# PROJECT TX - Scalable VR Body & New Ragdoll System! (yPsCuuNM3lM, 1117s)

foreign [Music] welcome back to another VR video today's video takes place in sort of the the basics of of project TX but it's not actually project ex what you're looking at is a new VR body rig so um recently of course PornHub came out from stress level zero and as I was working on a random sort of test last week on body scaling and all of that good stuff um I decided Well it kind of inspired me to finally do the things that I was putting off which is getting an anatomically correct let me let me let me pronounce that correctly anatomically correct uh character body going which also rewrite the entire VR body system because mine was relatively it was getting old right I was I was annoyed by the lack of shoulder control and all of that good stuff and this one is the new one now you'll probably notice every now and then there's a kind a bit of stutter and that's because this is running entirely in fixed update right now I've just turned the rate up a little bit High just so that it looks a little bit smooth but in reality there's no need to run it at the regular render rate because fixed update is when my physics will be running which we're going to see a little bit of right here now what you're looking at right now is a scaled version of me so there's actually two sets of rigs this one here which is the one that I'm actually playing as so you can see here the the shadows of it and this is this is me this is the actual pure user body the real person using my metrics right so my actual character metrics which is my own personal profile based on my actual scale of my my human body in reality that one there however is a different profile which is scaled based on this one to a different character which of course in this case is just my own personal self so it's it's the same values in that one so that means you can kind of use it as a mirror right which works really well not a perfect mirror it's a right hand left hand mirror and then you've got the actual same thing going on here and there in in scaled mode right so there we go you can actually see a little bit of an upgrade as well to my my system right so firstly let's look at the actual motion of it I don't know if you can have a look from this end you might be able to see a little bit better but um let's just let's just get get this review first you can see I've actually added some hip motion as well compared to what it was before it was very straight back earlier and this one looks a lot better now with a little bit of velocity and acceleration control on the hip yep really nice right it just it feels like it actually moves naturally you can probably kind of sense the feeling of legs even though I don't have like right now in the in the actual track rig right so this is all derived from the two points the controllers and the head and of course the the scaling is done relative to to my natural body now I haven't done any offsets as well so here when I touch my controllers together on my end that's fine on my my natural body shape but you can see that the shorter one can't actually make the make the scale um and the the taller one as well his arms are not big enough and of course these characters are scaled like this on purpose I've tested this with many many different shapes including like sort of wide shoulder muscles and very skinny thin and super tall and then super giant as well I've just sort of oversized I've tested it with all of the sizes like I showed in the previous video however of course this one is completely Rewritten from scratch over the past week I rewrote the um character body system I'm calling it The True Body because this is the actual real world human being tracked and and derived and calculated and then the second version which is the scaled body which is all of these three in fact uh are the scale body and then after that I've Rewritten the Ragdoll entirely as well which is now using a little bit more of an advanced system than it was in Project TX which is already pretty much super Advanced right so it's already kind of the Forefront on on the Ragdoll side but uh we'll see a little bit more so here we go you can see the shoulders are much better now right where they actually care about where the elbow is and the the arm is just about sort of pushing on the on the limits of the shoulder there right instead of as you could see in in sort of project TX when I do this the shoulder just kind of says stays straight and the arm becomes very folded up and then things get really awkward right so here we go this is now much much better right and then of course you can see it's still very fast right which is being able to control the elbow is very very important yeah there we go yeah very very important right if I switch to this camera you can just kind of see how quickly it is to to sort of uppercut you know round and then straight forward as well uh very very important that the elbows are quite direct right now they're not perfect yet I want them to be able to close up all the way down to here so a little bit of work to to be done in fact let me from first person view so I want to close the elbows up a little bit more I want them to do this right up to here as a limit so a little bit of tweaking yet to be done but so far quite nice and you can see the rotation of the body as well not necessarily terrible so there we go you can still see the chest this is my actual chest and you can see it sort of stays about right as well right whereas when I turn my body with this hand and then with the head I can turn my body as well yep a little bit of twisting as well so if I switch to this camera you'll be able to see a little bit of stretchy tilting very very nice really really good a good flexibility on the on the character body there however that's not everything of course just using a VR body is pointless when you're not actually using it for something cool so of course I've already added the ragdon like I said I rewrote the ragdoll there we go so what you're actually seeing here the characters are using the scaled ragdolls the scaled body shapes and you can see that they track very very fast so these are pure Ragdoll these are absolutely Ragdoll there's uh mostly it's mostly just running purely on their ragdoll bones so the actual spine is holding itself in its angular the elbows are holding themselves in the angular and you can see here the shape especially of Mario there who kind of has a humanoid shape the shape is kept really really well right and of course these are the actual raw tracking points right where the the actual scales and the shapes of these what you're seeing here these blue shapes and the purple head shape those are the exact shapes of the colliders that are being used for the Ragdoll so that's the actual Collision right there we go that's the actual Collision that you're seeing in fact let me switch to my camera here that's the actual Collision that you're seeing you can see that the tiny needs reshaping I'm going to actually redo this character model it looks really nice but oh there we go yeah so if I lift my arms here you can see it's definitely better than it used to be right it's it's the shoulders are now finally looking like shoulders as opposed to what they were doing in in the previous this video and and sort of recent videos Bowser has a little bit of trouble because he is the whole body structure didn't sort of meet the the requirements that I have and I haven't done any position offsets yet for the bones as well so his neck is kind of squished into his chest just because his Dimensions his overall proportions are not very anatomical right so you can see here where his neck is is a bit kind of in the wrong place here and then his head's just kind of popping out and you can see the collider is really really big as well for for that but his head shape I haven't matched whereas Mario it's a little bit closer and you can see he just kind of fits that human humanoid shape a lot better I can see the muscle shapes on the colliders need a little bit of work as well but again these are the pure colliders that you're actually looking at and then of course with the with the body matching so you can see this blue thing is just the tracking points right so this is just the calculated points whereas this guy is the Ragdoll right and that means what you're seeing is the exact like is the comparison between the Ragdoll tracking and the actual the raw points that it's trying to get to so very very fast right you can see the head needs a little bit of speed on the rotation there it's a little bit laggy there we go other than that everything else it's pretty pretty fast it's it's pretty good there there we go absolutely brilliant right so there we go you can kind of hop around obviously their feet aren't moving they just it doesn't care about the legs yet but there we go really do and then especially when you walk if I switch the characters off there we go walking looks really really right right so there we go let's see in in a more easy to work good camera you can see with the hip movement as well especially running and then stopping standing back side it's all very it's all very very nice it's all very very nice I'm I'm very very satisfied with what I've done so far um this is the new Ragdoll system it's absolutely much much better than the previous one I can generally generate I need to learn how to speak today I can generate the ragdolls with a single button and it generates based on the actual character profile so the actual shapes that you're seeing here entirely generated from one button and then I just add the character set the bones correctly and press a button to automatically generate the offsets for the rotations so again no need to correct and Orient your your bones or anything like that because obviously each rig has a different set of bone axes and everything my character model is done completely differently in a different program to how Mario was done this is from a different game to that so these are all different different character bodies with different character body axes and all of that good stuff so there's still a little bit of work to do of course which is scaling on the hand causes right let's get these uh these guys visible that scaling on the hand pauses is definitely causing trouble because you can see here my controllers are touching right so that Center Point should be touching here the center point should be touching here for Mario as well and it's not right which is the problem and that's uh that's something that well there we go wrong camera of course the center point should be touching for all characters now I'm going to work on that it just it's just going to be scaling from the shoulder point to the center and then that should that should solve that problem and then from the outside here you still want to make sure that the the actual full stretch arms are always at full stretch when you're out on the ends there no matter how long those arms are relative to the correct body of course when the character scales down you'll match Mario or scales up to match Bowser those arm lengths need to still keep their positions nicely right which is exactly what's going on here I should be able to t-pose with each character at the same time properly and then correctly move with them so there we go I know that's a bit of a short video a bit of a simple video today um but you know how it is I kind of wanted to wanted to show I wanted to get this stuff done fully right so the the ability to actually scale your characters to match an existing character bone structure so that you don't have all of those problems you can see the stuttering happening here that's purely like I said it's because it's running in fixed update it's not going to sync with the the correct frames frame rate but of course these characters no problem they are smooth and that's because they are actually interpolated like I said these are ragdolls as opposed to these which are just raw tracking points and show the shapes of the collectors at the same time the shoulder shapes do need a little bit of work as well again I custom modeled every single shape here manually making sure that they fit an anatomical model and yeah a little bit of work maybe on on the sort of squished ones maybe I'll have a second set of colliders that are just dependent on the size I want to round and out the belly collider here as well just to make sure it's not so cornerized especially when the character gets larger and then of course I want to do some offsetting and warping on the hands and then make it scale to the body as well just to make sure and then there we go we've got a new system and this is already going to make my life so much easier when working with project ex because these new ragdolls are much more capable of moving around naturally with very minimal additional work right so this is actually going to save a lot of performance per Ragdoll NPC right so again bear in mind this is all happening at the same time from one tracking rig where I'm the tracking rig and this Ragdoll is working from its own profile this Ragdoll works it from its own profile this Ragdoll works from its own profile that means I can animate one regular standard character moving around with standard animations and then just throw it onto a Mario sized character and have that as an NPC with all the same AI systems and everything and the same animation setup it'll be amazing it'll make it so easy to build new characters that are AI characters right NPCs not just the player just having a player advertise all very good and very well and good but for the most part unless you're standing in front of the mirror you you won't see the character right you just look down hey I've got a belly here I've got a belly and maybe look at your arms every now and then you hold them when you're when you're holding a gun you kind of get a feel for the fact that you have a character body there and then that's it right for the most part you're not gonna see you but what you really want to see is as many sort of customizable avatars as as NPCs the easier that I make this for me to there we go the easier that I make this for me to work with the the more the more characters I can actually build quickly and that makes my game much more likely to have a lot of more content now speaking of the game speaking of project TX uh very very soon I'll be putting up a nice demo the aim is for that to be a tech demo that contains a large amount of content and uh yeah so so so that you can actually spend some real time testing every little bit because I think one of the things about about project TX is that the Ragdoll system feels very very different to what you've played before even Bola it feels very different to that right so it's not the same thing uh again it's it's it's much more it feels completely different it's it's not even I can't really explain what the difference is it's it's the way that I've set up the physics feel uh more damped in certain areas slightly sort of weaker and stronger in certain areas movement can seem snappier and some things a little bit slower on other things and it's just the overall tweaking setup feels very much completely different like a completely different idea in in its Essence and that coupled with the hybrid Locomotion system I can assure you feels really good when you're moving around the world as well if the control setup that I've gone with I think you're going to really enjoy trying that out and testing the actual movement system as well um what's really enjoyable about it is is that that feeling of being able to just move around really quickly as well and I want to really put that out so thanks very much for watching this one I know it's a very short amount of content today but what's going on behind the scenes here took me a week and it is really cool really cool it's it's very exciting for me personally so that's all that matters right uh anyways thanks very much for watching I will see you in the next one say goodbye Bowser say goodbye Mario and then uh yeah me bye bye [Music] thank you foreign [Music]
