Embers of the Wilds Ep26: Roots [D&D w. koibu & lusterly]
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- Опубліковано 9 тра 2024
- Embers of the Wilds, a live D&D campaign, airing weekly on Sundays 19:00 CET/CEST at / acegikmo 💗
Full episode list, characters and lore:
❱ regalgoblins.fandom.com/wiki/...
🎲 Neal Pass Erickson aka Koibu, our DM ( / koibu )
🔥 Pearl Riverdale, the Tabaxi Sorceress played by Freya Holmér
🎵 Tristelle, the Half-Elf Bard played by Autumn Rose Taylor ( / lusterly_ )
Recap narrated by Layla Ellis, written by Christiaan Ellis
feat. music from tabletopaudio.com/
00:00:00 Recap
00:02:57 Intro
00:07:27 Nov 28th
00:59:28 Nov 29th
01:03:46 Dec 1st
01:10:24 Dec 2nd
01:30:07 Dec 3rd
01:46:26 Dec 8th
01:52:38 Dec 15th
03:21:51 Outro
03:26:14 Kittencuddles
💖 Patreon ❱ / acegikmo
🐦 Twitter ❱ / freyaholmer
📺 Twitch ❱ / acegikmo
💬 Discord ❱ / discord
🌸 Instagram ❱ / freya_holmer - Розваги
Amazing channel Freya. Keep it going!
Are y’all doing any more of these? I’ve already committed to the first 26 episodes and would love to see the conclusion 😂 amazing content and cuuuute kittens
This game looks good, ill have to try it!
Here for all
I know this is the wrong place to ask but i'm so stuck!
How do i program the legs of a character on a bicycle properly, one point is the hip, one the knee and one the ankle on the pedal.
The pedal orbits a point and the thigh and shin moves while the hip is fixed, it's easy to make it wrong with magical legs that change length but doing it properly is another deal
I'm not Freya but I'll try to help.
The hip, knee and ankle can be thought of as the corners of a triangle.
The only sidelength that changes is the one between ankle and hip. The other two are cosntant.
Lets call them vHK, vKA and vAH (Vectors from Hip-to-Knee, Knee-to-Ankle, Ankle-to-Hip).
To get an angle from a triangle with known side lengths you use this formula:
[angle opposite to side a] = acos( ( b^2 + c^2 - a^2 ) / ( 2*b*c ) )
Since the vectors for thigh and shin stay the same length, you can calculate those once and save them
as e.g. thigh and shin.
For the angle at the hip joint for the thigh you use this formula:
angle = acos( ( (vHK.Length)^2 + (vKA.Length)^2 - (vAH.Length)^2 ) ) / ( 2 * v.HK.Length * vKA.Length ) )
or better:
angle = acos ( ( l_thigh^2 + l_shin^2 - lenAH^2 ) / ( 2 * l_thigh * l_shin ) )
or better yet:
angle = acos ( ( l_thigh^2 + l_shin^2 - ( vAH.x^2 + vAH.y^2 + vAH.z^2 ) ) / ( 2 * l_thigh * l_shin ) )
lenAH^2 = ( sqrt( vAH.x^2 + vAH.y^2 + vAH.z^2 ) )^2 = ( vAH.x^2 + vAH.y^2 + vAH.z^2 )
Length of a vector = square root of the sum of the squared components. squaring that gets rid of the square root, which would be a computationally expensive operation.
Note: Before you rotate the thigh by that angle you first need to point it at the pedal where the ankle should be. Otherwise the math wont work.
Once the thigh has been rotated correctly, the distance from its end to the pedal should be exactly the length of the shin.
Now just make the shin "look at" the pedal and it should be rotated correctly aswell.
C#-Pseudo-Code:
float l_thigh = thigh.Length;
float l_shin = shin.Length;
Vector3 vAH = ankle.transform.position - thigh.transform.position;
float angle = acos ( ( l_thigh^2 + l_shin^2 - ( vAH.x^2 + vAH.y^2 + vAH.z^2 ) ) / ( 2 * l_thigh * l_shin ) );
thigh.transform.LookAt(pedal);
thigh.transform.RotateAround(thigh.transform.postion, axis, angle);
shin.transform.LookAt(pedal);
//axis is the vector around which the pedal is rotated.
This might work, and if it doesn't, maybe it compells someone smarter than me to correct me, which I wouldn't mind.
Oh, no way. I just watched your curves video--great video. I used to watch Koibu's campaigns years and years ago. Funny how small the world can be.
Where are the other episodes?
in a playlist on my channel! look at the home tab
@@acegikmo Hi Freya, I just finished watching all of the episodes. Now it’s like after reading a good book, the feeling like saying goodbye to a friend. Is there any chance, this series will be continued?
Wtf?!