I sculpted a model in blender, and I want to import that to Unity. When I import just the model(without animation), Unity shows as is. However, when I attach armature to the body and automatically assign weights to it with the intention of creating an animation, Unity import shows dark regions all over the model. All the face normals look fine. I am not sure what the issue is.
Model in Blender:
Dark patches in Unity:
If you cast hypnotic pattern in the dark (assuming the caster has dark vision), does the spell work regardless, or does the target have to be able to actually see (with or without dark vision) for the spell to affect them?
The Ring of X-Ray Vision (Dungeon Master’s Guide, pg. 193) says:
While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Suppose I am a pirate. After clearing the top deck of an unfortunate cargo ship, me mateys and I head below deck where the ship’s crew have extinguished all of the lanterns to make the interior totally dark. But I have a Ring of X-ray Vision. I speak the command word.
From my perspective, does my X-ray vision cause day light from outside to pass through the upper deck into this lower deck, illuminating the space as if it were day light?
Tieflings are Outsider (Native), which means they’re native to the Material Plane. ToM’s Dark Creature template makes a creature extraplanar when not on the Plane of Shadow.
To me, this seems to imply that the creature is native to the Plane of Shadow, which implies they’re not native to the Material Plane. Does anything actually happen to their Native subtype, though? Which is to say, are they treated like a non-Native Outsider for the purposes of eating/sleeping/raising?
The Warlock ability Dark One’s Blessing says (emphasis mine)
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
Is there a general ruling on who or what is the author of damage? Most spells and attacks are written to describe how the target takes damage, rather than how the attacker does damage. I think it is safe to assume that an attack you make or a spell you cast is you doing damage, but I am unsure on how to rule in a more abstract example, such as forcing an interaction with a damaging environment.
Consider the following hypotheticals. None of them are my specific question, but serve to illustrate what I am trying to come to terms with. My question is whether there is a general underlying principle in the game that assigns authorship to damage.
For example, suppose oil has been spread on the floor and a hostile creature chooses to cross it. My warlock throws a lit torch into the oil and the DM requires an attack roll. The subsequent fire reduces the creature to 0hp. Does the warlock get to use Dark One’s Blessing?
Suppose the same warlock lights a nearby patch of oil on the floor and the DM does not require an attack roll. A hostile creature later chooses to enter the burning oil and is reduced to 0hp. Does the warlock get to use the ability? Did he reduce the creature to 0hp, or did the fire? Does it matter that the creature chose to enter the fire through its own movement – if the warlock had been able to use a spell or action to force the movement, would the answer be different?
Finally, consider three warlocks who all have initiative before a target. One throws a flask of oil on the floor, one throws a torch that ignites the oil, and one uses a shove attack to move a hostile creature into the space where the flaming oil is / will be. Which warlock(s) get to use Dark One’s Blessing? Does their order matter? That is, is it a different answer if the shove moves the creature to the space where the oil will be, vs. to a space where the flame already is?
Possibly related: If my familiar is forced through my action to drop a rock while over a target, is it considered an attack?
In Curse of Strahd, in Amber Temple,
The descriptions of these dark gifts do not make any mention of a spell save DC, should the dark gift allow the casting of a spell. For a player who has a spellcasting class, I guess you can just use their class’s spell save DC (that’s what I ruled when this came up the other day, although if they had different spell save DCs if they were multiclassed, which one?), but for non-spellcasting classes, clearly they have no spell save DC from their class.
For some of these spells, clearly a spell save DC isn’t relevant, such as:
but for others, it is, such as:
but it doesn’t seem to mention anything about a spell save DC for these spells anywhere, either in each specific dark gift’s description nor in the general information about dark gifts in the sidebar on p. 191.
Am I missing something, or is there another way to determine what these spell save DCs should be?
I’m reading How to Design Programs using DrRacket.
When I wrote the following codes as
(define (sign x) (cond [( > x 0) 1] [( = x 0) 0] [( > x 0) -1]))
then I get dark color on codes as following
Why did I get it? Can you explain it? Thanks
Note: I’m new here if the tag is false, then can you edit? And can you help with tags?
The shadow sorcerer feature at 1st level known as Eyes of the Dark reads: From 1st level, you have darkvision with a range of 120 feet.
I would like to play a Drow character, does this negate sunlight sensitivity since you are getting superior darkvision from a new source that does not provide sunlight sensitivity?
I have heard that the warlock’s Devil’s sight provides a similar effect that negates sunlight sensitvity, would this also apply to the shadow sorcerer?
What are the dark powers in Ravenloft?
I’m not asking for a list, but rather a description of these entities.
I love John Harper’s Blades in the Dark, and some friends and I are going to be running some one-shot games at an upcoming convention.
But, a lot of the things that make Blades so cool is how nicely it ties in long-term consequences and developments. You can start long-term projects; you have ongoing relationships with different factions; you have complications and entanglements from earlier events catching up with you now…
Even the most basic mechanic, Stress, isn’t a big deal if you start out with zero Stress, and aren’t likely to reach Trauma in the space of a single session.
I’m fine with having loose ends, or doing a “Previously on Blades!” schtick where I fill in some imaginary backstory and some existing complications.
Are there any adjustments that I should make, in order to give the full “feel” of the game, and its panache for long-term consequences, in the space of a single session?