Resolve OT master conflicts

This commit is contained in:
manongjohn 2019-10-27 12:09:44 -04:00
commit eff652f361
742 changed files with 53221 additions and 15708 deletions

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@ -19,4 +19,4 @@ matrix:
- os: linux
compiler: clang
- os: osx
osx_image: xcode8.3
osx_image: xcode10.1

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@ -33,19 +33,28 @@ build:
verbosity: minimal
after_build:
- cmd: >-
C:\Qt\5.9\msvc2015_64\bin\windeployqt.exe %CONFIGURATION%\OpenToonz.exe
mkdir %CONFIGURATION%\OpenToonz
copy /Y ..\..\thirdparty\glut\3.7.6\lib\glut64.dll %CONFIGURATION%
move %CONFIGURATION%\*.* %CONFIGURATION%\OpenToonz
copy /Y ..\..\thirdparty\glew\glew-1.9.0\bin\64bit\glew32.dll %CONFIGURATION%
C:\Qt\5.9\msvc2015_64\bin\windeployqt.exe %CONFIGURATION%\OpenToonz\OpenToonz.exe
copy /Y ..\..\thirdparty\libmypaint\dist\64\libiconv-2.dll %CONFIGURATION%
copy /Y ..\..\thirdparty\glut\3.7.6\lib\glut64.dll %CONFIGURATION%\OpenToonz
copy /Y ..\..\thirdparty\libmypaint\dist\64\libintl-8.dll %CONFIGURATION%
copy /Y ..\..\thirdparty\glew\glew-1.9.0\bin\64bit\glew32.dll %CONFIGURATION%\OpenToonz
copy /Y ..\..\thirdparty\libmypaint\dist\64\libjson-c-2.dll %CONFIGURATION%
copy /Y ..\..\thirdparty\libmypaint\dist\64\libiconv-2.dll %CONFIGURATION%\OpenToonz
copy /Y ..\..\thirdparty\libmypaint\dist\64\libintl-8.dll %CONFIGURATION%\OpenToonz
copy /Y ..\..\thirdparty\libmypaint\dist\64\libjson-c-2.dll %CONFIGURATION%\OpenToonz
copy /Y ..\..\thirdparty\libmypaint\dist\64\libmypaint-1-4-0.dll %CONFIGURATION%\OpenToonz
mkdir "%CONFIGURATION%\OpenToonz stuff"
xcopy /Y /E ..\..\stuff "%CONFIGURATION%\OpenToonz stuff"
copy /Y ..\..\thirdparty\libmypaint\dist\64\libmypaint-1-4-0.dll %CONFIGURATION%
artifacts:
- path: toonz\$(PLATFORM)\$(CONFIGURATION)
name: OpenToonz

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@ -1,10 +1,12 @@
#!/bin/bash
pushd thirdparty/tiff-4.0.3
./configure && make
./configure --disable-lzma && make
popd
cd toonz && mkdir build && cd build
QTVERSION=`ls /usr/local/Cellar/qt`
echo "QT Version detected: $QTVERSION"
cmake ../sources \
-DQT_PATH=/usr/local/Cellar/qt/5.12.1/lib/ \
-DQT_PATH=/usr/local/Cellar/qt/$QTVERSION/lib/ \
-DTIFF_INCLUDE_DIR=../../thirdparty/tiff-4.0.3/libtiff/ \
-DSUPERLU_INCLUDE_DIR=../../thirdparty/superlu/SuperLU_4.1/include/
make -j 2

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@ -18,7 +18,7 @@ Building OpenToonz from source requires the following dependencies:
### Installing Dependencies on Debian / Ubuntu
```
$ sudo apt-get install build-essential git cmake pkg-config libboost-all-dev qt5-default qtbase5-dev libqt5svg5-dev qtscript5-dev qttools5-dev qttools5-dev-tools libqt5opengl5-dev qtmultimedia5-dev libsuperlu-dev liblz4-dev libusb-1.0-0-dev liblzo2-dev libpng-dev libjpeg-dev libglew-dev freeglut3-dev libsdl2-dev libfreetype6-dev libjson-c-dev
$ sudo apt-get install build-essential git cmake pkg-config libboost-all-dev qt5-default qtbase5-dev libqt5svg5-dev qtscript5-dev qttools5-dev qttools5-dev-tools libqt5opengl5-dev qtmultimedia5-dev libsuperlu-dev liblz4-dev libusb-1.0-0-dev liblzo2-dev libpng-dev libjpeg-dev libglew-dev freeglut3-dev libsdl2-dev libfreetype6-dev libjson-c-dev qtwayland5
```
For newest versions of OS you may install libmypaint from repository and don't need to build it from source:
@ -34,7 +34,7 @@ Notes:
(it may include some useless packages)
```
$ sudo dnf install gcc gcc-c++ automake git cmake boost boost-devel SuperLU SuperLU-devel lz4-devel lzma libusb-devel lzo-devel libjpeg-turbo-devel libGLEW glew-devel freeglut-devel freeglut SDL2 SDL2-devel freetype-devel libpng-devel qt5-qtbase-devel qt5-qtsvg qt5-qtsvg-devel qt5-qtscript qt5-qtscript-devel qt5-qttools qt5-qttools-devel qt5-qtmultimedia-devel blas blas-devel json-c-devel
$ sudo dnf install gcc gcc-c++ automake git cmake boost boost-devel SuperLU SuperLU-devel lz4-devel lzma libusb-devel lzo-devel libjpeg-turbo-devel libGLEW glew-devel freeglut-devel freeglut SDL2 SDL2-devel freetype-devel libpng-devel qt5-qtbase-devel qt5-qtsvg qt5-qtsvg-devel qt5-qtscript qt5-qtscript-devel qt5-qttools qt5-qttools-devel qt5-qtmultimedia-devel blas blas-devel json-c-devel libtool intltool make
```
For newest versions of OS you may install libmypaint from repository and don't need to build it from source:
@ -171,7 +171,8 @@ If you need to debug the application, you should be able to use `cmake -DCMAKE_B
You can now run the application:
```
$ LD_LIBRARY_PATH=./lib/opentoonz:$LD_LIBRARY_PATH ./bin/OpenToonz
$ LD_LIBRARY_PATH=./lib/opentoonz:$LD_LIBRARY_PATH
$ ./bin/OpenToonz
```
### Performing a System Installation

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@ -6,85 +6,129 @@
- git
- brew
- Xcode
- cmake
- Version 3.2.2 confirmed to work.
- Qt
- http://download.qt.io/official_releases/qt/5.9/5.9.2/
- qt-opensource-mac-x64-5.9.2.dmg
- boost
- http://www.boost.org/users/history/version_1_55_0.html (or later, though only 1.55.0 is supported)
- cmake (3.2.2 or later)
- Qt (5.9.2 or later)
- boost (1.55.0 or later)
## Building on MacOSX
### Download boost from https://boost.org
### 0. Install Qt 5.9 (Most recent is 5.9.2)
Download the .bz2 mac (unix if mac not specified) version 1_55_0 or later (last tested with 1_69_0)
### 1. Install Dependent Packages
Save for later step.
With homebrew, you can install them with following command.
### Download and install Xcode from Apple
When downloading Xcode, you should use the appropriate version for your OS version. You can refer to the Version Comparison Table on https://en.wikipedia.org/wiki/Xcode to find out which version you should use.
Apple store usually provides for the most recent macOS version. For older versions, you will need to go to the Apple Developer site.
After installing the application, you will need to start it in order to complete the installation.
### Install Homebrew from https://brew.sh
Check site for any changes in installation instructions, but they will probably just be this:
1. Open a Terminal window
2. Execute the following statement:
```
$ brew install glew lz4 libjpeg libpng lzo pkg-config libusb cmake git-lfs libmypaint
$ /usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
```
Or, you should build and install them manually.
### 2. Clone the Repository
### Install required software using brew
In a Terminal window, execute the following statements:
```
$ brew install glew lz4 libjpeg libpng lzo pkg-config libusb cmake git-lfs libmypaint qt
$ git lfs install
```
NOTE: This will install the latest version of QT which may not be compatible with older OS versions.
If you cannot use the most recent version, download the online installer from https://www.qt.io/download and install the appropriate `macOS` version (min 5.9.2). If installing via this method, be sure to install the `Qt Script (Deprecated)` libraries.
### Set up OpenToonz repository
These steps will put the OpenToonz repository under /Users/yourlogin/Documents.
```
$ cd ~/Documents #or where you want to store the repository#
$ git clone https://github.com/opentoonz/opentoonz
cd opentoonz
git lfs pull
```
### (Optional) Create the stuff Directory
If the directory `/Applications/OpenToonz/OpenToonz_stuff` does not exist, enter the following command:
```
$ sudo cp -r stuff /Applications/OpenToonz/OpenToonz_stuff
```
### 3. Build tiff in thirdparty
```
$ cd thirdparty/tiff-4.0.3
$ cd opentoonz
$ git lfs pull
$ cd thirdparty/boost
$ mv ~/Downloads/boost_1_69_0.tar.bz2 . #or whatever the boost filename you downloaded is#
$ tar xvjf boost_1_69_0.tar.bz2
$ cd ../lzo
$ cp -r 2.03/include/lzo driver
$ cd ../tiff-4.0.3
$ ./configure && make
```
### 4. Put Boost library into thirdpaty directory
The following assumes `boost_1_55_0.tar.bz2` was downloaded to `~/Downloads`.
### Configure build for QT version
Edit the `/Users/yourlogin/Documents/opentoonz/toonz/sources/CMakeLists.txt` file at line 160 (64bit OS) or 172 (32bit OS) and modify the root path for the QT lib directory
If you installed QT using `brew` , you can get the version and path to use with: `$ brew info qt`. The lib path will look something like this: `/usr/local/Cellar/qt/5.12.2/lib`
If you downloaded the QT installer and installed to `/Users/yourlogin/Qt`, your lib path may look something like this: `~/Qt/5.12.2/clang_64/lib` or `~/Qt/5.12.2/clang_32/lib`
### Configure environment and Build OpenToonz
1. Create the build directory with the following:
```
$ cd ../boost
$ mv ~/Downloads/boost_1_55_0.tar.bz2 .
$ tar xjvf boost_1_55_0.tar.bz2
```
### 5. Update the path to your Qt 5.9 install in opentoonz/toonz/sources/CMakeLists.txt line 160 or 172
If using Qt 5.9.2, this is unnecessary.
### 6. Copy the lzo header folder to the lzo driver directory
```
$ cd ../lzo
$ cp -r 2.03/include/lzo driver
```
### 6. Build Everything Together
```
$ cd ../../toonz
$ cd ~/Documents/opentoonz/toonz
$ mkdir build
$ cd build
CMAKE_PREFIX_PATH=~/Qt5.9.2/5.9.2/clang_64 cmake ../sources
```
2. Set up build environment
To build from command line, do the following:
```
$ CMAKE_PREFIX_PATH=/usr/local/Cellar/qt/5.12.2 cmake ../sources #replace QT path with your installed QT version#
$ make
```
Please be patient as the install will take a while.
To build using Xcode, do the following:
```
$ sudo xcode-select -s /Applications/Xcode.app/Contents/Developer
$ CMAKE_PREFIX_PATH=/usr/local/Cellar/qt/5.12.2 cmake -G Xcode ../sources -B. #replace QT path with your installed QT version#
```
### After Building
- Open Xcode app and open project /Users/yourlogin/Documents/opentoonz/toonz/build/OpenToonz.xcodeproj
- Change `ALL_BUILD` to `OpenToonz`
- Start build with: Product -> Build
- NOTE about rebuilding in Xcode: The initial build should succeed without any errors. There after, the build will succeed but the following 3 errors can be ignored:
```
$ open ./toonz/OpenToonz.app
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/install_name_tool: for: /Users/yourlogin/Documents/opentoonz/toonz/build/toonz/Debug/OpenToonz.app/Contents/MacOS/OpenToonz (for architecture x86_64) option "-add_rpath @executable_path/." would duplicate path, file already has LC_RPATH for: @executable_path/.
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/install_name_tool: for: /Users/yourlogin/Documents/opentoonz/toonz/build/toonz/Debug/OpenToonz.app/Contents/MacOS/OpenToonz (for architecture x86_64) option "-add_rpath /usr/local/Cellar/qt/5.12.2/lib/" would duplicate path, file already has LC_RPATH for: /usr/local/Cellar/qt/5.12.2/lib/
Command /bin/sh emitted errors but did not return a nonzero exit code to indicate failure
```
Side note: If you want the option to build by command line and Xcode, create a separate build directory for each.
### Create the stuff Directory
If you have installed OpenToonz on the machine already, you can skip this. Otherwise, you need to create the stuff folder with the following:
```
$ cd ~/Documents/opentoonz
$ sudo mkdir /Applications/OpenToonz
$ sudo cp -r stuff /Applications/OpenToonz/OpenToonz_stuff
$ sudo chmod -R 777 /Applications/OpenToonz
```
### Running the build
- If built using command line, run the following:
```
$ open ~/Documents/opentoonz/build/toonz/OpenToonz.app
```
- If built using Xcode, do the following:
- Open Scheme editor for OpenToonz: Product -> Scheme -> Edit Scheme
- Uncheck: Run -> Options -> Document Versions
- Run in Debug mode: Product -> Run
- To open with command line or from Finder window, the application is found in `/Users/yourlogin/Documents/opentoonz/toonz/build/Debug/OpenToonz.app`

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@ -240,6 +240,7 @@
<item>"STD_linearGradientFx.wave_phase" "Phase" </item>
<item>"STD_linearGradientFx.color1" "Color 1" </item>
<item>"STD_linearGradientFx.color2" "Color 2" </item>
<item>"STD_linearGradientFx.curveType" "Type" </item>
<item>"STD_linearWaveFx" "Linear Wave" </item>
<item>"STD_linearWaveFx.period" "Period" </item>
@ -267,6 +268,7 @@
<item>"STD_multiLinearGradientFx.wave_frequency" "Frequency" </item>
<item>"STD_multiLinearGradientFx.wave_phase" "Phase" </item>
<item>"STD_multiLinearGradientFx.colors" "Colors" </item>
<item>"STD_multiLinearGradientFx.curveType" "Type" </item>
<item>"STD_localBlurFx" "Local Blur" </item>
<item>"STD_localBlurFx.value" "Intensity" </item>
@ -324,6 +326,7 @@
<item>"STD_radialGradientFx.innerperiod" "Inner Size" </item>
<item>"STD_radialGradientFx.color1" "Color 1" </item>
<item>"STD_radialGradientFx.color2" "Color 2" </item>
<item>"STD_radialGradientFx.curveType" "Type" </item>
<item>"STD_randomWaveFx" "Random Wave" </item>
@ -358,6 +361,7 @@
<item>"STD_multiRadialGradientFx.count" "Quantity" </item>
<item>"STD_multiRadialGradientFx.cycle" "Cycle" </item>
<item>"STD_multiRadialGradientFx.colors" "Colors" </item>
<item>"STD_multiRadialGradientFx.curveType" "Type" </item>
<item>"STD_raylitFx" "Raylit" </item>
<item>"STD_raylitFx.p" "Center X" </item>
@ -1268,6 +1272,20 @@
<item>"STD_iwa_TextFx.boxColor" "Box Color"</item>
<item>"STD_iwa_TextFx.showBorder" "Show Border"</item>
<item>"STD_iwa_CorridorGradientFx" "Corridor Gradient Iwa" </item>
<item>"STD_iwa_CorridorGradientFx.shape" "Shape" </item>
<item>"STD_iwa_CorridorGradientFx.curveType" "Type" </item>
<item>"STD_iwa_CorridorGradientFx.bottom_left_in" "Bottom Left In" </item>
<item>"STD_iwa_CorridorGradientFx.bottom_left_out" "Bottom Left Out" </item>
<item>"STD_iwa_CorridorGradientFx.bottom_right_in" "Bottom Right In" </item>
<item>"STD_iwa_CorridorGradientFx.bottom_right_out" "Bottom Right Out" </item>
<item>"STD_iwa_CorridorGradientFx.top_right_in" "Top Right In" </item>
<item>"STD_iwa_CorridorGradientFx.top_right_out" "Top Right Out" </item>
<item>"STD_iwa_CorridorGradientFx.top_left_in" "Top Left In" </item>
<item>"STD_iwa_CorridorGradientFx.top_left_out" "Top Left Out" </item>
<item>"STD_iwa_CorridorGradientFx.inner_color" "Inner Color" </item>
<item>"STD_iwa_CorridorGradientFx.outer_color" "Outer Color" </item>
<!------------------------------ Tiled Particles Iwa ------------------------------------------->
<item>STD_iwa_TiledParticlesFx "Tiled Particles Iwa" </item>

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@ -1,4 +1,4 @@
<html lang="ja">
<html lang="ja">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>MotionBlurFx Iwa</title>
@ -6,37 +6,37 @@
<body bgcolor="#f5f5f5" text="#220011">
<h1><img src = ".\img\fx_iwa_motionblur.png" width = 30 height = 30 > MotionBlurFx Iwa</h1>
<h4>概要</h4>
モーションブラーを生成するためのエフェクトです。<br>
「現在のフレームの前後の、シャッターを開放している時間」を指定すると、<br>
その間のオブジェクトの軌跡に合わせてブラーをかけます。<br>
iwa_BokehFxと同様、RGB値を露光値に変換してからブラーをかけますので、<br>
ハイライトの部分はぼかしても明るさを損なうことがありません。
<h4>Overview</h4>
This effect is used in order to produce a motion blur.<br>
If you specify a "before & after for the current frame, for the time you have the shutter open",<br>
It is blurred in accordance with the trajectory of the intervening object.<br>
iwa_BokehFx will convert the blur from the RGB value to the exposure value,<br>
parts of the highlight will not impair the even blurred brightness.
<h4>入力ポート</h4>
<h4>Input Port</h4>
<UL>
<LI><b>Source</b> : 入力画像を接続します。</LI>
<LI><b>Source</b> : Connect to the input image.</LI>
</UL>
<h4>パラメータ</h4>
<h4>Parameters</h4>
<img src = ".\img\motionblur.png">
<UL>
<LI><b>Reference Object, Index</b> : 動きを追うオブジェクトを指定します。<br>
"Own Motion"に指定している場合は、入力画像のカラムの動きを追跡します。</LI>
<LI><b>Shutter Start</b> : 現フレームのどれくらい前からシャッターを開放するかを指定します。<br>
単位はフレームです。値が大きいほど、大きくブラーがかかります。</LI>
<LI><b>Start Value</b> : シャッター開放時のブラーフィルタの強度を指定します。</LI>
<LI><b>Start Curve</b> : シャッター開放時から現フレームまでのブラーのかかりかたを指定します。<br>
デフォルト値は1で、ブラーフィルタはリニアに変化します。</LI><br>
<LI><b>Shutter End</b> : 現フレームのどれくらい後にシャッターを閉じるかを指定します。<br>
単位はフレームです。値が大きいほど、大きくブラーがかかります。</LI>
<LI><b>End Value</b> : シャッター閉鎖時のブラーフィルタの強度を指定します。</LI>
<LI><b>End Curve</b> : 現フレームからシャッター閉鎖時までのブラーのかかりかたを指定します。<br>
デフォルト値は1で、ブラーフィルタはリニアに変化します。</LI><br>
<LI><b>Trace Resolution</b> : シャッターの開いている間の、オブジェクトの軌跡をを追跡する細かさを指定します。<br>
この値が1だと、曲線で移動しているオブジェクトでも、軌跡は直線になります。</LI>
<LI><b>Hardness</b> : フィルムのガンマ値。RGB値と露光量の変換に用います。この値が大きいほど、ハイライトが強調されます。</LI>
<LI><b>Zanzo Mode</b> : ONのとき、滑らかなブラーの代わりに、"Trace Resolution"の細かさで追跡した位置に、<br>
飛び飛びに残像を描画します。</LI>
<LI><b>Reference Object, Index</b> : Specify the object to follow the movement.<br>
If you specify "Own Motion", it can track the movement of the column of the input image.</LI>
<LI><b>Shutter Start</b> : Specify the amount of time to open the shutter from before the current frame.<br>
The unit is in frames. The higher the value, the bigger the blur will become.</LI>
<LI><b>Start Value</b> : Specify the strength of the blur filter at the time of shutter release.</LI>
<LI><b>Start Curve</b> : Specify how it will apply the blur from the shutter release until the current frame.<br>
The default value is 1, blur filter changes to linear.</LI><br>
<LI><b>Shutter End</b> : Specify the amount of time to close the shutter from after the current frame.<br>
The unit is in frames. The higher the value, the bigger the blur will become.</LI>
<LI><b>End Value</b> : Specify the strength of the blur filter at the time of the shutter closure.</LI>
<LI><b>End Curve</b> : Specify how it will apply the blur from the current frame until the shutter closure.<br>
The default value is 1, blur filter changes to linear.</LI><br>
<LI><b>Trace Resolution</b> : While opening the shutter, to specify the granularity to track the trajectory of the object.<br>
If this value is 1, & an object is moving on a curved path, the trajectory will become a straight line.</LI>
<LI><b>Hardness</b> : Gamma value of the film. It is used to convert the RGB value & the amount of exposure. The higher the value, the higher it will be highlighted.</LI>
<LI><b>Zanzo Mode</b> : When ON, instead of a smooth blur, the position will be followed by the granularity of "Trace Resolution",<br>
drawing a residual image at intervals.</LI>
</UL>
</body>

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@ -1,4 +1,4 @@
<html lang="ja">
<html lang="ja">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>PN PerspectiveFx Iwa</title>
@ -6,35 +6,43 @@
<body bgcolor="#f5f5f5" text="#220011">
<h1><img src = ".\img\fx_iwa_pn_perspective.png" width = 30 height = 30 > PN PerspectiveFx Iwa</h1>
<h4>概要</h4>
水平面上に奥行きのあるPerlinイズパターンを生成するためのエフェクトです。<br>
通常のイズパターンだけではなく、inoWarpHVFxのオフセット参照画像として出力するモードや、<br>
ノイズパターンを水面の波の高さとしたとき、カメラから見た水面のフレネル反射強度を出力するモードを
選択することができます。
<h4>Overview</h4>
This effect is for generating a Perlin noise pattern with depth on a horizontal plane.<br>
Not only is there the usual noise pattern, there is also a mode in which the output is used as an offset reference image for inoWarpHVFx,<br>
when the noise pattern is used for the height of a water surface with waves, you can select a mode to output the Fresnel reflection intensity<br>
of the water surface as seen from the camera.
<h4>パラメータ</h4>
<h4>Parameters</h4>
<UL>
<LI><b>Mode</b> : 描画モード指定します。選べるモードは以下の4つです。</LI>
<LI><b>Mode</b> : Specify drawing mode. There is a choice of the 4 following modes.</LI>
<UL>
<LI><I>Noise</I>Perlinイズパターンを描画します。1ピクセルを100分割したサンプル点毎にイズ値を計算します。</LI>
<LI><I>Noise (no resampled)</I>Perlinイズパターンを描画します。サブピクセル処理を行わないので高速に結果が得られますが、水平線近くのイズパターンが不規則になります。</LI>
<LI><I>Warp HV offset</I>:ノイズパターンを水面の高低としたとき、水面で反射した光が水平/垂直方向にどれくらいずれるかを、それぞれ赤チャンネル/緑チャンネルで表したものを描画します。Warp HV Fx Inoの"Hori","Vert"ポートに接続することで、水面の映りこみのゆがみをそれなりに再現することができます。後述の"Wave Height"パラメータによって、パターンの濃淡の度合いを調整できます。<br>
※Warp HV Fx Inoのポートは、"Hori","Vert"とも赤チャンネルを参照するので、"Vert"ポート側では、Channel Selector Fx等で、チャンネルの変換が必要です。</LI>
<LI><I>Fresnel reflectivity</I>:ノイズパターンを水面の高低としたとき、カメラから見た水面のフレネル反射強度を濃淡にして出力します。カメラ枠下辺での反射強度を明るさ0として正規化して表示されます。後述の"Wave Height"パラメータによって、パターンの濃淡の度合いを調整できます。</LI>
<LI><I>Noise</I> : Draw a Perlin noise pattern. To calculate the noise value for each sample point which is 1 pixel divided by 100.</LI>
<LI><I>Noise (no resampled)</I> : Draw a Perlin noise pattern. Because it does not perform the sub-pixel processing it achieves high-speed results, but it is irregular near the noise pattern horizontal line.</LI>
<LI><I>Warp HV offset</I> : When the noise pattern of the water surface goes high & low, the light reflected by the surface of the water is shifted a lot in the horizontal/vertical direction,<br>
it is used to draw what was expressed in the Red Channel/Green Channel, respectively.<br>
Warp HV Fx Ino "Hori", is used by connecting to the "Vert" port, you can reproduce the distortion of the reflection of the surface of the water in its own way.<br>
By using the "Wave Height" parameters, you can adjust the shading degree of the pattern.<br>
※ Warp HV Fx Ino "Hori" port, requires a conversion of the channel. Because it refers to the Red Channel of "Vert", in the "Vert" port side, & in the Channel Selector Fx, etc.</LI>
<LI><I>Fresnel reflectivity</I> : When the noise pattern of the water surface goes high & low, it outputs to the Fresnel reflection intensity of water surface as seen from the camera in the shade.<br>
The reflection intensity of the camera frame from the lower side when brightness is 0 will appear normalized.<br>
By using the "Wave Height" parameters, you can adjust the shading degree of the pattern.</LI>
</UL>
<LI><b>Size</b> : 1代目のランダムパターンのサイズを指定します。</LI>
<LI><b>Evolution</b> : 1代目のランダムパターンの展開を指定します。</LI>
<LI><b>Octaves</b> : ランダムパターンを何代 合成するかを指定します。</LI>
<LI><b>Offset</b> : 1代目のランダムパターンのオフセット位置を指定します。カメラ右方向がX軸に正、カメラ奥方向がY軸に正です。</LI>
<LI><b>p_Intensity</b> : 現在の世代と、次の世代とのパターンの強度比を指定します。</LI>
<LI><b>p_Size</b> : 現在の世代と、次の世代とのパターンのサイズ比を指定します。</LI>
<LI><b>p_Evolution</b> : 現在の世代と、次の世代とのパターンの展開周期の比を指定します。</LI>
<LI><b>p_Offset</b> : 現在の世代と、次の世代とのパターンのオフセット比を指定します。</LI>
<LI><b>Fov</b> : カメラの縦方向の画角をdegreeで指定します。画角が大きいと、遠近が強調され広角、画角が小さいと、遠近が圧縮されたようになります望遠</LI>
<LI><b>Eye Level</b> : カメラの消失点(水平線)の位置を指定します。</LI>
<LI><b>Alpha Rendering</b> : ノイズの強度値を、アルファチャンネルにも格納するかどうかを指定します。</LI>
<LI><b>Wave Height</b> : ノイズパターンを水面の高低としたとき、ノイズの最大位置と最小位置との波の高さの差を指定します。"Warp HV offset" モードと "Fresnel reflectivity"モードでのみ有効です。</LI>
<LI><b>Size</b> : Specify the size of a 1 second generation of the random noise pattern.</LI>
<LI><b>Evolution</b> : Specify the deployment of 1 second generation of the random noise pattern.</LI>
<LI><b>Octaves</b> : Specify how many generations will be synthesized in the random noise pattern.</LI>
<LI><b>Offset</b> : Specify the offset position of the random noise pattern of 1 generation.<br>
The camera is rightward positive on the X-axis, the camera depth direction is positive in the Y-axis.</LI>
<LI><b>p_Intensity</b> : On the current generation, specify the intensity ratio of the noise pattern for the next generation.</LI>
<LI><b>p_Size</b> : On the current generation, specify the size ratio of the noise pattern for the next generation.</LI>
<LI><b>p_Evolution</b> : On the current generation, specify the ratio of the deployment cycle of the noise pattern for the next generation.</LI>
<LI><b>p_Offset</b> : On the current generation, specify the offset ratio of the noise pattern for the next generation.</LI>
<LI><b>Fov</b> : The vertical angle of the camera view is specified in degrees.<br>
When the angle of view is large, perspective is emphasized (Wide Angle), when the angle of view is small, the perspective will be compressed (Telephoto).</LI>
<LI><b>Eye Level</b> : Specify the position of the vanishing point for the camera (Horizontal Line).</LI>
<LI><b>Alpha Rendering</b> : Specify whether the intensity value of the noise, will also be stored inside the alpha channel.</LI>
<LI><b>Wave Height</b> : When the noise pattern of the water surface goes high & low, specify the difference between the maximum height position of the wave & the minimum position of the noise.<br>
It is only valid for "Warp HV offset" mode & "Fresnel reflectivity" mode.</LI>
</UL>
</body>

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@ -1,4 +1,4 @@
<html lang="ja">
<html lang="ja">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>Perspective Distort Fx Iwa</title>
@ -6,26 +6,26 @@
<body bgcolor="#f5f5f5" text="#220011">
<h1><img src = ".\img\fx_iwa_perspective_distort.png" width = 30 height = 30 > Perspective Distort Fx Iwa</h1>
<h4>概要</h4>
Follow時の地面の動き手前が速く、奥が遅く動く運動視差を生成するためのエフェクトです。<br>
絵を左右に引き伸ばして台形に変形しますので、上下には歪みません。<br>
つまり、奥行きによる垂直方向の収縮はあらかじめ入力画像に盛り込まれている必要があります。<br>
また、並行移動する背景にこのエフェクトを適用する場合、背景の移動はSubXsheetの中にたたむ必要があります。<br><br>
<h4>Overview</h4>
This effect is for generating the movement of the ground at the time of Follow (Front Moves Fast, Back Moves Slow = Motion Parallax).<br>
Since the deformed trapezoid is stretching the picture to the left & right, there is no vertical distortion.<br>
In other words, the contraction in the vertical direction by the depth must be incorporated in the pre-input image.<br>
Also, if you want to apply this effect to the background to parallel move, the movement of the background must be folded into the SubXsheet.<br><br>
<img src = ".\img\perspective_distort.png">
<h4>入力ポート</h4>
<h4>Input Port</h4>
<UL>
<LI><b>Source</b> : 入力画像を接続します。</LI>
<LI><b>Source</b> : Connect the input image.</LI>
</UL>
<h4>パラメータ</h4>
<h4>Parameters</h4>
<UL>
<LI><b>Vanishing Point</b> : 変形時の中心となる点です。透視投影の場合は、消失点にあたります。</LI>
<LI><b>Anchor Point</b> : 変形の基準となる垂直位置を決める点です。この点より上のピクセルは描画されません(透明になります)。
また、この点を通る水平線上の絵は、サイズが変わりません。</LI>
<LI><b>Precision</b> : 変形は拡大によってのみ行うので、解像度が落ちてしまいます。解像度の劣化を最大限緩和するために、
あらかじめこの値の倍率だけ細かい解像度で入力画像を計算して変形します。「背景の取り込み解像度」を
「出力解像度」で割った値よりPrecisionを高くしても意味はありません。</LI>
<LI><b>Vanishing Point</b> : The center point at the time of deformation. Used by perspective projection which is based around the vanishing point.</LI>
<LI><b>Anchor Point</b> : The point that determines the criteria of the vertical position of the deformation. Pixels above this point will not be drawn (Becomes Transparent).<br>
In addition, a picture with a horizontal line passing through this point, does not change in size.</LI>
<LI><b>Precision</b> : Since the deformation is carried out only by expansion, the resolution will fall. In order to maximize the resolution of deterioration,<br>
deform by calculating the input image in advance by a factor of this value with a finer resolution.<br>
There is no sense to increase the Precision more than the value obtained by dividing the "Capture Resolution of Background" by the "Output Resolution".</LI>
</UL>
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<html lang="ja">
<html lang="ja">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>SpectrumFx Iwa</title>
@ -6,42 +6,42 @@
<body bgcolor="#f5f5f5" text="#220011">
<h1><img src = ".\img\fx_iwa_spectrum.png" width = 30 height = 30 > SpectrumFx Iwa</h1>
<h4>概要</h4>
入力画像の輝度に応じて、薄膜干渉による虹色パターンを出力するエフェクトです。<br>
本当はグレアの虹色は薄膜干渉ではないのですが、グレアの素材としてもそれらしい結果を得ることができます。
<h4>Overview</h4>
Depending on the brightness of the input image, it has the effect of outputing a rainbow color pattern like a thin film interference.<br>
Real iridescent glare is not a thin film interference, but you can get likely results for the glare of the material.
<h4>入力ポート</h4>
<h4>Input port</h4>
<UL>
<LI><b>Source</b> : 入力画像を接続します。入力画像の輝度が、薄膜の厚さに対応します。<br>
輝度が明るいほど膜厚は薄く、輝度0.0が後述の"Thickness Min"に、輝度1.0が"Thickness Max"にそれぞれ対応します。</LI>
<LI><b>Light</b> : ライト画像を接続します。<br>
ライト画像が接続されている場合、出力結果に以下の違いがあります。</LI>
<LI><b>Source</b> : Connect the input image. The brightness of the input image, corresponds to the thickness of the thin film.<br>
Thin film thickness is how bright the brightness will be, brightness 0.0 is the "Thickness Min" which will be described later, brightness 1.0 will correspond to the "Thickness Max".</LI>
<LI><b>Light</b> : Connect the light image.<br>
If the light image is connected, there is less of a difference in the output.</LI>
<UL>
<LI>出力結果のアルファチャンネルは、ライト画像のアルファチャンネルで置き換えられます。</LI>
<LI>後述の"Light Threshold"パラメータが有効になり、ライト画像と虹色の画像をスクリーン合成して出力することができます。</LI>
<LI>Alpha channel of output results, will be replaced in the alpha channel of the light image.</LI>
<LI>If the "Light Threshold" parameters described below are enabled, you can output the image of the light image & the rainbow colors for screen synthesis.</LI>
</UL>
</UL>
<h4>パラメータ</h4>
<h4>Parameters</h4>
<UL>
<LI><b>Intensity</b> : 光の強度です。高いほど虹色画像が明るくなります。</LI>
<LI><b>Refractive Index</b> : 媒質の屈折率です。高いほど虹色画像が明るくなります。</LI>
<LI><b>Thick(ness) Max</b> : 薄膜の厚みの最大値です。入力画像の輝度0の部分の膜厚に相当します。</LI>
<LI><b>Thick(ness) Min</b> : 薄膜の厚みの最小値です。入力画像の輝度1の部分の膜厚に相当します。</LI><br>
※ Thicknessは負の値を取ることもできます。その場合、膜厚が負の部分はすべて0として計算されます。<br>
※ ThicknessのMin,Maxは、値の大小を逆転することもできます。その場合、虹色のパターンが反転します。
<LI><b>R/G/B Gamma</b> : 虹色パターンの、RGB各チャンネルのガンマ補正値です。</LI><br>
<LI><b>Lens Factor</b> : 入力画像の輝度から虹色パターンを出力するときに追加できるガンマ補正値です。<br>
これにより、例えば、同心円状のパターンなら、虹色の周期に凸/凹レンズを通したような歪みをつけることができます。</LI>
<LI><b>Light Threshold</b> : ライト画像が接続されているとき、虹色画像にライト画像をスクリーン合成することができます。<br>
Light Thresholdは、スクリーン合成をするのに必要なライト画像のアルファチャンネルの最小値です。<br>
各ピクセルについて、以下のような処理が行われます。</LI>
<LI><b>Intensity</b> : The intensity of the light. Rainbow-color image will be brighter when it is set higher.</LI>
<LI><b>Refractive Index</b> : The medium refractive index. Rainbow-color image will be brighter when it is set higher.</LI>
<LI><b>Thick(ness) Max</b> : The maximum value of the thin film thickness. This corresponds to the film thickness of the brightness 0 portion of the input image.</LI>
<LI><b>Thick(ness) Min</b> : The minimum value of the thin film thickness. This corresponds to the film thickness of the brightness 1 portion of the input image.</LI><br>
※ Thickness can also take a negative value. In that case, the film thickness is calculated as if the negative part is 0.<br>
※ Thickness of Min, Max, can also reverse the magnitude of the value. In that case, the rainbow colors of the pattern is reversed.
<LI><b>R/G/B Gamma</b> : Used as a gamma correction value for each of the RGB channels, of the rainbow color pattern.</LI><br>
<LI><b>Lens Factor</b> : The gamma correction value that can be added to when outputting a rainbow color pattern from the input image brightness.<br>
As a result, for example, for the concentric pattern, you can put a strain, such as through a convex/concave lens for the period of the rainbow.</LI>
<LI><b>Light Threshold</b> : When the light image is connected, you can combine the screens of the light image & the rainbow color image.<br>
Light Threshold is the minimum value of the alpha channel of the light image required for the screen synthesis.<br>
For each pixel, it will be performed with the following processing.</LI>
<UL>
<LI>ライト画像のアルファチャンネルがLight Threshold以下のとき スクリーン合成は行われません。</LI>
<LI>ライト画像のアルファチャンネルが1のとき ライト画像が100でスクリーン合成されます。</LI>
<LI>ライト画像のアルファチャンネルがLight Thresholdより大きく、未満のとき スクリーン合成の割合は線形補間されます。</LI>
<LI>When the alpha channel of the light image is following the Light Threshold Screen synthesis does not take place.</LI>
<LI>When the alpha channel of the light image is 1 Light image screen is synthesized at 100%.</LI>
<LI>When the alpha channel of the light image is larger than the Light Threshold, & less than 1 The proportion of the screen synthesis is linear interpolation.</LI>
</UL>
Light Thresholdの値が小さいほど、ライト画像とのスクリーンの割合は大きくなるので、出力画像は明るくなります。負の値をとることもできます。
The higher the value of the Light Threshold the brighter the output image will become, a smaller screen ratio makes the writen image become larger. You can also make it a negative value.
</UL>
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<html lang="ja">
<html lang="ja">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>TileFx Iwa</title>
@ -6,38 +6,38 @@
<body bgcolor="#f5f5f5" text="#220011">
<h1><img src = ".\img\fx_iwa_tile.png" width = 30 height = 30 > TileFx Iwa</h1>
<h4>概要</h4>
入力画像をタイル状に並べるエフェクトです。<br>
Toonz既存の「TileFx」の機能を以下の点で強化したものです。
<h4>Overview</h4>
This has the effect of arranging the input image into tiles.<br>
In Toonz an existing function called "TileFx" was reinforced with the following points.
<UL>
<LI>繰り返す範囲を、素材のバウンディングボックスに加え、カメラボックスにも指定できるようになりました。</LI>
<LI>繰り返しの有無と枚数を、上下左右別々に指定できるようになりました。</LI>
<LI>余白の幅を、水平方向、垂直方向別々に指定できるようになりました。</LI>
<LI>The range to be repeated, in addition to the bounding box of the material, you can now also specify the camera box.</LI>
<LI>In the flag indicator for the number of repeats, you can now specify up, down, left & right separately.</LI>
<LI>The width of the margin, can now be set in the horizontal direction, with the vertical direction separately specified.</LI>
</UL>
<h4>入力ポート</h4>
<h4>Input port</h4>
<UL>
<LI><b>Source</b> : 入力画像を接続します。</LI>
<LI><b>Source</b> : Connect the input image.</LI>
</UL>
<h4>パラメータ</h4>
<h4>Parameters</h4>
<UL>
<LI><b>Input Size</b> : 繰り返す範囲を指定します。<br>
"Bounding Box"&nbsp&nbsp入力画像のバウンディングボックス内の領域を繰り返します。<br>
"Camera Box"&nbsp&nbsp&nbspカメラボックス内の領域を繰り返します。つまり、繰り返された画像はカメラ外に配置されます。
<LI><b>Input Size</b> : Specify the range to be repeated.<br>
"Bounding Box"&nbsp&nbspRepeats the area within the bounding box of the input image.<br>
"Camera Box"&nbsp&nbsp&nbspRepeats the area within the camera box. In other words, the repeated images will be placed outside the camera.
</LI><br>
<LI><b>Left Quantity</b> : 左側に繰り返す回数を指定します。<br>
"No Tile"&nbsp&nbsp繰り返しません。<br>
"1 Tile"&nbsp&nbsp&nbsp1枚だけ繰り返します。<br>
"Mutiple Tiles"&nbsp必要な範囲内で無限に繰り返します。
<LI><b>Left Quantity</b> : Specify the number of times that tiles will repeat on the left side.<br>
"No Tile"&nbsp&nbspIt will not repeat the tiles.<br>
"1 Tile"&nbsp&nbsp&nbspOnly 1 tile will be repeated.<br>
"Mutiple Tiles"&nbspInfinitely repeats the tiles within the required range.
</LI>
<LI><b>Right Quantity</b> : 右側に繰り返す回数を指定します。Left Quantityを参照</LI>
<LI><b>Mirror Horizontally</b> : ONのとき、水平方向に並ぶタイルが、1枚おきに左右反転されるようになります。</LI>
<LI><b>Horizontal Margin</b> : タイルの水平方向のマージンです(単位 Unit。負の値を持つことができます。</LI>
<LI><b>Top Quantity</b> : 上側に繰り返す回数を指定します。Left Quantityを参照</LI>
<LI><b>Bottom Quantity</b> : 下側に繰り返す回数を指定します。Left Quantityを参照</LI>
<LI><b>Mirror Vertically</b> : ONのとき、垂直方向に並ぶタイルが、1枚おきに上下反転されるようになります。</LI>
<LI><b>Vertical Margin</b> : タイルの垂直方向のマージンです(単位 Unit。負の値を持つことができます。</LI>
<LI><b>Right Quantity</b> : Specify the number of times that tiles will repeat on the right side. (See Left Quantity)</LI>
<LI><b>Mirror Horizontally</b> : When ON, the tiles arranged in the horizontal direction, will be reversed right to left to each other.</LI>
<LI><b>Horizontal Margin</b> : The horizontal margin (Unit) of the tile direction. It can have a negative value.</LI>
<LI><b>Top Quantity</b> : Specify the number of times that tiles will repeat on the upper side. (See Left Quantity)</LI>
<LI><b>Bottom Quantity</b> : Specify the number of times that tiles will repeat on the lower side. (See Left Quantity)</LI>
<LI><b>Mirror Vertically</b> : When ON, the tiles arranged in the vertical direction, will be upside down to each other.</LI>
<LI><b>Vertical Margin</b> : The vertical margin (Unit) of the tile direction. You can have a negative value.</LI>
</UL>
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@ -346,7 +346,7 @@ rt
3296;width:77pt'>
<tr height=23 style='height:17.25pt'>
<td colspan=5 height=23 class=xl7829647 width=910 style='height:17.25pt;
width:683pt'>ParticlesFxのパラメータ一覧</td>
width:683pt'>ParticlesFx List of Parameters</td>
</tr>
<tr height=18 style='height:13.5pt'>
<td height=18 class=xl7429647 width=89 style='height:13.5pt;border-top:none;
@ -368,7 +368,7 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>(Generator
Image)</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>入力画像の不透明度がThreshold以上のエリアに、均等にパーティクルを生成する。該当フレームに入力画像のセルが無い、又は全面不透明度がThreshold未満の場合は入力画像が無いのと同じ結果になる。</td>
width:356pt'>Opacity of the input image is more than the area Threshold, equally to generate the particles. There is no cell of the input image in the appropriate frame, or entire opacity if there is less than Threshold in the same result, as there is no input image.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>○</td>
</tr>
@ -377,7 +377,7 @@ rt
<td class=xl7029647 width=83 style='border-left:none;width:62pt'> </td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Threshold</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>上記生成に用いられるしきい値0-255</td>
width:356pt'>Threshold to be used in the above product (0-255)</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'> </td>
</tr>
@ -387,9 +387,9 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Multiple
Generators in Control Image</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>透明部分で囲まれた不透明部分(以下「発生源」)が複数ある場合に影響する。<br>
ONのとき 発生するパーティクルの量が各発生源ごとに均等になる。すなわち、狭い発生源ほどパーティクルの発生密度が濃くなる。<br>
OFFのとき発生するパーティクルの密度は全ての不透明部分について均等になる。すなわち、狭い発生源ほどパーティクルの量は減る。</td>
width:356pt'>Surrounded by a transparent part & opaque part (hereinafter referred to as the "source") it will affect the case when there is more than one.<br>
When ON: Amount of generated particles is equalized for each source. The generation density of the particles becomes darker with narrower sources.<br>
When OFF: Density of generated particles is uniform for all of the opaque portion. There is a reduced amount of particles with smaller sources.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -399,8 +399,7 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Use Control
Image Gradation</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>入力画像の不透明度に比例してパーティクルの発生密度を変える。このオプションは上のMultiple Generators in
Control Imageと同時には使用できない。</td>
width:356pt'>The proportion of the opacity of the input image changes the generation density of the particles. This option of the can not be used at the same time as the above Multiple Generators in Control Image.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -409,7 +408,7 @@ rt
<td class=xl7029647 width=83 style='border-left:none;width:62pt'> </td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Center X</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>入力画像の無い場合の、パーティクル発生エリアの中心位置のX座標。</td>
width:356pt'>In the absence of an input image, X coordinate of the center position of the particle generation area.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -418,7 +417,7 @@ rt
<td class=xl7029647 width=83 style='border-left:none;width:62pt'> </td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Center Y</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>入力画像の無い場合の、パーティクル発生エリアの中心位置のY座標。</td>
width:356pt'>In the absence of an input image, Y coordinate of the center position of the particle generation area.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -427,7 +426,7 @@ rt
<td class=xl7029647 width=83 style='border-left:none;width:62pt'> </td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Width</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>入力画像の無い場合の、パーティクル発生エリア(四角形)の幅。</td>
width:356pt'>In the absence of the input image, the width of the particle generation area (Square).</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -436,7 +435,7 @@ rt
<td class=xl6829647 width=83 style='border-left:none;width:62pt'> </td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Height</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>入力画像の無い場合の、パーティクル発生エリア(四角形)の高さ。</td>
width:356pt'>In the absence of an input image, the height of the particle generation area (Square).</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -447,7 +446,7 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Starting
Frame</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>パーティクルが発生を始めるフレーム時刻。シーンのフレームが基準。負の値も取れる。</td>
width:356pt'>Frame time the particles begin to occur. Frame reference of the scene. Negative values are also taken.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -456,7 +455,7 @@ rt
<td class=xl7029647 width=83 style='border-left:none;width:62pt'> </td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Birth Rate</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>そのフレームで発生するパーティクル数</td>
width:356pt'>The number of particles that will occur in the frame</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -466,7 +465,7 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Animation
Step</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>ParticleのアニメーションをStep値おきにする。※このStep値を2以上にすると、Particle→Animationで指定した絵の変化のStepは設定した値の二乗になる。</td>
width:356pt'>Particle animation Step value. * When this Step value is two or more, Step of the change in the picture that you specified in the Particle <20>¨ Animation is the square of the set value.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -475,7 +474,7 @@ rt
<td class=xl6829647 width=83 style='border-left:none;width:62pt'> </td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Random Seed</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>このFxので用いられるランダムパラメータのシード値</td>
width:356pt'>Seed value of the random parameters used in this Fx</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -486,13 +485,11 @@ rt
<td class=xl6629647 width=161 style='border-top:none;border-left:none;
width:121pt'>Animation</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>Hold Frame:
SourceカラムLevelではないの各セルからランダムに決定する開始フレームのまま固定。<br>
Random Frame: フレームがランダムで変化する。上記AnimationStep値の二乗の周期。<br>
Column: Sourceカラムに入っているセルの順に変化する。最初のフレームからスタート。<br>
Column - Random Start: Sourceカラムに入っているセルの順に変化する。ランダムなフレームからスタート。<br>
Column Swing - Random Start:
Sourceカラムに入っているセルの順に変化し、最後までいったら逆再生する。ランダムなフレームからスタート。</td>
width:356pt'>Hold Frame: Fixed remains from each cell in the Source column (not the Level) start frame to be determined randomly.<br>
Random Frame: Frame changes at random. Uses the period of the square from the above-mentioned AnimationStep value.<br>
Column: Changes the order of the cells that are contained in the Source column. Start from the beginning of the frame.<br>
Column - Random Start: Changes the order of the cells that are contained in the Source column. Start from a random frame.<br>
Column Swing - Random Start: Changes the order of the cells that are contained in the Source column, reverses playback when saying to the end. Start from a random frame.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -515,7 +512,7 @@ rt
width:62pt'>Speed</td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Speed</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>パーティクルの初速度</td>
width:356pt'>Initial velocity of the particle</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>○</td>
</tr>
@ -525,7 +522,7 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Linked to
Scale</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>パーティクルのスピードの大小をサイズの大小とリンクさせる。奥行きがあるように見えるように、大きいほど早くなる。あまり厳密に比例関係にはないようだ。</td>
width:356pt'>The size of the particles speed to be linked to the scale. It will looks like there is depth, the faster the greater. It seems to be a not too strictly proportional relationship.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -534,7 +531,7 @@ rt
<td class=xl7029647 width=83 style='border-left:none;width:62pt'> </td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Speed Angle</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>パーティクルの初速の向き。が下方向、90が右方向</td>
width:356pt'>The orientation of the particles initial velocity. 0 downward direction, 90 the right direction</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>○</td>
</tr>
@ -544,7 +541,7 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Use
Gradient Angle</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>ONのとき、Speed AngleのControlImageの勾配ベクトルに初速を合わせる。</td>
width:356pt'>When ON, adjusts the initial velocity to the gradient vector of the ControlImage Speed Angle.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'> </td>
</tr>
@ -554,7 +551,8 @@ rt
width:62pt'>Size,Mass&amp; Orientation</td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Size</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>サイズの最大最小の範囲を指定する。ControlImageが有る場合は、その輝度が高いところほど大きくなる。ControlImageが無い場合はランダム。</td>
width:356pt'>To specify the maximum/minimum range of size. If there is a ControlImage, makes larger the place where the brightness is high. Only when ControlImage is not random.
</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>○</td>
</tr>
@ -564,8 +562,7 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Perspective
Distribution</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>ONのとき、かつ、SizeのControlImageが存在する場合、粒子の密度をサイズに反比例させて配置する。海面の波のように、奥行きのある粒子の配置に用いる。このオプションがONのとき、Use
Control Image Gradationオプションは無視される。</td>
width:356pt'>When turned ON, & if the Size ControlImage is present, it is arranged to be inversely proportional to the density of the particles in size. As a sea waves level, it is used for the placement of depth particles. When this option is ON, Use Control Image Gradation option is ignored.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'> </td>
</tr>
@ -575,8 +572,8 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Use Control
Image for the Whole Lifetime</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>ONのとき、各フレーム毎にそのパーティクルの位置のControlImageの輝度に合わせてサイズを変化させる。<br>
OFFのとき、パーティクル発生時のみControlImageを見る。以降は消えるまで同じサイズ。</td>
width:356pt'>When ON, changes the size to fit the brightness of ControlImage position of the particles for each frame.<br>
When OFF, the ControlImage view is only at the time of the generation of particles. Same size until it later disappears.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -585,7 +582,7 @@ rt
<td class=xl7229647 width=83 style='width:62pt'> </td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Mass</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>各パーティクルの質量の最大/最小の範囲を指定する。 質量は下のGravityで与えられるスピードに関わる係数になる。</td>
width:356pt'>To specify the maximum/minimum range of the mass for each particle. Mass is the coefficient related to the speed given by the Gravity below.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -594,7 +591,7 @@ rt
<td class=xl7329647 width=83 style='width:62pt'> </td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Orientation</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>パーティクルの初期の向きの角度の最大最小の範囲を指定する。で回転なし、90で右に90度回転。<span
width:356pt'>To specify the maximum/minimum range of the initial orientation angle of the particles. No rotation at 0, right is a 90-degree rotation at 90.<span
style='mso-spacerun:yes'>&nbsp;</span></td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>○</td>
@ -605,7 +602,7 @@ rt
width:62pt'>Trail</td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Trail</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>軌跡を表示させる。Trailで指定したフレーム数かけてフェードアウトする。</td>
width:356pt'>To display the trajectory. Multiplied by the number of frames specified by the Trail to fade out.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -614,7 +611,7 @@ rt
<td class=xl7329647 width=83 style='width:62pt'> </td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Step</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>軌跡をStep値おきに表示する。すなわち、軌跡の画像はTrail/(Frame)枚表示されることになる。</td>
width:356pt'>To view the trajectory of the Step value every frame. That is, the image of the trajectory will be displayed Like (Trail)/(Frame).</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -623,7 +620,7 @@ rt
<td class=xl7129647 width=83 style='border-top:none;width:62pt'>Lifetime</td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Lifetime</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>パーティクルの寿命(フレーム数)の最大/最小の範囲を指定する。寿命はパーティクルが現れ始めてから完全に消えるまでのフレーム長。</td>
width:356pt'>To specify the maximum/minimum range of the particles life (the number of frames). Frame length up to the life will make particles disappear completely from the time that they began to appear.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>○</td>
</tr>
@ -633,7 +630,7 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Use Column
Duration for Lifetime</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>ONのとき、パーティクルの寿命がSourceColumnの長さになる。</td>
width:356pt'>When ON, the lifetime of the particles is the length of the SourceColumn.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -644,7 +641,7 @@ rt
<td class=xl6629647 width=161 style='border-top:none;border-left:none;
width:121pt'>Top Layer</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>パーティクルの重ね順の優先順位を指定する。</td>
width:356pt'>To specify the stacking order of the priority of the particles.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -667,7 +664,7 @@ rt
width:62pt'>Gravity</td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Gravity</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>パーティクルに与える重力加速度の値を指定する。負の値で逆方向になる。ControlImageを入力した場合は下のGravityAngleの値は用いられず、入力画像の輝度の勾配Gradientが重力となる。明るい方に引き寄せられる。</td>
width:356pt'>To specify the Gravity value (= Acceleration) to be applied to the particles. Made into the opposite direction using a negative value. if you enter a ControlImage the value of GravityAngle below will not be used, the slope of the input image brightness (Gradient) becomes the force of gravity. They are attracted to the bright pixels.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>○</td>
</tr>
@ -677,7 +674,7 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Gravity
Angle</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>重力の方向を指定する。で下向き。90で左向きに落ちていく。</td>
width:356pt'>To specify the direction of Gravity. Downwards at 0. It goes down to the left at 90.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -688,7 +685,7 @@ rt
<td class=xl6629647 width=161 style='border-top:none;border-left:none;
width:121pt'>Friction</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>パーティクルの運動を止めるような摩擦の力の値を指定する。入力画像の輝度が最大値の部分で最大の摩擦力となる。入力画像が無ければ無視される。</td>
width:356pt'>To specify the value of the friction of the force, such as to stop the movement of the particles. The brightness of the input image is the maximum frictional force at the portion of the maximum value. The input image is ignored if not used.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>○</td>
</tr>
@ -699,8 +696,8 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Wind
Intensity</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>パーティクルを一様に動かす風の速さを指定する。加速度ではなく、速度に足される。要は初速度(Birth
Param→Speedと同じ意味と思われる。</td>
width:356pt'>Move the particles uniformly to specify the speed of the wind. Rather than the acceleration, it is added together to speed. The point seems to be the same meaning as the initial rate (Birth
Param<EFBFBD>¨Speed)</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -709,7 +706,7 @@ rt
<td class=xl6829647 width=83 style='border-left:none;width:62pt'> </td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Wind Angle</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>風の向きを指定する。0で真上、90で右方向。</td>
width:356pt'>To specify the direction of the wind. Upwards direction at 0, the right direction at 90.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -719,7 +716,7 @@ rt
width:62pt'>Scattering</td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Horizontal</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>パーティクルのランダムな動きのパラメータを指定する。パーティクルにランダムに動きを与える水平方向のスピード値の範囲を指定する。</td>
width:356pt'>To specify the parameters of the random motion of particles. To specify the range of the horizontal direction of the speed value that gives movement to random particle.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>○</td>
</tr>
@ -728,7 +725,7 @@ rt
<td class=xl7029647 width=83 style='border-left:none;width:62pt'> </td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Vertical</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>パーティクルにランダムに動きを与える垂直方向のスピード値の範囲を指定する。</td>
width:356pt'>To specify a range for the vertical direction of the speed values that gives movement to random particles.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>○</td>
</tr>
@ -737,9 +734,8 @@ rt
<td class=xl7029647 width=83 style='border-left:none;width:62pt'> </td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Swing Mode</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>Random
各フレーム毎にHorizontal/Vertical値を変える。ただし、下のSwing値で指定されたフレーム数の間は、Horizontal/Vertical値の正負の符号は変わらない。<br>
Smooth 下のSwing値で指定されたフレーム数の間、Horizontal/Vertical値は不変。</td>
width:356pt'>Random: Changes the Horizontal/Vertical values for each frame. However, while the number of frames that have been specified in the Swing value below, the sign of Horizontal/Vertical value does not change.<br>
Smooth: Smooth between the number of frames that have been specified in the underneath Swing value, Horizontal/Vertical value is unchanged.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -748,7 +744,7 @@ rt
<td class=xl6829647 width=83 style='border-left:none;width:62pt'> </td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Swing</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>SwingModeがSmoothのとき、Horizontal/Vertical値を再設定するフレーム間隔の最小/最大値を指定する。</td>
width:356pt'>When SwingMode is Smooth, specifies the minimum/maximum value of the frame interval to re-set the Horizontal/Vertical value.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -772,7 +768,7 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Rotation
Speed</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>各パーティクルの回転スピードを指定する。1フレームあたりの回転角単位degree</td>
width:356pt'>To specify the rotation speed of each particle. Rotation angle per frame (in degrees)</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -781,7 +777,7 @@ rt
<td class=xl7029647 width=83 style='border-left:none;width:62pt'> </td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Extra Speed</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>各パーティクルにランダムで追加される角度の範囲を指定する。</td>
width:356pt'>Specify the angular range to be added at random for the respective particles.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -790,8 +786,8 @@ rt
<td class=xl7029647 width=83 style='border-left:none;width:62pt'> </td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Swing Mode</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>Random: 各フレーム毎にExtraSpeedを計算しなおす。<br>
Smooth: 下のRotationSwingで指定されたフレーム数の間、同じExtraSpeed値で回転する。</td>
width:356pt'>Random: Re-calculate the ExtraSpeed for each frame.<br>
Smooth: Smooth during the number of frames specified by the RotationSwing below, rotate at the same ExtraSpeed value.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -801,7 +797,7 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Rotation
Swing</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>SwingModeがSmoothのとき、ExtraSpeed値を再設定するフレーム間隔の最小/最大値を指定する。</td>
width:356pt'>When SwingMode is Smooth, specifies the minimum/maximum value of the frame interval to re-set the ExtraSpeed value.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -811,8 +807,7 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Follow
Particles Movement</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>ONのとき、パーティクルの回転角を進行方向に沿わせる。右水平方向に進む時、回転角は
この回転は上記のRotationと重ねがけできる。</td>
width:356pt'>When turned ON, it goes along the rotation angle of the particles in the traveling direction. When going to the right horizontal direction, the rotation angle is 0. This rotation can use the above Rotation & be overlaid.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -822,10 +817,9 @@ rt
width:62pt'>Opacity</td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Opacity</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>パーティクルの不透明度の最小/最大値。最小値から最大値までフェードインして、最小値までフェードアウトするようになる。<br>
ControlImageを入力すると、入力画像の輝度値に応じてそのフレーム時点でのパーティクルの不透明度が決まる。真っ黒のときに最小値の不透明度になる。不透明度は毎フレーム更新される。<br>
ControlImageによるOpacityは、下のフェードイン/アウトと重ねがけすることができる。</td>
width:356pt'>Min/Max value of the opacity of the particles. Fades in from a minimum value to a maximum value, & fades out to the minimum value.<br>
When you enter the ControlImage, opacity of particles in the frame time is determined in accordance with the luminance value of the input image. Black becomes the opacity of the minimum value at this time. The opacity is updated every frame.<br>
Opacity by ControlImage may fade in/out & be superimposed to the image below it.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>○</td>
</tr>
@ -835,7 +829,7 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Fade-in
Frames</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>フェードインにかかるフレーム数</td>
width:356pt'>Number of frames according to the Fade-in</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -845,7 +839,7 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>fade-out
Frames</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>フェードアウトにかかるフレーム数</td>
width:356pt'>Number of frames according to the Fade-out</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -855,7 +849,7 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Trail
Opacity</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>BirthParam→TrailでTrailを指定したとき、その軌跡のパーティクルの不透明度の最小/最大値を決める。</td>
width:356pt'>When you specify a Trail in BirthParam<61>¨Trail, determines the minimum/maximum value of the opacity of the particles of the trajectory.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -866,7 +860,7 @@ rt
<td class=xl6629647 width=161 style='border-top:none;border-left:none;
width:121pt'>Size Intensity</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>各フレーム毎にランダムで変化するサイズの増減値(%)の最小/最大値を指定する。</td>
width:356pt'>To specify the minimum/maximum value of the increase or decrease of the size (%) that changes at random for each frame.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>○</td>
</tr>
@ -889,9 +883,9 @@ rt
width:62pt'>Birth Color</td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Birth Color</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>パーティクル発生時の色を決定する。<br>
それぞれのパーティクルが生成されるときに、スペクトルで指定された色の範囲からランダムに選ばれる。<br>
ControlImageを指定した場合には、入力画像のPremultiplyされたRGB値がパーティクルの色に使用される</td>
width:356pt'>To determine the color at the time of particle generation.<br>
When each particle is produced, it is selected at random from the range of the specified color in the spectrum.<br>
If you specify a ControlImage, the input image (which is Premultiply) RGB values are used for the color of the particles</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>○</td>
</tr>
@ -901,7 +895,7 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Birth
Spread</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'> </td>
width:356pt'>Birth Spread of the particles.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -911,7 +905,7 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Birth
Intensity</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>Birth Colorの影響度(%)</td>
width:356pt'>Birth Color Intensity (%)</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -921,7 +915,7 @@ rt
<td class=xl6629647 width=161 style='border-top:none;border-left:none;
width:121pt'>Pick Control Image's Color for Every Frame</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>毎フレーム、現在のパーティクルの位置にあるControlImageのピクセルを参照し、パーティクルの色を変える</td>
width:356pt'>Every frame, referring to the ControlImage pixels in the current position of the particles, changes the color of the particles</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -932,9 +926,9 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Fade-in
Color</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>パーティクルがフェードインしていく色を決定する。<br>
スペクトルで指定された色の範囲からランダムに選ばれる。<br>
ControlImageを指定した場合には、入力画像のPremultiplyされたRGB値がパーティクルの色に使用される</td>
width:356pt'>Determines the Particles color to continue to Fade-in.<br>
Selected randomly from the range of the specified color in the spectrum.<br>
If you specify a ControlImage, the input image (which is Premultiply) RGB values are used for the color of the particles</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>○</td>
</tr>
@ -944,7 +938,7 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Fade-in
Spread</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'> </td>
width:356pt'>Fade-in Spread of the particles.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -953,7 +947,7 @@ rt
<td class=xl7029647 width=83 style='border-left:none;width:62pt'> </td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Frame Range</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>パーティクルの発生から数えてFade-in Colorに至るまでのフレーム数</td>
width:356pt'>The number of frames up to Fade-in Color, counting from the particle generation</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -963,7 +957,7 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Fade-in
Intensity</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>Fade-in Colorの影響度(%)</td>
width:356pt'>Fade-in Color degree of influence (%)</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -974,9 +968,9 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Fade-out
Color</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>パーティクルがフェードアウトしていく色を決定する。<br>
スペクトルで指定された色の範囲からランダムに選ばれる。<br>
ControlImageを指定した場合には、入力画像のPremultiplyされたRGB値がパーティクルの色に使用される</td>
width:356pt'>Determines the Particles color to continue to Fade-out.<br>
Selected randomly from the range of the specified color in the spectrum.<br>
If you specify a ControlImage, the input image (which is Premultiply) RGB values are used for the color of the particles</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>○</td>
</tr>
@ -986,7 +980,7 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Fade-out
Spread</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'> </td>
width:356pt'>Fade-out Spread of the particles.</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -995,7 +989,7 @@ rt
<td class=xl7029647 width=83 style='border-left:none;width:62pt'> </td>
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Frame Range</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>パーティクルの消滅から逆に数えてFade-out Colorへ変化し始めるフレーム数</td>
width:356pt'>From the disappearance of particle counting in reverse the number of frames that begins to change the Fade-out Color</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>
@ -1005,7 +999,7 @@ rt
<td class=xl6729647 width=161 style='border-top:none;width:121pt'>Fade-out
Intensity</td>
<td class=xl6629647 width=474 style='border-top:none;border-left:none;
width:356pt'>Fade-out Colorの影響度(%)</td>
width:356pt'>Fade-out Color degree of influence (%)</td>
<td class=xl7729647 width=103 style='border-top:none;border-left:none;
width:77pt'>―</td>
</tr>

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