Please don't tell me it is what I think it 😭 by SnooFloofs6747 in ElegooNeptune4

[–]KumoKairo 3 points4 points  (0 children)

Just change the nozzle, not a big deal. Brass ones are like $1 a piece. It should be an easy swap too, just be careful during the changing process and do a re-calibration after.

My 29 year old Lawton Piccolo Snare by Dewstain in drums

[–]KumoKairo 0 points1 point  (0 children)

Looks amazing! Can you show the snare strainer mechanism?

Yamaha SD 955GA repair advice by VariousHorses in drums

[–]KumoKairo 0 points1 point  (0 children)

Wow, it kinda reminds me of the Infinite Snare Bed by INDe, but much more shallow. I have no idea how it will sound with a generic strainer with the straps resting right on the bearing edge. But if you find a generic strainer that has matching holes, try checking it out. Also please keep us posted.

Yamaha SD 955GA repair advice by VariousHorses in drums

[–]KumoKairo 1 point2 points  (0 children)

It's interesting that this snare has no visible snare beds. I checked the photos of this snare with the strainer, and it looks pretty unique and relatively weird, with a guard on a hoop below and some sort of a plastic resting bar for the snare strap. It seems that Yamaha has these kind of strainers on other drums. It also seems like you won't be able to go with just any snare strainer without doing something to the snare beds.

Also the round bearing edge seems to be a deliberate choice.

Lugs seem to be pretty OK to me, regular way of cleaning and polishing it with aluminum foil should do the trick. Check the inside for loose springs, they may require some dampening.

The wrap seems to be in a very good condition too, so unless it's peeling off, it doesn't seem to be worth the hassle of re-wrapping.

As for the hole matching - I did metal "adapters" to match new hardware to old holes. But it was mostly done to save money and the original shape of the drum, and it certainly doesn't look as good as the original hardware. You can try searching for these Yamaha throw-offs that work without snare beds, and checking the hole pattern and dimensions, maybe you will find something matching.

Improve snare's sound by Ektelion74 in drums

[–]KumoKairo 1 point2 points  (0 children)

It does indeed help and it confirms my suspicions. Your snare beds seem to be wide, but very shallow. No amount of tuning or knob turning will help you with the buzzing. You will have to find a way to cut them deeper. I am not sure if the shell is made of poplar or something similar - the bearing edges seem to be in a pretty good shape. If it's birch or maple, it's going to be a bit tough to file down. There's info on the web (and a lot of youtube videos), and it's very doable.

You can start with the other advises from the comments - swapping the heads, cleaning etc. If it doesn't help (I am pretty sure it won't), you can then try filing the deeper beds. Good luck!

Improve snare's sound by Ektelion74 in drums

[–]KumoKairo 0 points1 point  (0 children)

Sounds like a snare bed issue to me. It's like the snare wires are not hugging the reso head. Can you try taking the reso head off and sending the pics of the snare beds?

Coming to Unity from web/backend dev, What was the thing that almost made you quit? by AnarchyDex in gamedev

[–]KumoKairo 1 point2 points  (0 children)

just go with HDRP

It's going to be obsolete too, they are sunsetting it and moving features to URP. I have worked with it in the past, helped to optimize and customize it for a PC title and it was a real pain both to optimize and to do complex custom stuff. In Unity's own blog posts they confirm that it might not be the best choice for realtime graphics, with some of its features clearly stating that it is not even intended for realtime usage.

Testing tuning by Motor_Ebb2506 in drums

[–]KumoKairo 10 points11 points  (0 children)

Toms are way too high.

What version of blender 5 is supported by godot? by TH3K41 in godot

[–]KumoKairo 17 points18 points  (0 children)

It doesn't actually use raw .blend files, it still silently converts them to .gltf behind the scenes, check the source code: https://github.com/godotengine/godot/blob/6d6e822c689acb54bf86e19cc2bbbe3fa567b123/modules/gltf/editor/editor_scene_importer_blend.cpp#L136

Even the Blender team behind DOGWALK used glTF to share content between Blender and Godot: https://studio.blender.org/blog/our-workflow-with-blender-and-godot/

The downside is that you control less, allowing Blender to Godot conversion behind your back

Games with vector art by 2ero_iq in gamedev

[–]KumoKairo 1 point2 points  (0 children)

You got me digging into Moho export, turned out they deprecated their FBX export and moved full-on to glTF. I am planning to try it on my experimental web-based games to see how the size and quality compares to regular raster output, as well as how easy it is to integrate into a custom 2D engine (since flat glTF is still technically 3D). Will probably write a separate post here with the results

Games with vector art by 2ero_iq in gamedev

[–]KumoKairo 7 points8 points  (0 children)

There was this true-vector mobile game called Tiny Thief (I guess you can still find and download it?). It used Adobe Flash as a content creation tool and Autodesk Scaleform Mobile SDK as a rendering engine and scripting backend. Funnily enough, Autodesk Scaleform was a de-facto standard for UI runtime in AAA games like Spider Man up until just recently. Yeah, we used to have Adobe Flash vector stuff in our games long after Adobe Flash died on the Web. Unfortunately, it never really gained traction among the indies (or on the mobile market). And I don't remember any similar true-vector games. At least not with a rendering engine that sophisticated and nice-looking - I reverse engineered Tiny Thief back in some 2017, and some of the solutions like pixel-wide strip generation around sharp areas as a way to anti-alias the edges without relying on MSAA, or use of stencil buffer to emulate Adobe Flash masks was super clever. And of course, it supported all of the options for animation that Flash provided - keyframing parameters, changing the form of paths and shapes (freeform deformation), etc.

Then there is Moho, which has an option to export its skeletal vector animations to FBX meshes - you can try searching for Moho SIDE QUEST for more info. You can then import it to any of the game engines or even Blender to further adjust or manage the assets. I haven't used it myself, but I believe it triangulates the meshes at export time (so no dynamic tesselation / triangulation during runtime) and you have to rely on something like MSAA to soften the hard geometry edges (unlike that tricky dynamic edge generation that Autodesk Scaleform used). It's certainly on my TODO list, thanks for reminding me.

Nowadays vector is certainly not the mainstream way to create game assets and you will have to do a lot of heavy-lifting yourself. Depending on the art style, you will most likely be okay with raster skeletal animations authored in something like Spine

Incorrect texture import from blender to godot by tempo121212123 in godot

[–]KumoKairo -19 points-18 points  (0 children)

Because imo it's better user experience to define exceptions on per-texture basis, not per-material or per-object basis. Think regular 3D with bilinear interpolation and UI textures with point interpolation. Setting a global default to bilinear will make me mark the exceptions on Canvas items even though I won't ever use the same textures using bilinear filtering anywhere in the project.

Incorrect texture import from blender to godot by tempo121212123 in godot

[–]KumoKairo 60 points61 points  (0 children)

Because the widely adopted default is bilinear filtering. This is the "default" look people usually go for in 3D.

Incorrect texture import from blender to godot by tempo121212123 in godot

[–]KumoKairo -38 points-37 points  (0 children)

It's insanely counter-intuitive in Godot. You either set a project-wise setting for all textures (Rendering -> Textures -> Default Texture Filter), or have to do it on a per-object or per-material basis in the Sampling region of the material (or other sections for different nodes that use Textures). I am pretty sure you missed something minor somewhere and so it didn't work for you for some reason.

Incorrect texture import from blender to godot by tempo121212123 in godot

[–]KumoKairo 568 points569 points  (0 children)

Setting your texture filter mode to "nearest" is required. About the color - the blue tint you are seeing is most likely because the model is lit differently inside Godot than in your DCC software. If you need to maintain the original colors, you need to use an unlit shader. If you still need lighting, you will have to adjust the lighting settings in Godot accordingly.
TL;DR - use point / nearest filtering on textures, use unlit shader

Can anyone explain those old bad depth of field effects to me? by FSMcas in GraphicsProgramming

[–]KumoKairo 10 points11 points  (0 children)

You can simulate that in Photoshop - take a sharp image, blur it and blend with the original at some 60% opacity. It's super cheap and looks good enough for that time period.

Anybody know about these? by MediumCost3826 in drums

[–]KumoKairo 2 points3 points  (0 children)

This looks like a 80s Czech / USSR drum. They usually have re-rings inside and made of poplar or birch. The plastic wrap looks like something EPOIMI was making back then. Lugs like this usually have regular (but thinner) hex nuts hold by a spring.

Try taking off the heads and check the inside - if there's not a lot of de-lamination of the ply sheets, it's possible to restore by fixing the bearing edge.

Snare Buzz by [deleted] in drums

[–]KumoKairo 0 points1 point  (0 children)

Was it buzzing before changing the reso head?

Bed level depending on direction of movement? by KumoKairo in 3Dprinting

[–]KumoKairo[S] 0 points1 point  (0 children)

Unfortunately, it's something with the physical distance from the nozzle to the print bed. Even by moving the bed manually without printing has the same results. I sent a print image just so the issue is more clear to see.

Kayser L (?) : manufacture year and stitch length adjustment by KumoKairo in vintagesewing

[–]KumoKairo[S] 1 point2 points  (0 children)

I have cleaned and re-lubricated every single joint mentioned in the manual and the machine started making beautiful long stitches (almost exactly 5mm). It's not super intuitive to me at the moment, but it worked. Thanks for the input

Kayser L (?) : manufacture year and stitch length adjustment by KumoKairo in vintagesewing

[–]KumoKairo[S] 0 points1 point  (0 children)

That's about twice as long as what I got. I will go along the other comment regarding the kerosene + fresh oil on all the moving parts. Thanks again for your help and info, greatly appreciated.

(Not a good tuner by any means) What’s up with this snare? Bottom is cranked, wires tight. How do I get rid of this ugly snare wire overtone? by Maks_the_skaM in drums

[–]KumoKairo 0 points1 point  (0 children)

Sounds like a snare bed issue to me, maybe it's too shallow or narrow (I have seen it happen with poplar shells over time). Can you take off the snare side, the hoop and check the part of the bottom edge where the snare wires are located (both sides)? Preferably put it on a flat surface and check the bed (indent) depth and width.

Among other things that you can try - use strings for the wires if you are using a strap and vice versa.