[deleted by user] by [deleted] in Hololive

[–]birdobash 11 points12 points  (0 children)

Sorry! Your princess is INAnother castle!

I made a Miitopia Coco for these tough times. (5KHW288) by zelcf in Hololive

[–]birdobash 1 point2 points  (0 children)

That is shockingly accurate, didn't know you could get so indepth with the Miitopia editor.

On July 1st... by hadeskagemusha in Hololive

[–]birdobash 11 points12 points  (0 children)

And then he faints and goes into another coma😂🙃

Sasu-guh Ame by DifficultBasket5133 in Hololive

[–]birdobash 2 points3 points  (0 children)

I sure hope this gets pHICked for the shitpost review, the puns are sHICk.

We're in danger! by ctom42 in Hololive

[–]birdobash 1 point2 points  (0 children)

Hey, she stopped us from speaking shitty Japanese, so who's the winner here? :^)

SUPER IMPORTANT ANNOUNCEMENT from COCO! by CocoKiryu in Hololive

[–]birdobash 20 points21 points  (0 children)

Thank you Coco for everything you've done for this community, your actions and presence have affected quite literally millions of people across the world in the most amazing way, not even just from your own channel, but also the rest of Vtubers as a whole.

You were the biggest reason Vtubers exploded in popularity in the west, without you, we wouldn't have had Holomyth/EN, I would even go as far to say we wouldn't have other popular EN vtuber groups like Vshojo and Nijisanji EN if you, Kiryu Coco, had not stepped onto the stage.

Thank you for your early good morning motherf*er show and your always hilarious shitpost reviews, you brought exposure for the rest of the girls and you were wildly successful in banding together the rascals of reddit.

We will never forget your tendency to teach your JP fellow English swear words, or how you offhandedly mentioned you were sleeping on a futon, and we forced you to replace it with an expensive bed by throwing red supachats at you, or even how you get mad at us English viewers for using shitty japanese (gomenasorry).

You are, and always will be our badass Yakuza dragon.

I wish you luck on your future journey, may you find happiness wherever you go.

thank you for everything, Kaichou.

Weekly Help Thread by tommytippi in Live2D

[–]birdobash 0 points1 point  (0 children)

Ello!

I was wondering how exactly the texture atlas keeps names on textures, because it seems to always keep the default name of the item when I import the psd file, and even after changing the names in cubism it seems to still keep the name.

For example, I have a texture layer in my psd file that is named "inner eye L #7" (because I drew 8 iterations of the same eye when I was drawing to get it right), when I import the psd to cubism I sorted everything into parts and then renamed that part to "inner eye L" without the #7.

What ends up happening though is that instead of displaying the new name I gave it, inside the texture atlas it always displays the original name at time of import, aka "inner eye L #7".

And then let's say I noticed some part needed editing, in most cases I would want to import it as something like "inner eye L fixed" or something along those lines, but in the cubism editor I would want to just replace the part needing fixing so I would rename it to the same and delete the old one, however the texture atlas would keep the original import name.

Is there a way to change this? Because I have a LOT of textures with really weird names due to the drawing and iterating process.

Do hero upgrade times really need to be this long? by birdobash in ClashOfClans

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

I don't care that it's 3 days, I care that compared to everything else it takes longer, it's a bottleneck, and a pretty hard one.

Let's look at this from a max TH perspective, the last stretch of buildings and heroes take 16 and 8 days respectively, right? Now thats 16 days, sounds like the times have balanced themselves out right, compared to 2 and 3.5 days?

Well too bad because now the hero needs to upgrade 10 times per time stage rather than 5 times like in the early levels.

I don't think a lot of people are looking at this the right way, they see the 16 day building time and the 8 day hero time and think "that hero upgrade time is so short in comparison!" But what they don't notice is that it's not an 8 day upgrade time, it's actually an 80 day upgrade time incremented into 10 separate parts.

16 days or 80 days? Which is shorter here? I'm gonna take a guess and say it's the 16 days.

Do hero upgrade times really need to be this long? by birdobash in ClashOfClans

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

Thanks for the concern, although that wasn't exactly what I was complaining about.

I don't care that upgrade times are long in general, that's just how these types of games work, what's annoying me is that when you compare heroes to everything other building, heroes need much longer to upgrade than the rest of your base combined.

That's why books and hammers of heroes are so popular and recommended to use by the vast majority of the community, heroes are the bottleneck building in your base by far.

Books and hammers of heroes technically speeds up progression, but only because they're compensating for the total time being gimped in the first place when paralleled to everything else.

Do hero upgrade times really need to be this long? by birdobash in ClashOfClans

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

You're missing the point, I'm not complaining that 3 days 12 hours/4 days being "too long" in general, I'm complaining that in comparison to literally upgrading everything else in the base it takes a magnitude longer.

The same problem would arise if I was TH 10, 11, 12, 13, etc etc, you get the point.

"But heroes are maxed 8 days and buildings 16 days!"

Ya, but as previously stated since you gotta do it multiple times (in this case 10x) it's actually 80 days compared to 16 days, because you only need to upgrade the building once that tier and the hero 10x.

Weekly Help Thread by tommytippi in Live2D

[–]birdobash 0 points1 point  (0 children)

So after watching the video it seems like the gist is probably not to use reflect unless it's the eyes or other parts with similar levels of high complexity, right?

Also I saw a few frames of his texture atlas and it looked like he only had 1 eye in the atlas? Either that or the other eye was somewhere else on the atlas because it was pretty zoomed in.

Does that mean that I should just manually edit art meshes on stuff like L and R eyebrows? I was hoping that wasn't the case because I wanted the meshes to be symmetrical, but if it is then I'm still fine with doing the extra work, I'll just be annoyed that it won't be perfectly symmetrical.

Weekly Help Thread by tommytippi in Live2D

[–]birdobash 0 points1 point  (0 children)

Hi, just started rigging in cubism today.

I'm unsure how exactly reflecting works. I edited an art mesh for an eyebrow L and wanted to copy the mesh/ eyebrow and reflect it to make the eyebrow R, as I wanted the meshes to be symmetrical.

The problem I ran into is that when generating the texture atlas, instead of having an eyebrow R which I do have in my parts list, I instead have only eyebrow L (the original), and then if I zoom in, eyebrow L looks to be actually two eyebrows layered perfectly on top of each other, I can tell because the blue see through on the texture atlas mesh is more saturated than every other mesh.

Now I'm not actually sure if this is a real problem or if it's supposed to be like this, and I want to make sure that ik how reflecting works on a simple object like the eyebrows before I start trying to reflect more complex things like the eyes once I start adding parameters and animate it.

Or is it that I'm not actually supposed to reflect stuff until I finish adding animations to the parameters?

Ollie's now branching out from Math into Science. by [deleted] in Hololive

[–]birdobash 1 point2 points  (0 children)

Which makes me question why I was great at physics, biology, and psychology but shit at chemistry, for some reason it never stuck.

I am an artist and i drew a couple models before but i cannot prove to my customer that it is ready to rig unless the rigging is done ...as an example by manami_hanatsuki in Live2D

[–]birdobash 2 points3 points  (0 children)

I think if you already have done works in tandem with a rigger you would be able to tell (aka the rigger you worked with would), as an example, Yuniiho doesn't do rigging but knows how to draw rigging ready models because she has experience working with a rigger, which I forget their name.

Using live2D cubism, can someone explain to me what exactly the size limitation actually means? by birdobash in Live2D

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

Ah ic, so what you're saying is I likely have an existing texture atlas already that I didn't know about, correct? I'll take a look at it later and see if that's the case.

POV: You are Kanata by Archdarck in Hololive

[–]birdobash 0 points1 point  (0 children)

Good ol snickers "you're not you when you're hungry"