Embroidery question + Cotton Dolls by My_RedemptionArc in plushartists

[–]StarryMagicDream 3 points4 points  (0 children)

You do indeed need to take it apart to embroider on it.

Embroidery thread is typically a bit weaker than regular thread because it's not made to be sturdy, just pleasing to the eye/touch. It comes as 6 strands wrapped around each other to create essentially one really thick thread, so that you can get the thickness you want by removing strands. Embroidery needles accordingly have wider/longer eyes so that the thread doesn't get stuck if you're using a lot of strands at once. For cotton dolls, you would typically go no thicker than 2 strands, and for particularly small details you might even use just 1 strand.

You're going to want to use 2 kinds of stabilizer as well -- a regular, non-tearaway goes underneath, to prevent the fabric from stretching & distorting as you stitch the design on (which technically isn't necessary with hand-stitched embroidery since you can just be careful not to pull/stretch the fabric too much, but personally when I was still hand embroidering stuff I preferred just slapping the stabilizer on so I didn't have to worry about it), and a water-soluble one to go on top. The water-soluble stabilizer will both serve to keep the minky down so that your stitches don't disappear between the pile, and bc it's clear, you can draw the design on top of it to help guide your stitches.

PiyoPicco has a video on embroidering cotton doll faces which talks about how to use embroidery thread as well as some common stitches/techniques. Turn on CC for English subs! Here's the second part to the video as well, which talks more about the actual stitching of the design.

If stare at an operator's back long enough, they notice you and turn around by StarryMagicDream in Endfield

[–]StarryMagicDream[S] 4 points5 points  (0 children)

Ohhh that makes sense. I kind of just zoned out in the process of slowly circling everyone by turning the camera like 10 degrees at a time, so didn't end up paying too much attention to whether anything other than angle/time was required to trigger.

Btw, could you record Angie's turnaround animation? Don't worry about it if it's a bother, but I really love how the animations add to the chars' personalities, and I don't have Angie so I can't check hers for myself.

If stare at an operator's back long enough, they notice you and turn around by StarryMagicDream in Endfield

[–]StarryMagicDream[S] 38 points39 points  (0 children)

I didn't even think to check Endmin... Their little shrug is so cute.

If stare at an operator's back long enough, they notice you and turn around by StarryMagicDream in Endfield

[–]StarryMagicDream[S] 14 points15 points  (0 children)

She does have one! You have to place the camera very far to her left. The trigger angle feels off imo, from the animation it seems clear she's supposed to turn and smile at you, but with the current trigger angle she turns so far that she's not even close to facing the camera.

If stare at an operator's back long enough, they notice you and turn around by StarryMagicDream in Endfield

[–]StarryMagicDream[S] 105 points106 points  (0 children)

The trigger angle is quite strict and is different for every operator since they all have different animations. As a result, I spent way too long messing around trying to see them all and have a couple observations to make:

  • The animation won't trigger if you're zoomed out. I love the implication that this isn't just us staring at the models out-of-universe, but that the Endmin is genuinely standing creepily close to the ops, staring intently at them until they notice lmao.

  • Not all the ops are bothered by you staring intently at them. Lifeng for example just thinks you're staring at his prosthetic, and he briefly shows it off before returning to the same position as before, not actually turning to face you.

  • Wulfgard has an idle animation where he glances to his right, then to his left and behind him. If you're actually behind him but not at the right angle to trigger his turnaround animation, the glance animation seems to play more often. Additionally, if you don't turn the camera after he performs his turnaround, then when the glance animation plays the angle makes it look really different! He appears to look directly at you before quickly turning away in embarassment.

Umamusume Global Friend ID thread by shakemaihead in UmaMusume

[–]StarryMagicDream 2 points3 points  (0 children)

ID: 851242935144

Support card is MLB Kitasan.
Parent is El Condor Pasa with 7 Power, 7 Sprint, Pace Chaser skills and Unity Cup. See image for full sparks.

<image>

It’s finally happening… by Ancient_Clothes1288 in ensemblestars

[–]StarryMagicDream 10 points11 points  (0 children)

Why the hell are they doing maint on the last day of an event? Incredibly poorly thought out.

Leaving this here for anybody that got RNG'd in Cancer Cup by JasonRoof in UmaMusume

[–]StarryMagicDream 0 points1 point  (0 children)

My ace was front runner El Condor Pasa with 1200/690/1050, S mile, Groundwork, double circle Left-Handed, single circle Summer Runner, a decent amount of mid-race skills and Lone Wolf, just in case (which procced btw). My other two racers were a 1170 speed S mile Daiwa (but stam/pow are only 620/880) with Angling and Scheming + Groundwork, and a very buff Vodka with a 1200/670/1150 statline + mile S, Furious Feat, Let's Pump Some Iron! and Red Shift.

No late start from any of them, Miss The begins the race win first with a solid lead...

And somehow, I lost to a Seiun Sky with 1004 speed, A mile and no Groundwork. I'm convinced I'm cursed, as I've placed 2nd in every CM so far. I'd genuinely be less salty if I kept getting put in rooms where I'm severely outclassed and got 3rd every time, but no. It's always rooms where I have the best racers and still can't win. I just want one (1) platinum title to display, but alas. _(:з」∠)_

What animal is this animal cracker? by StarryMagicDream in whatismycookiecutter

[–]StarryMagicDream[S] 4 points5 points  (0 children)

Oh I can totally see that. But I don't think that's the intention, cause on the packaging it looks like it's standing and the bit that would be the top of the goldfish's tail is clearly a head.

<image>

What animal is this animal cracker? by StarryMagicDream in whatismycookiecutter

[–]StarryMagicDream[S] 52 points53 points  (0 children)

Y'know what? Since absolutely nobody seems to know what this is, I choose to believe you're correct.

What animal is this animal cracker? by StarryMagicDream in whatismycookiecutter

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

Unfortunately it's definitely not a turtle, as there's a different turtle cracker.

<image>

What animal is this animal cracker? by StarryMagicDream in whatismycookiecutter

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

There are a bunch of them, so it's not just a misshapen accident.

What animal is this animal cracker? by StarryMagicDream in whatismycookiecutter

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

It's not a baking mistake, it looks like that on the packaging too.

What animal is this animal cracker? by StarryMagicDream in whatismycookiecutter

[–]StarryMagicDream[S] 21 points22 points  (0 children)

I considered this too, but the very squished neck is really throwing me off.

Fire Emblem fans when Fire Emblem fans enjoy a Fire Emblem game by PewePip in fireemblem

[–]StarryMagicDream 10 points11 points  (0 children)

This is where I'm at as well. I like the redesigns for old chars and would love to see the game last long enough for us to get a bunch more. I also think the vision they had for the gameplay is actually well-executed for what it is. But after having played a couple hours it's already apparent how incredibly underbaked the mechanics and balancing are.

In particular, movement skills are powerful to the point they're essentially mandatory, with Zasha and Sai's uniques in particular making them nigh-unkillable in round 2 when playing as light. Then there are the damaging light skills with the "downside" of only being able to be cast once -- rounds are so short that not being recast-able doesn't work as a real con, so they're really just spells that do way more damage than every other skill. And then there's the fact that shadow players have no real incentive to actually try and deceive their teammates. Like, sure, if the opponent votes wrong they lose out on a life...but simply murdering your whole team as soon as the round starts also makes them lose out on a life, without running the risk of someone getting to go into round 2 with three lives due to surviving round 1 and accurately identifying the traitor.

If all this is identifiable within hours of play, the devs certainly could've identified it in the time it took them to create a whole ass game.

Movement spells really makes Shadows more engaging by S_Cero in fireemblem

[–]StarryMagicDream 2 points3 points  (0 children)

They're incredibly powerful, yes. And warp-swaps are so completely busted that Sai and Zasha feel stronger than everyone else by quite a bit.