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local y_=qr*y+qz*x-qx*z
local z_=qr*z+qx*y-qy*x
local r_=-qx*x-qy*y-qz*z
return {}
end
}
local V = {}
end,
mul = function(v, scale)
return {}
end,
add = function(lhs, rhs)
return {}
end,
dot = function(lhs, rhs)
local x1=lhs[1]
local y1=lhs[2]
local z1=lhs[3] or 0
local x2=rhs[1]
local y2=rhs[2]
local z2=rhs[3] or 0
return x1*x2 + y1*y2 + z1*z2
end,
cross = function(lhs, rhs)
local x1=lhs[1]
local y1=lhs[2]
local z1=lhs[3] or 0
local x2=rhs[1]
local y2=rhs[2]
local z2=rhs[3] or 0
return {}
end
}
local M = {}
end,
rotate = function(pos, mat)
local x=pos[1]
local y=pos[2]
local z=pos[3] or 0
return {}
end
}
local rx = obj.rx
local ry = obj.ry
local rz = obj.rz
--現在の軸を求める
local mat = M.mt(rx, ry, rz)
local ax = M.rotate({}, mat)
local ay = M.rotate({}, mat)
local az = M.rotate({}, mat)
local rz = obj.track0
local ry = obj.track1
local rx = obj.track2
local q = Q.qt(az, rz)
ay = Q.rotate(ay, q)
ax = Q.rotate(ax, q)
q = Q.qt(ay, ry)
ax = Q.rotate(ax, q)
az = Q.rotate(az, q)
q = Q.qt(ax, rx)
ay = Q.rotate(ay, q)
az = Q.rotate(az, q)
if(az[2] == 0)then
rx = 0
else
rx = -math.deg(math.atan2(az[2], az[3]))
end
if(rx ~= 0)then
q = Q.qt({}, -rx)
ay = Q.rotate(ay, q)
az = Q.rotate(az, q)
end
if(az[1] == 0)then
ry = 0
else
ry = math.deg(math.atan2(az[1], az[3]))
end
if(ry ~= 0)then
q = Q.qt({}, -ry)
ay = Q.rotate(ay, q)
end
if(ay[1] == 0)then
rz = 0
else
rz = -math.deg(math.atan2(ay[1], ay[2]))
end
obj.rz = rz
obj.ry = ry
obj.rx = rx
--角丸クリッピング
@角丸四角形クリッピング
--track0:角サイズ,0,100,50,0.01
--track1:拡大,0,1000,100,0.01
--track2:X,-5000,5000,0
--track3:Y,-5000,5000,0
--dialog:精度,prec=90;プレビュー低精度/chk,output_only=0;ぼかし強さ,blur=2;X倍率,zoom_x=100;Y倍率,zoom_y=100;
--[[
プレビュー低精度がチェックONの場合、動画出力時のみ、高精度で角を削る
]]
local function kezuri(maru, cx, cy, zoom, zoom_x, zoom_y, blur, prec, output_only)
local cos, sin, rad = math.cos, math.sin, math.rad
local effect = obj.effect
local maru, cx, cy, blur, inner_or_outer, prec, zoom, zoom_x, zoom_y = maru or 0, cx or 0, cy or 0, blur or 1, inner_or_outer or 0, prec or 90, zoom or 1, zoom_x or 1, zoom_y or 1
local w, h = obj.getpixel()
w, h = w * zoom * zoom_x * 0.5, h * zoom * zoom_y * 0.5
maru = math.min(w, h) * maru
--外形
effect("斜めクリッピング", "角度", -90, "中心X", cx + w, "中心Y", cy , "ぼかし", blur)
effect("斜めクリッピング", "角度", 0, "中心X", cx , "中心Y", cy + h, "ぼかし", blur)
effect("斜めクリッピング", "角度", 90, "中心X", cx - w, "中心Y", cy , "ぼかし", blur)
effect("斜めクリッピング", "角度", 180, "中心X", cx , "中心Y", cy - h, "ぼかし", blur)
if(maru == 0)then return end
--角丸
local l = 2 * math.pi * maru * 0.25 --角丸の円弧の長さ
local n = math.min(math.floor(prec), math.floor(l)) --刻み回数上限
if(output_only == 1 and not obj.getinfo("saving"))then
n = math.min(math.floor(5), n)
end
local angle_arc_n = 90 / n
for i = 1, math.ceil(n * 0.5) do
local angle = (i - 0.5) * angle_arc_n
local sin_ = maru * sin(rad(angle))
local cos_ = maru * cos(rad(angle))
effect("斜めクリッピング", "角度", -90 + angle, "中心X", cx + (w - maru + cos_), "中心Y", cy + (h - maru + sin_), "ぼかし", blur)
effect("斜めクリッピング", "角度", 0 - angle, "中心X", cx + (w - maru + sin_), "中心Y", cy + (h - maru + cos_), "ぼかし", blur)
effect("斜めクリッピング", "角度", 0 + angle, "中心X", cx - (w - maru + sin_), "中心Y", cy + (h - maru + cos_), "ぼかし", blur)
effect("斜めクリッピング", "角度", 90 - angle, "中心X", cx - (w - maru + cos_), "中心Y", cy + (h - maru + sin_), "ぼかし", blur)
effect("斜めクリッピング", "角度", 90 + angle, "中心X", cx - (w - maru + cos_), "中心Y", cy - (h - maru + sin_), "ぼかし", blur)
effect("斜めクリッピング", "角度", 180 - angle, "中心X", cx - (w - maru + sin_), "中心Y", cy - (h - maru + cos_), "ぼかし", blur)
effect("斜めクリッピング", "角度", 180 + angle, "中心X", cx + (w - maru + sin_), "中心Y", cy - (h - maru + cos_), "ぼかし", blur)
effect("斜めクリッピング", "角度", 270 - angle, "中心X", cx + (w - maru + cos_), "中心Y", cy - (h - maru + sin_), "ぼかし", blur)
end
end
local maru = obj.track0 * 0.01
local zoom = obj.track1 * 0.01
local cx = obj.track2
local cy = obj.track3
kezuri(maru, cx, cy, zoom, zoom_x * 0.01, zoom_y * 0.01, blur, prec, output_only)
@角丸正多角形クリッピング
--track0:頂点数,3,10,4
--track1:角サイズ,0,100,50,0.01
--track2:拡大,0,1000,100,0.01
--track3:回転,-3600,3600,0,0
--dialog:中心,center={};精度,prec=90;プレビュー低精度/chk,output_only=0;ぼかし強さ,blur=2;
--[[
プレビュー低精度がチェックONの場合、動画出力時のみ、高精度で角を削る
]]
local function kezuri(vc, r, inner_or_outer, maru, cx, cy, rotation, blur, prec, output_only)
local cos, sin, rad = math.cos, math.sin, math.rad
local effect = obj.effect
local vc, r, maru, cx, cy, blur, inner_or_outer, rotation, prec = math.max(3, math.floor(vc)), r, maru or 0, cx or 0, cy or 0, blur or 1, inner_or_outer or 0, rotation or 0, prec or 90
local angle0 = 180 * (vc - 2) / vc --頂点の角度
local angle0_half = angle0 * 0.5 + rotation
local angle_arc = 180 - angle0 --角丸の角度
local angle_arc_half = angle_arc * 0.5
local angle_diff = (360 / vc)
local inner_r, outer_r
if(inner_or_outer == 0)then
inner_r = r
outer_r = inner_r / cos(math.rad(angle_diff * 0.5))
else
outer_r = r
inner_r = outer_r * cos(math.rad(angle_diff * 0.5))
end
if(inner_r == 0)then
obj.alpha = 0
return
end
maru = math.min(inner_r * maru, inner_r)
--外形
for i = 1, vc do
local angle1 = angle0_half + angle_diff * (i - 1) --着目している頂点の角度
local angle2 = angle0_half + angle_diff * (i - 2) --着目している頂点の角度
local angle3 = (angle1 + angle2) * 0.5
effect("斜めクリッピング", "角度", angle3 - 90, "中心X", cx + inner_r * cos(rad(angle3)), "中心Y", cy + inner_r * sin(rad(angle3)), "ぼかし", blur)
end
if(maru == 0)then return end
--角丸
local l = 2 * math.pi * maru * ((180 - angle_arc) / 360) --角丸の円弧の長さ
local n = math.min(math.floor(prec), math.floor(l)) --刻み回数上限
if(output_only == 1 and not obj.getinfo("saving"))then
n = math.min(math.floor(5), n)
end
local angle_arc_n = angle_arc / n
for i = 1, vc do
local angle1 = angle0_half + angle_diff * (i - 1) --着目している頂点の角度
local cx2 = cx + outer_r * (1 - maru / inner_r) * cos(rad(angle1))
local cy2 = cy + outer_r * (1 - maru / inner_r) * sin(rad(angle1))
for j = 1, n do
local angle2 = angle1 - angle_arc_half + (j - 0.5) * angle_arc_n
effect("斜めクリッピング", "角度", angle2 - 90, "中心X", cx2 + maru * cos(rad(angle2)), "中心Y", cy2 + maru * sin(rad(angle2)), "ぼかし", blur)
end
end
end
obj.setanchor("center", 1, "line")
local vc = math.floor(obj.track0)
local maru = obj.track1 * 0.01
local zoom = obj.track2 * 0.01
local rotation = obj.track3
local w, h = obj.getpixel()
local outer_r = math.min(w, h) * 0.5
kezuri(vc, outer_r * zoom, 1, maru, center[1], center[2], rotation, blur, prec, output_only)
--落ちて弾む
@登場_落ちて弾む
--track0:時間[ms],-5000,5000,2000
--track1:間隔[ms],-5000,5000,300
--track2:高さ,-1000,1000,300
--track3:回数,1,20,2,1
--dialog:乱数シード,seed=2525;ランダム順/chk,shuffle=0;フェード/chk,fade=0;ゆらゆら/chk,smooth=0;時間を揃える/chk,adjust=0;回転,rz=360;減衰率補正,att=0.5;フェード率補正,ft=0.5;基準角度,angle0=-90;
--[[
減衰率補正・フェード補正:
0.0 ~ 1.5 くらいの範囲で適当にいじってください
ゆらゆら:
マイナス側で切り返さずにゆらゆらするかどうかを選択します
時間を揃える:
効果終了時間が揃います
回転:
じゃまなら 0 にしてください
基準角度:
0 にすると横に動きます
]]
local sin, cos, rad, abs, floor, ceil, pow, max, min, sqrt = math.sin, math.cos, math.rad, math.abs, math.floor, math.ceil, math.pow, math.max, math.min, math.sqrt
local entry = (obj.track0 >= 0)
local tm = abs(obj.track0 * 0.001)
local asc = (obj.track1 >= 0)
local diff = abs(obj.track1 * 0.001)
local index, num = obj.index, obj.num
--tm = tm - diff * (num - 1)
local seq = {}
for i = 1, num do
seq[i] = i - 1
end
if(not asc)then
for i = 1, floor(#seq / 2) do
local j = #seq - (i - 1)
seq[i], seq[j] = seq[j], seq[i]
end
end
if(shuffle == 1)then
for i = 1, #seq do
local j = obj.rand(1, #seq, -seed, i)
seq[i], seq[j] = seq[j], seq[i]
end
end
if(adjust == 1)then
tm = tm + diff * ((num - 1) - seq[index + 1])
end
local t = (obj.time - diff * seq[index + 1]) / tm
if(not entry)then
t = 1 - (obj.time - (obj.totaltime - tm - diff * seq[index + 1])) / tm
end
t = max(0, min(1, t))
if(t < 1)then
local uniq = obj.rand(0, 10000, seed, index) * 0.0001
local distance = obj.track2 * (1 + 0.3 * uniq)
local rz = rz * (1 - 0.3 * uniq)
if(uniq > 0.5)then
rz = -rz
end
local times = math.max(1, floor(obj.track3)) * 2
local angle = times * 90
local n = floor((angle * t / 90 + 1) / 2)
local att = pow(att, n)
local dir = 1
if(smooth == 1 and n % 2 == 1)then
dir = -1
end
distance = distance * att * abs(cos(rad(angle * (1 - t)))) * (1 - t) * dir
obj.ox = obj.ox + distance * cos(rad(angle0))
obj.oy = obj.oy + distance * sin(rad(angle0))
local k = min(1, t * (1 + t))
obj.rz = obj.rz + rz * (1 - k) * att
if(fade == 1)then
obj.alpha = obj.alpha * min(1, angle * t / 90 * ft)
end
end
--泡
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