing in the world. They don t have any simulation properties, and as such do not affect anything in the game or receive damage. They are purely decorative objects and should be used as such. The advantage of Vis objects is, that because of their lack of visual properties they do not slow down the simulation. They are located under visuals -- environment. ビジュアルのみオブジェクトは、ちょうど世界の中に存在しているモデルです。彼らには少しのシミュレーション特性もなくて、ゲームにおいてこのように何も気取らないか、ダメージを受けます。彼らが全く装飾的な物であって、このように使われなければなりません。力オブジェクトの長所はそうです。そして、彼らがそうする視覚の特性の彼らの欠如のため、それがシミュレーションの下で遅くはありません。彼らは、 visuals -- environment の下に位置します。 World object builders 世界オブジェクト建築業者 The visuals list is built by scanning the Data/Art/Models directory. Any RGM files that are found that aren t being referenced by any EBPS or SBPS are considered visuals. What this means is that any models being used by simulation Entities don t show up in the visuals list. ヴィジュアルリストは、 Data/Art/Models ディレクトリを探査することによって造られます。 それを見つけられる少しのRGMファイルも少しのEBPSにもよってリファレンスをつけられて いません、あるいは、SBPSは映像部と考えられます。これが意味するものは、 シミュレーションEntitiesによって使われている少しのモデルもビジュアルリストで 現れないということです。 Each object has cover properties associated with it. These are 各々の物には、それと関連するカバー特性があります。これらはそうです: Heavy Cover (permanent cover) 重いカバー(永久カバー) Light Cover (destructible cover) 軽いカバー(破壊できるカバー) Neutral Cover (No Cover Properties) 中立カバー(カバー特性でない) For a list of the different cover properties, see the Object Cover page 異なるカバー特性のリストのために、Object Coverページを参照してください Other Pages 他のページ Object Placement Parameters Manipulation of Objects? From Relic Community Wiki
https://w.atwiki.jp/pcdl/pages/44.html
ゲームタイトル A Afterfall InSanity Extended Edition Alan Wake Alice Madness Returns Aliens Vs Predators Alpha Protocol Assassins Creed Assassins Creed II Assassins Creed III Assassins Creed Revelations
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アニメ「鬼滅の刃」イラスト記録集 壱 Blu-ray 鬼滅の刃 遊郭編 1 完全生産限定版 発売日:2月4日・2月23日 アニメ「鬼滅の刃」のためにufotableが描いた珠玉のイラストを収録したイラスト集。 「アニメ「鬼滅の刃」イラスト記録集 壱」は2018年6月~2020年3月までに発表された 「竈門炭治郎 立志編」に関わるイラストを中心に300点以上を掲載。 カバーイラストはキャラクターデザイン・総作画監督を務める松島晃による描き下ろし。 ここを編集 2020年10月公開。鬼滅の刃の劇場版。2021年6月、Blu-rayが発売。新作TVシリーズに鬼滅の刃 無限列車編がある。 https //kimetsu.com/anime/ 監督 外崎春雄 原作 吾峠呼世晴 脚本制作 ufotable 絵コンテ 三浦貴博、外崎春雄 演出 白井俊行、竹内將、細川ヒデキ、外崎春雄 演出補佐 下村晋矢、原田征爾、栖原隆史、恒松圭 キャラクターデザイン・総作画監督 松島晃 サブキャラクターデザイン 佐藤美幸、梶山庸子、菊池美花 プロップデザイン 小山将治 作画監督 松島晃、田中敦士、永森雅人、南野純一、佐藤哲人、秋山幸児、藤原将吾、塩島由佳、石後夏奈、緒方美枝子、岡部茜、岡部葵、都築萌、橋本淳稔、小笠原篤、須藤友徳、内村瞳子、佐藤美幸、高橋聰、外崎春雄、菊池美花 原画作監補佐 鬼澤佳代、小林友衣、梶山庸子 美術監督 矢中勝、衛藤功二、樺澤侑里 コンセプトアート 衛藤功二、矢中勝、樺澤侑里 美術監督補佐 眞鍋和棋、加藤弓絵 色彩設計 大前祐子 撮影監督 寺尾優一 撮影監督補佐 吉川冴、吉田遥 3D監督 西脇一樹 モデリング協力 中村宣夫 編集 神野学 編集助手 高橋由里 音響効果 赤澤勇二 録音 納谷僚介 録音調整 岡部直紀 録音助手 川和浩之 FoleyArtist 井上奈津子 FoleyOperator 原虹歩 スタジオエンジニア 山口慎太郎、井沢佳世 音楽 梶浦由記、椎名豪 制作プロデューサー 近藤光 アニメーション制作 ufotable ☆インタビュー集 ▽鬼頭明里・アニメ『鬼滅の刃』インタビュー「わたしとねずこ」 ▽劇場版『鬼滅の刃』無限列車編の舞台挨拶に我妻善逸役・下野紘さんが登壇! ▽【舞台挨拶レポート】『劇場版「鬼滅の刃」 無限列車編』煉獄杏寿郎役の日野聡が来福! 「私は、私の責務を全うできましたか?」 ▽『鬼滅の刃』松岡禎丞、収録を振りかえる「血が出るくらい」 ▽『鬼滅の刃』花江夏樹×鬼頭明里インタビュー! 「柱集合ノートBOOK」の詳細もチェック ▽声優陣が改めて語る「無限列車編」の見どころ&収録の裏話は?「遊郭編」の収録エピソードも! アニメ『鬼滅の刃』ステージレポート【アニメジャパン2021】 ▽AnimeJapan 2021 アニメ「鬼滅の刃」ステージ レポート | 花江夏樹、鬼頭明里、下野紘、松岡禎丞、日野聡、小西克幸 登壇 ▽LiSA×日野聡が初対談!『鬼滅の刃』主題歌「炎」が示す、煉獄杏寿郎の“生き様” ▽「鬼滅の刃 無限列車編」感動を誘う“音楽の仕掛け”とは? LiSA「炎」誕生秘話も 梶浦由記×椎名豪【インタビュー】 ▽「みんな本気すぎた」アフレコ裏話を語る『劇場版「鬼滅の刃」無限列車編』4ショットインタビュー ▽『鬼滅の刃』花江夏樹、“感情が揺さぶられる”劇場版で「ボロボロになりました」 ▽石田彰、劇場版『鬼滅の刃』出演は「プレッシャーだった」無限列車編、舞台挨拶レポート! ▽「禰豆子のかわいさを大画面で観てほしい」──『劇場版「鬼滅の刃」無限列車編』公開記念! 竈門禰豆子役・鬼頭明里インタビュー ▽『鬼滅の刃』LiSAの作品愛「映画が幕を閉じても皆と一緒に進んでいきたい」 ▽『劇場版「鬼滅の刃」無限列車編』LiSAインタビュー「重くて長い手紙のような歌」 ▽映画『劇場版「鬼滅の刃」無限列車編』煉󠄁獄杏寿郎役 日野聡さん×魘夢役 平川大輔さんインタビュー|煉󠄁獄を演じる責任感と彼の強さや優しさを意識、魘夢はぶつけられる熱量に流されないように【第6弾】 ▽「劇場ならではの立体的な音は本当にすごい!」──『劇場版「鬼滅の刃」無限列車編』公開記念! 竈門炭治郎役・花江夏樹インタビュー ▽劇場版「鬼滅の刃」無限列車編 特集/第5回:LiSA「二つの気持ちを重ね合わせ、前を向けるように歌えたら」 ▽劇場版『鬼滅の刃』特集/第4回:日野 聡×平川大輔×石田 彰「手探りでキャラクターと向き合った」 ▽劇場版「鬼滅の刃」特集/第3回:花江夏樹×鬼頭明里「炭治郎が努力する姿に感化される」 ▽劇場版「鬼滅の刃」特集/第2回:下野 紘×松岡禎丞「みんなが全力をぶつけ合う現場」 ▽『劇場版「鬼滅の刃」無限列車編』猗窩座(あかざ)役 石田彰さんインタビュー|猗窩座は強さ至上主義で狂気さえ感じるキャラクター【第5弾】 ▽「新しい作品に出会うたびに自分の可能性が広がっていく」『劇場版「鬼滅の刃」無限列車編』炭治郎役・花江夏樹さんに学窓ラボメンバーがインタビュー! ▽嘴平伊之助役・松岡禎丞の名セリフ「ゴメンネ、弱クッテ」に込めた思いとは? ▽心優しすぎる竈門炭治郎役・花江夏樹の奇妙なジンクス?「歯を磨くときは◯◯◯も」 ▽『劇場版「鬼滅の刃」無限列車編』嘴平伊之助役 松岡禎丞さんインタビュー|伊之助を演じる時はひたむきさ、真っすぐさを意識【第4弾】 ▽ここ数年は、LiSAとしての「終わり」にも悩んでいた——人生変えた『鬼滅の刃』 ▽『劇場版「鬼滅の刃」無限列車編』花江夏樹・鬼頭明里インタビュー「話の展開がわかっていても感動する作品に」 ▽『劇場版「鬼滅の刃」無限列車編』我妻善逸役 下野紘さんインタビュー|TVアニメでは言えなかった善逸のあのセリフを遂に!?【第3弾】 ▽『劇場版「鬼滅の刃」無限列車編』竈門禰󠄀豆子役 鬼頭明里さんインタビュー|戦いでの兄妹コンビネーションはバッチリ!いろいろなかわいい禰󠄀豆子をお楽しみに!【第2弾】 ▽『劇場版「鬼滅の刃」無限列車編』竈門炭治郎役 花江夏樹さんインタビュー|いい作品作りの秘訣は「お互いに負けられないという想い」と「休憩時の情報共有」 ▽アニメ「鬼滅の刃」制作の裏側!プロデューサーが語る真摯な情熱 ▽「鬼滅の刃」伊之助役の声優・松岡禎丞、猪突猛進!アツすぎる声優魂 ▽下野紘、声優20周年を前に「鬼滅の刃」善逸役に特別な思い ▽「鬼滅の刃」声優・鬼頭明里が語る“禰豆子がくれたもの” ▽「汚い高音は首筋の筋肉を......」我妻善逸役・下野紘の「鬼滅の刃」愛が止まらない ▽竈門禰豆子役・鬼頭明里がこっそりあだ名をつけた、鬼滅愛が強い共演者とは? ▽「鬼滅の刃」声優・花江夏樹、炭治郎との出会いは「幸せ」 ▽LiSA『劇場版「鬼滅の刃」無限列車編』主題歌シングル「炎」 5thアルバム「LEO-NiNE」リリース記念ロングインタビュー前編|挫折を経験した人に刺さる劇場版、「炎」も進んでいく覚悟をした人のテーマソングに ▽世界を虜にしたアニメ『鬼滅の刃』はどう作られたのか ufotableにしかできない作画とCGの融合 ▽劇場版「鬼滅の刃」 無限列車編 キャスト&主題歌コメント ▽鬼滅の刃公式WEBラジオ 鬼滅ラヂヲ ■関連タイトル Blu-ray 劇場版「鬼滅の刃」無限列車編 完全生産限定版 Blu-ray 鬼滅の宴 -無限列車編- メーカー特典「ジャケットイラストA4クリアファイル」付 鬼滅の刃 塗絵帳 -黄- アニメ「鬼滅の刃」イラスト記録集 壱 PS4 「鬼滅の刃 ヒノカミ血風譚」 鬼滅の刃 塗絵帳 -橙- 鬼滅の刃 塗絵帳 -藍- Blu-rayDisc付き TVアニメ「鬼滅の刃」オーケストラコンサート~鬼滅の奏~ 初回仕様限定盤 『鬼滅の刃』吾峠呼世晴画集―幾星霜― 鬼滅の刃公式ファンブック第二弾 鬼殺隊最終見聞録 鬼滅の刃 塗絵帳 -蒼- 鬼滅の刃 塗絵帳 -紅- エンスカイ 鬼滅の刃 2021年 カレンダー壁掛け B3サイズ 鬼滅の刃 23巻 フィギュア付き同梱版 炎 期間生産限定盤 JUMP j BOOKS 劇場版 鬼滅の刃 無限列車編 ノベライズ 劇場版 鬼滅の刃 無限列車編 ノベライズ みらい文庫版 『鬼滅の刃』 コミックカレンダー2021 特製缶入り 日めくりカレンダー 鬼滅の刃 22巻 缶バッジセット・小冊子付き同梱版 鬼滅の刃 風の道しるべ JUMP j BOOKS 鬼滅の刃 プラモデル 竈門炭治郎 Blu-ray 鬼滅の宴 ラバーマスコット バディコレ 鬼滅の刃 鬼滅の刃 トレーディング缶バッジ BOX商品 原作コミック 鬼滅の刃 1 Kindleまとめ買い 鬼滅の刃 rakuten_design= slide ;rakuten_affiliateId= 053df7e0.7c451bd1.0c852203.190c5695 ;rakuten_items= ctsmatch ;rakuten_genreId=0;rakuten_size= 468x160 ;rakuten_target= _blank ;rakuten_theme= gray ;rakuten_border= on ;rakuten_auto_mode= on ;rakuten_genre_title= off ;rakuten_recommend= on ; 随時更新! pixivFANBOX アニメ@wiki ご支援お待ちしています! ムック本&画集新刊/個人画集新刊/新作Blu-ray単巻/新作Blu-ray DVD-BOX アニメ原画集全リスト スタッフインタビューwebリンク集 最新登録アイテム Blu-ray 魔女見習いをさがして Blu-ray「どうにかなる日々」Blu-ray Happy-Go-Lucky Edition 初回限定生産 Blu-rayDisc付き 『ラブライブ! スーパースター!!』「始まりは君の空」【みんなで叶える物語盤】 BEM~BECOME HUMAN~豪華版Blu-ray Blu-ray 劇場版 魔法少女まどか☆マギカ 10th Anniversary Compact Collection Blu-ray ぐらぶるっ! 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https://w.atwiki.jp/anime_wiki/pages/27260.html
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https://w.atwiki.jp/deadspace2/pages/121.html
概要 教会最上階のダクトから逃げ延びた先の血だらけの通路に現れた巨大なネクロモーフ。生前のものであろう顔には不釣合いの巨大な顎、2本の太い腕と細長い触手のような後足からなる禍々しい姿をしており、アイザックを発見すると荒れ狂ったように襲い掛かってくる。 いわゆるイベント戦で、時間内に弱点を攻撃しなければ例外なく捕食されゲームオーバー 戦略 Tripod戦などと同じく黄色い部位が弱点となる。落ち着いて狙えば難しくはないはず。黄色い部位を撃つ。何度か繰り返すと開放されて動けるようになるが、すぐに後ろに走って逃げよう。この時に迫ってくるTormenterにステイシスを掛ければ逃げるのが楽になる。 途中にあるゲートはキネシスで左にスライドさせる。無駄がなければステイシスを掛けなくても十分間に合うはず。 この後また捕まるので落ち着いて狙おう。ここで気をつけたいのはTormenterを狙うのではなく、ガンシップからこぼれ飛んでいく赤いミサイルのような物を狙う事。
https://w.atwiki.jp/handover/pages/36.html
Hiro has been in charge of financial system for many years, but it turned out to be transferred to overseas with the next personnel change. Successor Kei is a mid-level employee, but she has never developed or operated the some system by herself. How should we explain the work content to successors who are less experienced than ourselves? If Hiro premise Kei the same capabilities as himself and omit the detailed explanation, Kei might not understand the knowledge at all. Kei is aware of her less experience and knowledge. During the handover period, she is trying to understand the knowledge of Hiro firmly. The time for handover is firmly secured. Nurture the successor carefully and instruct it over time. Hiro explained politely the financial system based on the recognition that he will be a teacher for Kei during the handover period. Kei was able to understand the basics of the financial system and was able to acquire firmly about expalined knowledge. At the end of the handover, she grew up well as Hiro s successor. In the case where the Successor as capable as the predecessor or Mercenary is executed, it is not necessary to execute this pattern. It takes time to do this pattern, so it is necessary to do it when time is secured by Timing of appointment and Intention for responsible handover. However, if you need to do this pattern without enough time, there is a danger that it will not fit within the handover period. So you need to supplement by Extra-ining for completion of the handover.