I♡PM ▶ Dragon Boat 2022

According to the lunar calendar, the 5th of May is the Dragon Boat Festival. The day celebrates the dragon casting out plagues, by blaring gongs and beating drums together. The noisiest competition is the dragon boat race, with teams of people rowing long flat-bottomed boats, vying to send the Devil of Plague away as quickly as possible.

The result depends on team effort. A dedicated team with a common goal can achieve amazing results.

Last time we have a graphic novel "Logicomix", the marvelous work of a team. Did you find out how such an exquisite book is produced?

A graphic novel tells a story by pictures, frame by frame. As the story flows, the characters are alive in the frames. Indeed, if you can insert more frames in between, the graphic novel becomes a cartoon animation!

農曆五月初五為端午節,一個祭龍驅瘟的節日,鑼鼓齊鳴。最熱鬧的比賽,是龍舟競渡。各隊伍划著長長的平底船,爭奪最快送走瘟神。

比賽結果,取決於團隊的努力。有共同目標、有敬業精神,團隊可以取得驚人成果。

上次介紹一本漫畫小說《Logicomix》,是團隊的奇妙作品。有沒有發掘,如此精美的圖書,是如何製作?

漫畫小說透過圖片、逐格逐格講述故事。隨著故事的發展,人物在畫面中,表現栩栩如生。的確,如果在格與格之間,插入更多圖幀,漫畫小說就變成卡通動畫!

Animation 動畫製作

A flipbook showing the Cheshire Cat from Alice's Adventures in Wonderland. Click to enlarge (click again to close)
一本翻頁書,展示《愛麗絲夢遊仙境》中的笑臉貓。 點擊放大(再擊關閉)
Have you played with a flipbook? You can make a cat sitting on a branch (shown on the right) vanish with a smile! Flipbooks are the earliest form of animation【A1】. Flashing before our eyes lots of pictures, each with slight variations, gives the illusion of continuous motion. Replacing the pictures by photos will make an animated movie. Usually, the camera takes photos from drawings, as in cartoon animation. Sometimes, the camera shoots at static miniature models, as in stop-motion animation【A2】. When the camera is virtual, and the digital photos are generated by a computer, the result is computer animation. This episode goes from graphic novels to graphic movies: animations. Would you like to know: * the first full-length color animation? * the first full-length computer animation? * the math and physics behind animation? * the creation of fantasies in animation? Welcome to the world of animation!
有冇玩過翻頁書?臥在樹枝上的花貓(右圖示),會帶笑消失! 翻頁書是最早期的動畫形式【A1】。每幅漸變的畫面,大批在眼前閃過,產生活動錯覺。 以照片代替圖片,便製成動畫電影。一般,攝影機從圖畫中拍攝照片,如卡通動畫。有時,攝影機會拍攝靜態微縮模型,如定格動畫【A2】。若攝影機是虛擬,並由電腦製成數碼照片,就是電腦動畫。 這一集,從漫畫小說出發,步入漫畫電影:動畫。可想知道: * 第一齣長篇全彩色動畫? * 第一齣長篇全電腦動畫? * 動畫背後的數學和物理? * 在動畫中如何創造奇幻? 歡迎光臨動畫世界!
Surely you love animation, but are you curious about the work behind the scenes? Perhaps not interested in computer graphics? Please go and enjoy a wonderful 2019 animated movie【M1】. The story is an epic journey of life, in contrast to the epic journey of math last time. This movie has a theme song, with both English and Chinese versions. 動畫,你一定喜歡,但對幕後工作不感好奇?或對電腦繪圖不感興趣?請去享受一齣精彩的2019年動畫電影【M1】。故事是史詩式的人生旅程,與上次傳奇式的數學之旅,形成鮮明對比。電影的主題曲,有中、英文版本。

Bonus 獎勵

Ah, you choose to stay on! Let me entice you with this: at the heart of animation is calculus! Calculus consists of two parts: * Differentiation, with symbol $\partial$, is to cut a thing into tiny bits, * Integration, with symbol $\int$, is to paste back all the tiny bits. If integration exactly undoes differentiation, we have the original thing.
If integration changes the differentiation bits, we have the **transformed** thing. Any animated movie starts with a story, broken down into frames: \[ \text{frames} = \partial\ \text{story} \] The frames are combined into a film roll, or a computer file: \[ \text{movie} = \int\text{frames} \] Putting together, we have: \[ \text{movie} = \int\partial\ \text{story} \] That's how a story is transformed into an animated movie!
咦,你選擇留下來!容我吸引閣下:動畫的核心,竟是微積分! 微積分由兩部份組成: * 微分,符號 $\partial$,就是把東西切成細微小塊, * 積分,符號 $\int$,就是拼合所有的細微小塊。 如果積分確實還原微分,得回原來的東西。
如果積分改變微分小塊,就有**轉化**的東西。 任何動畫電影,均從一個故事開始,分解成幀: \[ \text{幀格} = \partial\ \text{故事} \] 組合一幀一幀,成為影片膠卷或電腦檔案︰ \[ \text{電影} = \int\text{幀格} \] 綜合上述,有: \[ \text{電影} = \int\partial\ \text{故事} \] 故事如何變成動畫電影?正是這方式!

Walt Disney Walt Disney(和路‧迪士尼)

Walt Disney introduces the Seven Dwarfs in the 1937 Snow White trailer. Walt Disney acting out in front of storyboard. Click to enlarge (click again to close)
1937年,Walt Disney 在《白雪公主》預告片中,介紹七個小矮人。 Walt Disney 在故事壁佈板前表演。 點擊放大(再擊關閉)
Walt Disney had a love for drawings. As a kid he would copy cartoons from newspapers. Later he posted his cartoons in school magazines. With a borrowed movie camera he learned the techniques of animation. As an animation artist, he was famous for his invention of the Mickey Mouse, a little fellow that is smart, often outwits the big fellow. In 1916, when Disney was a teenage boy, he watched the silent movie "Snow White and the Seven Dwarfs" in his hometown. The film made a lasting impression on him. In 1934, Disney gathered his animators in a room, and informed them about his dream: to produce a full-featured color animation based on this fairy tale. He turned on a spotlight, went on stage, and enacted all the scenes, all the characters, of the Snow White story. Disney was a superb storyteller, and the animators were mesmerized【B1】. The studio was captivated by Disney's vision, but they knew this would be a huge challenge. It took months to produce a short cartoon, so it would take years to produce a 90-minute movie. There are 24 frames per second for a movie with smooth viewing. Therefore, the total number of frames is: \[ 90\;\text{minutes}\times{60}\;\text{seconds/minute}\times{24}\;\text{frames/second}\\ = 129,600\;\text{frames} \] Although animators have various tricks to reduce their workload, there are still a lot of frames to be drawn!
Walt Disney 熱愛繪畫。小時候,從報紙上抄繪漫畫。後來,在學校雜誌上發表漫畫。他借來活動攝影機,學習動畫技術。他是一名動畫藝術家,成名作是米奇老鼠︰小傢伙很聰明,經常勝過大傢伙。 1916年,才十多歲的黃毛小子 Disney,在家鄉觀看默片《白雪公主和七個小矮人》,留下深刻印象。 1934年,Disney 召集動畫師聚首一堂,講述自己的夢想︰根據此童話故事,製作長篇彩色動畫。他打亮射燈,走上舞台,扮演白雪公主故事中所有角色、演繹所有情節。Disney 講故事技巧出色,動畫師們嘆為觀止【B1】。 工作室眾人,著迷于 Disney 的願景。但他們清楚,面臨挑戰頗巨。製作一齣卡通短片,需時多月,推算製作 90分鐘長片,需時幾年。要觀看流暢,電影每秒閃 24幀。因此,總幀數為: \[ 90\;\text{分鐘}\times{60}\;\text{秒每分}\times{24}\;\text{幀每秒} = 129,600\;\text{幀} \] 雖然動畫師運用各種技巧,減少工作量,但仍要繪製多不勝數的圖幀!

Problem Solving 解決問題 (show)(顯示)

Innovative Breakthrough 創新突破 (show)(顯示)

Edwin Catmull Edwin Catmull(艾德文·卡特姆)

Edwin Catmull started a dream, and kept it alive unitl the dream came true. A young Edwin Catmull doing computer graphics. Click to enlarge (click again to close)
Edwin Catmull 由一個夢想開始,從不放棄,直到夢想成真。 年輕的 Edwin Catmull 正在做電腦繪圖。 點擊放大(再擊關閉)
When Edwin Catmull was a boy, he found inspiration in Disney animation, and wanted to be an animator【C1】. He had no talent in drawing, but he learned how to draw using a computer. He studied physics and computer science at the University of Utah, and graduated in 1969. At first his PhD work was in designing languages for computer programming. Then he encountered Ivan Sutherland, who had developed the computer drawing program Sketchpad. This turned his interest to digital imaging【C2】. From 1970 onwards, Catmull's main goal and ambition was to make digitally realistic films. He understood the principles involved, but the computer technology at that time was primitive. Being a scientist, he estimated how long it would take to produce a 10-minute animation with his computer. The answer: running the machine non-stop for 30 years! This looked hopeless! However, he knew about "Moore's law". This was not a law in math or physics, but an observation by Gordon Moore, the CEO of Intel. He found that computer power seemed to double every two years. Doubling computing power means halving the computing time. Assuming this trend of hardware improvement, Catmull reasoned that: | to make a 10-minute computer animation ... | requires running a computer non-stop for ... | |--------------------------------------------|----------------------------------------------| | in 1970 (primitive hardware) | about 30 years | | in 1972 (with better hardware) | about 15 or 16 years | | in 1974 (ditto) | about 8 years | | in 1976 (ditto) | about 4 years | | in 1978 (ditto) | about 2 years | | in 1980 (ditto) | about 1 year | It would still be impractical to run a computer non-stop for a whole year, but that would make the project feasible, hopefully to be completed in a few years. With confidence in the Moore's law, Catmull decided to wait a decade before really starting on his vision. Of course, Catmull would not sit idle waiting a decade to pass by. Moore's law was all about computer hardware evolution. In the meantime, he developed the necessary software for computer animation.
Edwin Catmull 小時候,受 Disney 動畫啟發,一心想成為動畫師【C1】。 他沒有繪畫天份,但學會如何用電腦繪圖。後來,在猶他大學攻讀物理和電腦科學,並於1969年畢業。他的博士研究,最初是設計電腦編程語言。然後遇上 Ivan Sutherland,是繪圖程式 Sketchpad 的開發者。他的興趣,漸漸轉向數碼成像【C2】。 從1970年起,Catmull 的主要目標和抱負,是製作逼真的數碼電影。其中原理他是了解,但當時的電腦技術很原始。作為一名科學家,他估計︰用自己的電腦,製作10分鐘的動畫,需時多少。答案:不停開機30年! 似乎很渺茫!但他知道「Moore 定律」。這不是數學或物理定律,而是 Intel 執行總裁 Gordon Moor 的觀察︰電腦的功能,似乎每兩年翻一番。 計算能力翻倍,意味著計算時間減半。電腦硬件的改進,若依照此趨勢增長,Catmull 推算: | 製作10分鐘電腦動畫... | 需要電腦不停運行... | |--------------------|-------------------| | 在1970年(原始硬件) | 約30年 | | 在1972年(改良硬件) | 約15或16年 | | 在1974年(同上) | 約8年 | | 在1976年(同上) | 約4年 | | 在1978年(同上) | 約2年 | | 在1980年(同上) | 約1年 | 要電腦不停運行一整年,仍然不切實際,但項目變得可行,有望在幾年內完成。他對 Moore 定律有信心,決定等待十年,才真正開始實現願景。 當然,Catmull 不會白白呆等十年。Moore 定律,只是電腦硬件的進度。與此同時,他開發電腦動畫所需的軟件。

Computer Animation 電腦動畫

Pipeline for the production of computer animation, vfx = visual effects. Click to enlarge (click again to close)
電腦動畫的製作流程,vfx  = visual effects (視覺效果)。 點擊放大(再擊關閉)
A movie is a sequence of picture frames. Like a flipbook, the more frames flashing each second, the more natural and smooth the characters act. Movie makers have determined from experience that 24 is the minimum number of frames per second (fps). Thus, the standard frame rate for movies is 24 fps. An animation portrays an idealized world, populated with cartoon characters. That world can be simple (only a few houses and trees) or complex (like a whole city or community), even imaginary (like heaven or hell). These worlds exist in the minds of animators. They draw pictures from mental images, according to a story. A **computer animation** combines these two aspects, using computer technology (see process diagram above): * build the virtual world, put in virtual characters, * use a virtual camera to take digital frames, * have scripts to move the virtual camera, and command the virtual characters into action. * render the details of digital frames to produce a digital movie file. If you are interested in animation technology, you can find details on the web 【D1】. There are many videos on computer graphics, and the making of various animated movies. Here, we can only take a look at the basics.
電影,其實是一系列相幀。就如翻頁書,每秒閃過的幀數越多,人物的動作就越自然流暢。電影製作者憑經驗,確定24是每秒的最小幀數 (fps = frames per second)。因此,電影的標準幀率,是 24 fps。 動畫,呈現一個充滿卡通人物的理想世界。那個世界,可以是簡單的(只有幾間小屋和幾棵樹木)、或複雜的(如整個城市或社區),甚至是想像的(像天堂或地獄)。這些世界,存在於動畫師的腦海中。他們根據故事情節,從內心影像繪畫圖片。 **電腦動畫**結合兩者,是電腦技術的應用(流程見上圖): * 構建虛擬世界,放置虛擬角色, * 使用虛擬鏡頭,拍攝數碼相幀, * 用劇本移動虛擬鏡頭,並命令虛擬角色行動。 * 渲染數碼相幀的細節,以製作數碼電影檔案。 如對動畫技術有興趣,在網上可找到詳細資料【D1】。有很多視頻講解電腦繪圖,和各種動畫電影的製作。在這裡,我們只能淺嚐基本的知識。

Make a frame 製作相幀 (show)(顯示)

Move characters 人物起動 (show)(顯示)

Look realistic 呈現逼真 (show)(顯示)

Fantasy Worlds 幻想世界

Ed Catmull visits John Lasseter’s office, filled with toys. Click to enlarge (click again to close)
Ed Catmull 參觀 John Lasseter 的辦公室,擺滿玩具。 點擊放大(再擊關閉)
Fantasy worlds are portrayed by stories. Let us return to the story of computer animation. Ed Catmull studied computer graphics, and his PhD thesis in 1974 was a ground-breaking math treatment of calculating how 3D computer objects will appear on 2D computer screen. He devised and improved several algorithms for the process. One of his coursework projects was a short movie, "A Computer Animated Hand" (1972)【E1】. This enabled him to join the Computer Graphics Lab in 1974, led by a visionary who also had the ambition to make computer movies. George Lucas was making the Star Wars series, starting from 1977. In 1979, he would like to add special effects using computers. He approached the Compouter Graphics Lab, and soon Ed Catmull was leading the Lucasfilm Computer Graphics Group【E2】. For Ed Catmull, almost a decade had passed since 1970, but his dream of a full-length computer animation was still in the air! As fate would have it, in 1979, a young John Lasseter was recruited by Disney, for his short cartoon "Lady and the Lamp" (1979). This was his dream job, as he had been studying arts and character animations, and longed to be a Disney animator. He would like to improve the production of animations by using computers to draw the background for cartoons, but his ideas were knocked down. He kept pushing, resulting in being fired in 1983. That November, Ed Catmull met the frustrated John Lasseter in a graphics conference. Since Catmull lacked the artistic skills of an animator, and Lasseter was keen to learn computer technologies, they soon became friends. In 1984, John Lasseter joined Lucasfilm, teaching the group about film making. Meanwhile, Ed Catmull assembled the hardware and developed the software for the production of computer animation.
幻想世界,由故事譜成。讓我們重拾電腦動畫的故事。 Ed Catmull 攻讀電腦繪圖。1974年,他完成博士論文,對如何把3D電腦對象呈現在2D電腦屏幕上,進行突破性的數學探討。他為該項過程,設計並改良幾種算法。 其中一個課程作品,是短片《電腦動畫之手》(1972年)【E1】。這引致他在1974年加入電腦圖形實驗室。該實驗室的領導人,也有製作電腦電影的理想。 從1977年開始,George Lucas 製作《星球大戰》系列。1979年,他希望引入電腦特效, 接洽電腦圖形實驗室。很快,Ed Catmull 就領導 Lucasfilm 電腦圖形組【E2】。 對 Ed Catmull 來說,自 1970年起,將近十年已逝,但他的長篇電腦動畫夢,仍是空想! 冥冥中命運安排,1979年,年輕的 John Lasseter 因創作卡通短片《女士與燈》(1979年),獲 Disney 募用。這是他夢寐以求的職業,因他一直學習藝術和角色動畫,並渴望成為一名 Disney 動畫師。他想以電腦繪製卡通背景,來改進動畫製作,但他的想法,不被接納。他不斷硬銷,導致在1983年遭解僱。 同年11月,Ed Catmull 在一次圖像交流會議中,遇上沮喪的 John Lasseter。 由於 Catmull 缺乏動畫師的藝術技巧,而 Lasseter 熱衷於學習電腦技術,兩人很快成為知己。 1984年,John Lasseter 加入 Lucasfilm,教授團隊電影製作知識。Ed Catmull 則開始組裝硬件,並開發製作電腦動畫的軟件。

Pixar Pixar(皮克斯,港譯︰彼思) (show)(顯示)

DreamWorks Dreamwork(夢工廠,港譯︰夢工場) (show)(顯示)

Disney Animation Disney Animation(迪士尼動畫) (show)(顯示)

Abominable (2019) 雪人奇緣 (2019)

Abominable 2019, from DreamWorks Animation, by Pearl Studio. Click to enlarge (click again to close)
2019年 DreamWorks 動畫《雪人奇緣》,由東方夢工廠(Pearl Studio)出品。 點擊放大(再擊關閉)
Download下載【M1】
This thrilling animation is a co-production by Pearl Studio【F1】 and DreamWorks. The main character of the story is a Chinese teenage girl, helping a yeti to return home. The movie depicts an epic 3,000 mile journey from the bustling streets of Shanghai to the breathtaking Himalayan snowscapes. Imagine the technical challenges in building digital models for the following scenes: * the Shanghai night view from rooftop, * the Shanghai shore fabulous night show, * street-level view of cities and towns, * the picturesque landscapes of China, * and the precipitous Himalayas. This travelogue of China follows famous postcard landmarks, including the Yellow Mountain in southern Anhui, the Lake of Thousand Islands, a man-made freshwater Qiandao Lake in Zhejiang, the Gobi Desert, and the Leshan Giant Buddha in Sichuan. They look so realistic and colorful, but remember that they are all computed — that's math! There are special effects, too, also computed: * the characters launching a flight hanging on a giant dandelion, * the yeti transforms a field of canola flowers into a floral tidal wave, * the yeti and the teenagers riding the clouds that look like flying Koi fish, * and the magical power of the violin with strings made from yeti's hair. No wonder one of the animators said, "One scene took us six to seven months to properly create despite only being a two and a half minute scene in the finished film." The voice for the teenage girl, Yi, is Chloe Bennet. Her real name is Chloe Wang(汪可盈), as her father is Chinese. The voice of Jin, the handsome friend of Yi, is Tenzing Norgay Trainor. He is the grandson of Tenzing Norgay who, with Sir Edmund Hillary, was the first man to reach the summit of Mount Everest. The voice for the magical yeti, Everest, is Joe Izzo. Everest does not talk, but he grunts and hums. Finding Everest's particular sound wasn't easy. As Joe explained, "When we started, we realised Everest is so big. He's got a huge chest cavity, a huge mouth and he needed to sound a bit bigger." He added, "as big and loud and deep as I could sound, we needed a little help." They found that help inside a vase on one of the editor's desks. A lot of the grunting and yeti screams were all created with Joe screaming into a vase — that's physics! Everest’s look was designed to be unpredictable, covering him in a thick white coat of fluffy fur. Much of the effect came from DreamWorks’ proprietary renderer MoonRay, which helped give Everest’s fur a touchable quality 【F2】.
這齣驚心動魄的動畫,由東方夢工廠(Pearl Studio)【F1】和 DreamWorks (夢工廠)聯合製作。故事主角是一名中國少女,協助雪人返回老家。電影描繪一段長3,000英里的史詩般旅程,從上海繁華街頭,到喜馬拉雅山,雪景令人讚嘆。 想像一下,建造以下場景的數碼模型,面臨的技術挑戰︰ * 從天台觀望上海夜景, * 上海堤岸的精彩晚燈, * 城市小鎮的沿途街景, * 中國各地的風景如畫, * 兼峻峭的喜馬拉雅山。 這本漫遊中華見聞錄,飽覽如明信片的著各地標,包括︰安徽省南部黃山,杭州市新安江水庫,又名千島湖,更有戈壁沙漠,及四川樂山大佛。 一切驟看起來,是如此逼真和絢麗,還請記得,一切都是計算出來的 — 正是數學! 也有特殊效果,亦是計算出來︰ * 角色人物乘蒲公英,一起空中飛翔, * 雪人將一片油菜花,變成花海浪潮, * 雪人與少年乘雲飛舞,雲似錦鯉魚, * 雪人頭髮製成琴弦,釋放神奇力量。 難怪一位動畫師說︰「一個場景,我們花半年多整理好,但在完成的電影中,只佔兩分半鐘。」 為劇中少女「阿怡」(Yi)配音的,是 Chloe Bennet。她原名 Chloe Wang(汪可盈),父親是中國人。 為「阿怡」的清秀朋友「阿俊」(Jin)配音的,是 Tenzing Norgay Trainor。他是 Tenzing Norgay 的孫,Tenzing Norgay 與 Edmund Hillary 爵士,是最先登上珠穆朗瑪峰的人。 為魔法雪人「大毛」(Everest)配音的,是 Joe Izzo。「大毛」不會說話,但會咕噥地哼著。尋找「大毛」的特殊聲音,並不容易。正如 Joe 的解釋︰「開始時,我們意識到大毛︰牠是如此之龐大,有廣闊胸膛,一張巨大嘴巴,需要聽起來更勁一點。」他補充道︰「我竭盡所能,哼出響亮深沉的聲音,但效果不彰。」 他們找到幫手︰擺在編輯辦公桌上的花瓶。許多雪人的咕噥和尖叫,都是 Joe 對著花瓶尖喊的結果 — 正是物理! 「大毛」具厚厚的蓬鬆白毛覆蓋,因設計外觀時要求怪不可測。大部分效果,來自 DreamWorks 的專有渲染器 MoonRay,保證「大毛」的軟毛,具有可觸摸的品質【F2】。

Epilog 後記

Walt Disney was a visionary innovator. His idea of making a full-length full-color animation feature was not taken seriously by the critics during production. They ridiculed it as "Disney's Folly"【G1】. However, he not only created a dream, but also turned the fairy tale worlds into theme parks! Edwin Catmull was a computer scientist. His innovative PhD thesis and his subsequent contributions won him a share, with his former co-worker, of the 2019 Turing Award, "for their fundamental contributions to 3D computer graphics, and the revolutionary impact of these techniques on computer-generated imagery (CGI) in filmmaking and other applications."【G2】 John Lasseter was an animation artist. He summed up the concept of making 3D computer animation succinctly, "Art challenges technology, and technology inspires art."【G3】 I love animated movies, because each one is a beautiful example of transforming a story by calculus: \[ \text{movie} = \int\partial\ \text{story} \] Life is like a drama. There is a saying, "Life is just a dream." We live in this dream everyday, and each day updates our lives: \[ \text{life} = \int\partial\ \text{dream} \] Isn't life beautiful? Please listen to the theme song of Abominable.

Don't wake me up from this high, what a beautiful life!
I♡PM (2 June 2022)

Walt Disney 是有遠見的創新者。他的願望︰製作長篇全彩動畫影片,籌備時評論家並不看好,訕笑為「Disney 的敗筆」【G1】。然面,他不僅創造了夢想,並把童話世界變成主題公園! Edwin Catmull 是電腦科學家。他的創新博士論文、及隨後的貢獻,為他與舊同事分享 2019年度的圖靈獎(Turing Award),「以表彰他們對3D電腦繪圖的基本貢獻,以及這些技術,在電影製作和其他應用中,對電腦生成圖像(computer-generated imagery,CGI)的革命性影響。」【G2】 John Lasseter 是動畫藝術家。他把製作3D電腦動畫的理念,簡潔總結成︰「藝術挑戰科技,科技啟發藝術。」【G3】 我喜歡動畫電影,皆因每一齣都是故事的美麗轉化,通過微分、積分︰ \[ \text{電影} = \int\partial\ \text{故事} \] 人生,似是一場戲。諺語有云:「人生如夢」。我們每天都活在這個美夢,每天更新我們的人生︰ \[ \text{人生} = \int\partial\ \text{夢想} \] 人生,是不是很美妙?請聆聽《雪人奇緣》的主題曲

不願從這美夢中醒來,人生多絢爛!
I♡PM(2022年6月2日)

Notes and Links 說明及連結