How do I rotate a bone using Gizmo-style via code?

I wanted to find out how I could move a character’s arms up and down in a straight way. After some trial and error I believe that it’s not sufficient to use just X, Y or Z rotation, but that all 3 have to be used instead.

At least I think so because at some point I found out that using the Rotation Gizmo tool would do exactely what I need.

I could simply play with the one axis (marked with red arrows in my screenshot), and it would move my arms up or down.

When I watched the rotation values in the Inspector, I saw that X, Y and Z rotation changes as I use this one Gizmo axis.

I am now wondering how I could implement this in code.

Is there a formula that would turn the degree value of the Gizmo tool into a Quaternion that I could use on the bone’s rotation?

Thank you!

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Edit:

I have tried the following formula to simulate rotating via the Rotation Tool, but it doesn’t behave like the Rotation tool. I gues that is because the Rotation Tool provides new Rotation values for X, Y and Z, and in my attempt, I only provide new Y rotation.

using System.Collections; using System.Collections.Generic; using UnityEngine;  public class MyPlayer : MonoBehaviour {     public Transform Shoulder;      private Quaternion _Rotation;     private float _f = 0f;      void Start()     {         _Rotation = Shoulder.rotation;     }      void Update()     {      }     private void OnGUI()     {         if (GUI.Button(new Rect(0, 70, 50, 30), "+"))         {             _f += 1;             Vector3 newRotation = _Rotation * new Vector3(0, _f, 0);              Shoulder.Rotate(newRotation, Space.World); // Space.Self also doesn't provide the desired results         }     } } 

Is the “Bone of Animation” in Mordenkainen’s Tome of Marvelous Magic unbalanced?

I’m running Descent into Avernus.

In a session 0 for one my PCs, they acquired a Bone of Animation, which is an item in Mordenkainen’s Tome of Marvelous Magic.

(This is a pretty great list of magical items on dmsguild: https://www.dmsguild.com/product/291001/Mordenkainens-Tome-of-Marvelous-Magic)

BONE OF ANIMATION

Wondrous item, uncommon (requires attunement)

This item appears to be a regular human upper arm bone. While holding the bone you can use an action to speak the command word and turn the bone into a skeleton. The skeleton reverts to bone form after 1 hour or when it drops to 0 hit points.

The skeleton is friendly to you and your companions for the duration. Roll initiative for the skeleton, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the skeleton, it defends itself from hostile creatures but otherwise takes no actions.

Once the bone is used, it can’t be used again until the next dawn.

So far, so good. This is a pretty cool item.

We’re now approaching level 5, and my wizard is super excited to use Animate Dead when he levels:

This spell creates an undead servant. … On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures… The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

By comparison to this, the Bone of Animation seems overpowered:

  • It does not require a spell slot to use
  • You can issue verbal commands without using an action

Whereas for Animate Dead:

  • You must expend a spell slot
  • You have to use a bonus action to command the creatures

The only downsides of the Bone is that you can use it only once per day, and the skeleton lasts for at most one hour. But in a typical adventuring day, there is probably one combat encounter that would require pulling out all the stops — so neither of these downsides seems that impactful.

I do understand that Animate Dead scales well, and at higher casting levels you can start to control groups of undead. But it seems very off to me that Animate Dead requires a bonus action to command, whereas the Bone does not. Every similar item in the Tome of Marvelous Magic is the same, so I assume it was a deliberate decision by authors.

The question I need an answer to:

I’m thinking of editing the Bone so that it also requires a bonus action to command. Without this I anticipate my wizard asking me why he has to expend a bonus action when my other PC does not.

Does this modification negatively impact game play or materially change the balance implications for this item?

What is the AC of a Wall of Bone?

The spell Wall of Bone details a number of statistics about the sections of wall created, including HP, but the description says nothing about AC. It is based on Wall of Stone but that spell does not mention AC either.

Did I miss some more generic rule about the AC of this sort of spell? Do attacks against the wall just always hit since it has no AC?

Vertex skinning, calculating the bone matrices (for bind pose) and then animating them

I am attempting to do HW skinning in Opengl. Please note that I am purposefully doing it in a not-game ready optimized way, because I need this to scale. I wrote the following code to ‘apply’ the skinning:

  mat4 BoneXForm;    for (int i = 0; i < maximumInfluence; i++) {     BoneXForm += globalAnimMats[blendWeights[i * gl_VertexID].blendId] * blendWeights[i * gl_VertexID].blendValue;   }    vec4 VertPoseLong = BoneXForm * vec4(vertPos, 1.0);    // Set the vertex postion   gl_Position = MVP * VertPoseLong; 

This code uses ‘globalAnimMats’ a mat4 x bones, and an array of skinning indices/value combos:

struct { int BoneIndex; float Influence; }; 

My issue is, I am not sure what the value of each matrix should be in the matrix buffer. Per each bone on the CPU, I have local space pos/rot and global space pos/rot. My goal here is so also apply an animation to the skeleton.

The position is a vec3 and the rotation is a quat. I have tried doing global pos/rot as a mat4 but the whole model moves above the skeleton.

restrictions on the bone knight special skeletal mount

Paladins becoming a Bone Knight lose the services of their paladin mount and gain a skeletal mount instead. The wording seems to restrict the type of mount, allowing only a skeletal warhorse or pony:

Summon Skeletal Steed (Sp): At 2nd level, you gain the services of a skeletal steed: a heavy warhorse with the skeleton template applied (or a war pony with the skeleton template applied for Small bone knights). You may call this steed in the same fashion as a paladin whose level equals your paladin level plus your bone knight level, and the steed gains the same special abilities as a paladin’s special mount at the same effective level. A skeletal steed cannot be turned while its bone knight master rides it.

But previous paladin levels are taken into account in almost every aspect and the wording seems not really extremely explicit about the restriction. So.. could this be interpreted as maybe the warhorse and pony being the default but also allowing different types of mounts (provided the skeletal template is applied), such as a skeletal Pegasus for example? and could allowing that, considering the strengths and weaknesses of the Bone Knight class, still be considered fair and balanced?

PS: personally, a skeletal warhorse or skeletal pony sound rather useless to me, especially for a paladin previously owning, say, a unicorn. more than anything the skeletal template only ruins whatever it is applied to (well, special abilities anyway).

What kind of tools would be used to carve bone?

For related Question: Click here

I’m designing a Wood Elf Outlander Warlock (in DND 5E) who only has one hand. This makes my arm near to useless. As an Outlander, I am proficient with a musical instrument, and have skill proficiency in Survival.

I have designed the character as a self-sufficient hunter, who uses everything from a kill: hides for clothes, meat for food, and bones as a carving medium.

What I would like to do is trade the musical instrument proficiency for a proficiency with a type of artisan’s tools that would be used in carving bones into practical things I could use, or decorative items I could sell.

So… my question is: What kind of tools would be used for bone-carving?

Is there a way I can turn bone into metal?

I am playing a campaign that starts us off as commoners who have no adventuring experience. My character is a town drunk who has never gotten into a fight in his life. In our second session our party killed a homebrewed half mastiff half hellhound. The dog was large and so I want to try and have its head crafted into a shield but bone is a fragile material and it reduces the armor bonus by 1.

My goal is to craft it into a light shield and use it with 2 weapon fighting and improved shield bash and so on.

Is there any way to do that?

Would the spell Purify Food and Drink remove physical hazards like bone shards from otherwise normal food?

In a session of the Hoard of the Dragon Queen adventure, our characters were sitting down to a campsite meal provided by the chuck wagon. Being aware that they were being hunted/stalked, the cleric of the party (a dwarf for what it’s worth) cast Purify Food and Drink on their meal. They were getting ready to chow down when an NPC approached and advised them not to eat. This NPC then proceeded to fish or filter (I can’t recall which now) several sharp bone that would have (we were informed) been quite deleterious to our health.

The DM ruled that since bone is not poisonous, it would not be affected by the spell. I say that, RAW, by the very definition of “purify”, any harmful substance would be removed.

I researched the site and found a similar sort of question in: How great is the purifying power of Purify Food and Drink?, but it didn’t precisely speak to the question at hand. Our DM requested that I post the question here seeking disinterested third-party opinions.

The description of the Purify Food and Drink spell says:

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

From the definition of “purified” on OxfordDictionaries.com:

  1. having had contaminants removed; cleansed.

The definition of “purify” on Dictionary.com:

  1. to make pure; free from anything that debases, pollutes, adulterates, or contaminates: to purify metals.
  2. to free from foreign, extraneous, or objectionable elements

The Merriam-Webster definition of purify:

: to make pure: such as

a : to clear from material defilement or imperfection

And of “pure”:

1 a (1) : unmixed with any other matter
(2) : free from dust, dirt, or taint

“Purify” in the Cambridge English Dictionary:

(NOT MIXED) ​ to remove bad substances from something to make it pure:

[…]

(MAKE NOT MIXED) ​ to rid something of dirty or harmful substances

Whose interpretation, RAW, holds more water? Or, more to the point, would the spell Purify Food and Drink remove physical hazards like bone shards from otherwise normal food?

Please note the school of transmutation. To transmute is to change in form, nature, or substance.

Bone wall spell [on hold]

This is a level 3 necro spell

Casting Time: 1 action

Range: 60 feet

Components: V S M (A corpse)

Duration: Up to 10 minutes

Based on Corpse:

  • Wall Ac is creature ac *1.5
  • Hp is creature max Hp
  • Everytime wall is attack by melee 10% chance on dealing 1d4+ Creature Cr in necrotic damage
  • Wall is immune to dispel.

You can shape a flat surface made up of X-foot-by-X-foot panels X=size

Small corpse=10×10 panel , Medium 15×15, Large 20×20, Huge 25×25, Gargantuan 30X30

At Higher Level: Target an additional corpse

My Question Is this Balanced or should it be higher or lower lvl spell?

Can You stop a beagle bone being imaged

I am working on a group project to have encrypted data on a beaglebone black without WiFi (however we will be connecting it to the internet) where you have to type in a password to access it and if you get the password wrong three times it will delete all the data. However you can get around this by imaging the computer and brute forcing the image so I was wondering if anyone knew how to stop that? Or if they knew another way stop the problem