Research: exhaustive Nimso Project TX study (82 video transcripts) + Boneworks/BIMOS rig reference

- research/nimso-project-tx.md: chronological per-video notes 2017-2026, topic synthesis,
  VR Messs scope, proportions & calibration (Winter/Drillis-Contini/Dempster tables verified),
  open unknowns
- research/sources/nimso-transcripts/: yt-dlp auto-caption transcripts + dated index (re-pullable)
- research/vr-physics-rig-hexabody.md: BIMOS/HexaBody/Boneworks reference, Box3D native joint
  mapping (spherical/motor/prismatic/distance), superseded-as-target note
- AGENTS/HANDOFF research pointers

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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# PROJECT TX - Possibly the MOST ADVANCED PHYSICS NPCs in VR! (0R8Q96ukYeo, 1933s)
[Music] It's me, Ninso. Welcome back to another video. Today we are back in Project TX finally. Um, actually I'm not actually in VR today. Uh, which is an unusual one for a VR game video, but there we go. This is how it is. Um, people have been waiting for this one for quite a while, but it's not entirely like the Hold on. Let me just reset my head a little bit. There we go. It's not in the entire video. This is kind of a part one kind of thing. Uh, it's not going to be super long because this is there's so much of the behindthescenes stuff and under the hood stuff that I needed to get done. uh that uh I just wanted it to to be done first before I start building on top of it. And I have started building on top of it, but this video will showcase a little bit more of the the grunt work under the hood. And uh yeah, so let's get into NVCs. What we're looking at in the in the actual scene is not going to be very complicated. It's just going to look very simple and uh not stuff that you're you're used to here. But let's have a look at it very quickly. Uh just quickly running the game. And there we go. Right. Okie dokie. There we go. And uh what we're looking at here is just an NPC following this bowl. Right. So this is this this is just a target bowl. This NPC here is an actual full ragd doll. Now, let's talk a little bit very quickly about how uh how ragdolls are built in in VR physics, right? Um when it comes to VR physics, you'll you'll have seen in plenty plenty of games that characters have and I've mentioned this so many times before, characters have a bit of a flimsiness to them, right? Either they are very very ragd doll accurate and they're able to kind of stand on their own and they waddle about and they kind of very very mildly walk and trip over basically everything including ramps and stairs and everything. Or the alternative being really really cheaply designed rag dolls that are effectively not true uh rag dolls in terms of their joints and everything. They kind of look like ragdolls for the most part. And this is this is very very common, especially in VR. And in reality, they're just using what is normally called an animated ragd doll or something that I think we were calling partial ragd doll in in my previous job. Um, which is where you have if all of your bones kind of pinned in place in the world space. And when you push an arm, for example, it kind of flexes weirdly where the hand stays in pivot position and the arm kind of moves out of way. Everything looks like all of the bones individually are trying to get to their positions, which is very, very awkward. That's not the case with my ragdolls, right? What I'm trying to do here is the the more accurate full physics ragdolls. These are driven by muscle systems which means each and every bone here is actually driving itself. It's uh it's moving itself. This here ball I can move via this uh internal internal ball which I can move and uh this character will literally follow the the ball. Right now, when he walks around, he's actually driving himself using not just the not the feet aren't directly driving his motion, but they are holding him up, right? Which means I can push him around. This is an actual he does walk away from things as well. This is an actual physics character, right? He can be pushed about and you can see here he's actually waddling about and he actually does kind of stumble and everything, right? And this is this is really nice. It's very standard stuff. You've seen this plenty of times before. But of course, he's also able to tip over and get knocked over. Right now, this is very again very standard stuff that you've been seeing on my in my Ragdoll systems, but under the hood, there's actually a lot more going on. Now, when we look at this character here, I'm going to close up everything except for this here. Now, actually, yeah, this will show you a few more things, but you'll notice here there are three points. Uh, three, let me just make sure I'm not covering them up. There we go. There we go. Beautiful. There are actually three sets of IDs under this debug text here. Now, when I move my character, when I force him to move, here we go. Just make him walk. You'll notice that the action state has changed to walk to, and then it's now changed back to idle. Right. What's actually Oh. Oh, I've I've just told him to tip over. Whoops. Sorry, dude. Sorry, dude. I I I was supposed to disable that. I just made him fall over. Right. Okay. Um, so under the hood, what's actually going on, if you think about the physics based uh physics based ragd doll, it ignore the ragd doll. In a normal NPC system, what you want to do is you want to have your character Yeah, I probably should have taken out the console. You want to have your character um basically perform an action and then make a decision as to what the next action you perform. Ordinarily with something that's a much more simple concept, for example, a very a straightforward uh bLine truncated
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# PROJECT TX - SEATS! VEHICLES! and other updates! (0nP-4SatYVQ, 1034s)
[Music] it's me nem sunny welcome back to project TX we have spinning chairs we have random triangular shaped objects and we have ridiculous looking vehicles today however none of it works perfectly brilliant brilliant anyways so yeah enough of that the insane voice what I have done today so there's actually a lot more on the back end that has been improved and fixed and ignore this sword it is completely useless and has terrible terrible physics on it but as you can see I've got a random chair object which seems to be jointed to the floor that is intentional by the way I have fixed the ragdolls as well they have their heads now no longer colliding with a part of their body over here laughs there we go and yeah the most important thing that I've been working on though is noticeable when you pick this thing up as you can see I haven't done the grab animation yet I am completely lazy in those points but what is this random sphere object well let's have a look so if we pick up an object there we go you can see the gun and what this is is my controller point there we go and that's exactly what I was intending to do in the first place so now it has the ability to actually rotate objects as you would in gmod it's not perfect yet the catonian math is a mess and I wouldn't worry about that that will get fixed over time right now it's all just about the fact that it actually works the other thing as well is I've actually added an action system on there and and the only way this is actually working is through that so like I said yes in the last video I was upgrading the whole grab point add-on system and all of the functionality that goes in there that comes from the character when grabbing the grab point now that this is available I can actually do this as well and actually pull it and push it and that is using an actual action button look you can see I pull it nothing happens but if I pull it with the action button pressed you can see I actually have control over it there we go and of course that works with the ragdolls as well so we can rotate them we can pull them this way and then push them out and throw them there we go brilliance absolute brilliance the other thing is I kind of course freeze things in the air as well has it not collisions are switched off well that's ridiculous anyways the fact is as soon as you grab them they become unstuck again which is not really expected now the other thing I've been working on is the context menu and what this is these are just the test versions of it right now is supposed to be very similar to what other games do which is where you have a sort of inventory menu pop out of your hand and then you move your hand to the point that you want to select the item that you want like that like that whatever but this is actually contact sensitive now you can see that each hand has a different weird sort of different set of numbers it actually has a maximum of eight and it builds this automatically based on what's at your hand currently none of these objects actually have a special setup on them so you can see nothing actually changes when I actually grab it but the point is the actual system is in like I said this is a video filled with a lot of unfinished systems here there and everywhere so we've got a random thing going on with the gun we've got a random thing going on with these systems here the the context-sensitive menu and this will be super useful once you see what I can do and then we've got because I mentioned the add-on system has been improved these things along with the actual boosters have also been improved because now have additional functionality as I mentioned in the first video of this product a new versions of this project I wanted all of my movement controls to be on the analog sticks for a reason that is that I dedicate each of the buttons to additional functionality on the hand which means that I can now grab things and reel them in which of course makes the actual swinging a lot more powerful there we go now it's a little bit more fun even though it's not anywhere near realistic yeah there we go I am making this here yeah there we go no boosters required for actually swinging this time I did want to mention a little bit of a difference a little bit of an understanding here but before I do that we can skip those so what I'm doing here when I when I actually use those as I'm shooting it and then I'm pressing the the a button on my on my controller well the primary button the able ends on this side the X button no the a buttons on this side the X button is on the left-hand side here we go so it's the primary button on each hand that I'm pushing as I fire the thing to reel in the same thing is being used for the for the EFA's gun to actually freeze things in air and to switch to real in and real out mode and it is the same thing used on these things as well and you can see there's actually an addition to this as well which is an animated system you can see 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# Unreal Style FPS Prototype, Unusual Physics (Unity3D) (1-6u7TEsx4A, 152s)
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# Walk-O-Motion VR LOCOMOTION + REAL PHYSICS HANDS (for ReMod GMod remake) (2vuQ0HFxEO8, 433s)
hey Jim Soni welcome back to another via video today I am messing around with physics once again this time you can see the stability of the huns has increased I've got the rotation physics back in and you can see since the actual joints we have pure rotation of physics where things can actually spin when you throw they still have the physical movement I have disabled physical touching from the actual hands I'm going to change the way the system works for that so instead of having it so of always physics where the hands are always losing tracking and it becomes a little bit unstable you've got an object jointed to a hand joint it with a physical body nope objects are now physically jointed to me which is this very thin object here so I still have that liftable feel except it's so much more stable now that I can actually do this to get the hand tracking back in where I can actually push objects I'm simply going to fake that and add forces based on when you're actually entering and then how far you're pushing so it'll feel more like this which works pretty much perfectly because when it's really heavy objects you can see that still happens obviously two hands lifts it better and you still get both at physics motion yep all brilliant so you can see here the stability of it all just allows me to lift objects much better the hands obviously not going through at the moment I'm not sort of sticking to the objects here but I can still lift on top of them I can lift them up and I can throw them we're--aw right so let's get on to the actual climbing so for this stuff what I've done I've disabled actual grabbing on certain walls and enabled it on these little red edges and that allows you to see just how stable this system is the other thing I've done is sort of added a physical limit to that so you can't actually move further than your shoulder arm length so let's grab this ladder now obviously the ladder still works come on out you come we have much better way of actually holding the damn thing this time it is a heavy ladder there we go and now you can see truly much more stable as well you can go down now obviously I can also do it the right way which is to lift up so you're probably saying hey name so it's like climbing well yeah it's like climbing except climbing doesn't use physics well it doesn't use the physics engine so while climbing allows you to do this whoa well it doesn't allow you to do is this you see that ladder swing G ladder totally able to climb it anyways that is that lets go whoa let's get back up there hey up we go and then grab this mm-hm copied the sort of start layout of the original training level in Splinter Cell by the way this one you probably think it's just the climbing pole it is not a pole oh it's a rope and of course not only can I move it but I can also climb it oh yeah it's actually a lot better than anything I've played so far anyways again the sofa really heavy you can just about lift it based on the arm stretch limits I can pull it to a certain distance that kind of course push it as well why is my hand tracking going off there we go drop it off now then hook what's the point of this thing let's see it's a physics hook usual stuff now the cool thing is let's go really close to the edge here reel that in now that we have the rope throw that down and I am suing in so let's see if you can actually swing if you pull into the appropriate angles you get actual swinging woohoo and I'll drop because we're gonna do this another way this time forget the ladder [Music] and you can see the stability of it all is bloody brilliant and it's all pure physics let's do a running jump here and see if we make it got it yes climb in basically I failed who cares that's that yeah so yeah that's that's that actually obviously the hook works in a different way as well the way that you'd expect so if you could imagine that ladder up there what's above us and then we just did this we could do this we could just climb the hook mm-hmm so we can do the same thing here grip it up there and the hook throw the hook jump down yes take the climbing frame this time went through the wall that's just my head cracking by the way I can't physically go through the wall I don't have enough time to actually do more than this that's that anyway that's the whole video go bang
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# PROJECT TX - Never go FULL HEDGEHOG! - Customisations (4yQdbjT1Auk, 1111s)
[Music] me name sony welcome back to another vr video today we are back in project x uh and i am dressed as a chubby cat now why am i dressed as puppy cat um i got the hat on oh yes i do uh why am i dressed as a tubby cat well that's very simple i have finally done a lot of work behind the scenes you can see i've also got a tail now um yes so i've been doing a lot of uh behind the scenes work and uh managed to get some upgrades to the watch in fact uh but before we uh show you the actual watch menu updates now it's not perfect yet it's uh it's still on the go um for a much better watch system but uh i still have all of my usual controls right and what i do have as well is the new skinning system now it's not just character you know the skin itself the texture that's replaceable it also replaces pieces so obviously the tail here is a piece that can be replaced i am wearing a hat it looks very awkward without the hat but uh with the tubby hat removed in fact i'll leave it on for the next one so of course i've got the eggman skin from the previous video and you'll immediately notice that it's more than just the the textures you can see i've got that cubbiness that i mentioned in the last video i i was going to do some scaling um but there we go so we've got the scalable uh customizations custom skins and uh let's take this hat off so that the eggman looks a little bit less funny um and there we go yeah back to back to the usual except i have this chubbiness now it doesn't affect the physics i shall switch over to oh not that camera mode there we go zoom out and back to player skins so there we go uh dressed as eggy but i do have some additions though as well uh before we do that though i have some more controls on here and the first one is strength there we go so now as you can see from the previous videos i had the sort of strength set high i mentioned this in the first video where i was doing a lot of climbing and you can see here that i'm very easily able to grab onto things let's do that again i'm very easily able to grab onto things without much effort right so here we go do the climbing and let's keep the camera over to the side so when climbing it's as simple as using one hand grab climb grab climb nice and easy right really really easy and really quick however [Music] that is not perfect because that is uh over the top strength right i intentionally increased the strength so that climbing was nice and easy if i switch back to normal strength and i've finally managed to get the strength modifiers in real time um so i can actually modify them on the fly now using the using the watch now you'll see that it's a little bit different in terms of me trying to climb so here we go and as you can see in fact i'll switch on the controllers so that you can actually see this here we go controller zoom over here and as you can see from the controllers they're right here as i lift them with one hand my controllers down here right now much much more difficult to actually climb i don't know what happened there and as you can see i can't just fling myself right it's impossible for me to fling myself so now i kind of have to use two hands now i really do feel like eggman i used to always call him robotnik by the way like i don't like the name eggman it's clearly just a nickname but um when you read the actual sonic comics the official ones before the current series uh the arty comics that were going on for about 30 years um when you read those they actually have a legitimate storyline for why he became he's not robotnik and now egma is a different character by the way it's like there's a lot of crazy stuff going on in that in that series but uh yeah a lot of creativity as well that i think of from there uh but there we go let's switch the controls back off and you can see that lifting objects has the exact same problem so here these are the empty barrels nice and easy one-handed no problem empty barrel but the red barrel i am lifting my controllers right now so if i switch on the controllers there we go very very heavy i can lift them but i can't lift them completely of course if i crouch down yeah put it on my shoulder there we go nice and easy lifted it but if i switch over to low strength mode the high strength mode even now i can just pick them up nice and easy [Laughter] so there we go that's strength mode right so i'll leave strength on high and then i'll switch speed mode on now let's have a look at why we're doing speed mode so that's what today's video is about mainly is the sonic mod yay so i've got uh a really unusual looking i haven't got any hat on right okay a really unusual looking sonic i i remodeled the the hat myself um so here we go let's get the camera over to here and you can see that i actually can move nice and fast as well sorry box i can actually move nice and fast and uh yeah there we go it looks really good and zoom out again the other thing you'll notice is that when i do the skins when 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# PROJECT TX-Q (Quest 2) - A glimpse of the FUTURE OF METAVERSES! (7Gup4b1Sqow, 703s)
[Music] it's me named sony welcome back to another vr video today we are randomly hanging around um and unfortunately the quality of this video will probably be low but also the quality of the world you're seeing is is quite low as well um and that's because what you're seeing today is not project ex it is project txq um just a little letter added on the end why because it is actually running on the quest device uh so quest two and this is just a very quick test it took me a couple days just to convert a lot of my systems over so that they work properly on on an upgraded sort of unity setup to make sure that it it'll export to android and export quest um i'm not getting perfect frame rates right now and that's for a reason and not because of the regular tracking i'll show you that in a moment but as you can see it it all works sort of exactly as as planned um i've got just the ragdoll showing right now um oh actually underneath that you can see my actual tracking logic that's the same character model that you normally see you can just about see his head in this shadow yes i'm using dynamic shadows i'm just sort of stress testing the capabilities of the device um i should probably never use dynamic shadows when running on quest this is running on the actual mobile quest um it is not uh the jumping is a little bit problematic right now but uh yeah it is not running uh on on pc or anything like that but as you can see full physics full physics arms and all of that good stuff right the full physic body as well all works really really well you can see it actually crouches you'll also notice there are hands stuck in the ground they're actually sitting at 0 0 0 in the game world but let me just position myself in the center of the game world not game world but in the center of my room and i'll switch over to hybrid exploration mode now this is really really cool because there we go um now i can sort of not use my analog sticks like in fact you can see my right analog stick works fine right crouch jump all expected but my left analog stick does nothing and that's because we're using hybrid exploration mode which means that i can walk around within the circle of this this ring here and wherever i position myself it actually moves in that direction and then uses my locomotion system as usual so i can still run around but not having a cable at all this is bloody excellent now this is really cool but it's even cooler when i put the controllers down why because as soon as those controllers sit down and disable themselves we switch to hand tracking perfect um so here we go i've got hand tracking unfortunately i don't have analog sticks you can see the controllers are just moving to where the hands are this is very very prototypey very very quick build of of this very very simple uh demo very simple world as well i wanted to make a bigger world but i kind of have a lot of stuff to do right now um and getting back to work as well proper work so there we go but uh yeah so you can see i'm cracking and you can see the physics arms and everything follow that and that's because i'm simply overriding my actual controller tracking as soon as the hands are enabled well as soon as the controllers are disabled right now you can see full hand tracking and you can you can see if i do the gesture you'll see the oculus menu uh uh starting up but if i stand in a nice position in my game in my uh play space i can hit the menu button like i did before reset the ring and now we've got hybrid exploration mode running with hand tracking meaning that i have full directional control over locomotion i can walk i can run and no analog sticks at all [Laughter] it's brilliant if you're wondering what this text is it's uh it's my frame rate which is probably not very good right now but yeah so um ignore mr avatar over here uh he was actually supposed to be tracking the tracking rig but i decided i'll just uh leave it as is for now i want to test things properly and see what the ragdoll is doing i haven't fully fixed the the shoulder movement yet so you can see it doesn't it sort of crushes its stretch a little bit there um but there we go now you can see that because it's tracking because my tracking positions are just being overridden by the hand tracking that means the physics is still there right and it's tracking my hands now so we can actually just lift ourselves up as we did before [Music] in hand tracking mode i'm not holding any controllers i'm just using my hands right now so there we go and with with my locomotion system that makes this absolutely beautiful no turning around no rotational systems or anything like that i'm not using my right analog stick because i don't have one i'm not using a left analog stick to walk around and i can walk around infinitely my gameplay space is never it's definitely not this big right i can walk around if i want to i can jog around right i do have to keep my hands within range right now because i 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# Ready Player One got me back in to VR Physics - Stabilised VR Physics - Walk-O-Motion (7I3Jb7bqW1A, 603s)
[Music] me noon sunny welcome back to another via our video today we are in a randomly looking world a very random eat world and I've been working on some VR physics recently once again the hand system and I've actually got it very very stable now so you can literally just solve move objects around throw them about and of course climb on objects as well and this is a physics ground as well I've got ground movement quite well done this here thing is a conveyor belt which actually works so you can see I'm not moving of course by using the locomotion system so I'm able to physically run about and jump about and you can see here that the conveyors do actually affect objects including this here bouncy ball which rolls about and they see a cube and you can see they get pushed and you can run about while you're on top of it as well now that new system for climbing pretty much the same stuff again no physics hands this time but you still have the physics scrubbing which of course I can't grab the actual wall itself but I can't grab the edges so let's have a look at the new stable build that there is a physics rope of course and it actually works as a rope so you can lean it inwards and outwards and swing about on it just a just a set of jointed cylinders and stuff so a bit weird looking but it does swing this ski a platform is a very wobbly one and you actually need to jump on the end you lift it you make it bounce up and down and then you actually gain that jump momentum at the end as well as it goes up which I missed there we go right now we're up here we've got some spinning cylinders you kind of have to run because of course ground does move you and then time you jump and make it now then this is that part where you're basically playing climbing there we go now I've just made this little area quite easy to work with so there is actually an easier way up here on that their physics ladder OOP and you can you can actually pick up physics ladders and lean them on the wall which works a lot better now and I'll show you why in a little while once I make it to the top if I can reach this here object there we go nice little clothesline clothes hook thing let's go for a swing a zipline actually there we go you can do it with one hand and of course grab on to something there we go throw this onto the conveyor just for the fun of it not very very well-designed oh one I missed right so right down to the floor there's an easier way up there as well in fact I'll show you the light at first if I like jumping around and you can see here very long ladder it is a physics ladder mm-hmm so let's start climbing [Music] of course the hands do carry on momentum because it's entirely physics based so I've just gotten quite good getting everything right as in the angles of my movement and there's a faster way of that be after the zip line as well which of course that's always a problem grabbing things from the ground unless you've reset it perfectly I should probably reset it a little bit higher than am i moving my tracker a bit too far [Music] no need oh yeah they are extra slightly by the way and then this way of course nice physics poles to swing on this is not easy now there's actually some logic to the hand controllers that change the way that you're actually working so I'm going to show you with this here ladder so here if I pick this ladder up I'll show you the new logic so you can see here when I turn my hand it's a quite wobbly but I can't grab it quite solid as well and that's because I have control over the looseness that I grab the object let's here let's have a look with this cube so you can see I can swing my hand quite easily or I can just grab it perfectly solid and that's because that looseness control is necessary when you're climbing physics ladder because of course you're going to be pulling the up and down which is a problem so if we put it here for example which is not tall enough for that in fact there we go we just put physics ladder and now when I climb it it's not being launched about all over the place like it used to in the older videos still problems with the grapple hook stuff very stretchy very dodgy very unity physics problems and of course he is the quick way through the pole things that let's just get up there really quickly yeah I can do this all in one run but a little bit of luck there anyway one two three oh I missed it I tried to do that in one jump let's do this one more time and if I mess up I'll just skip the video over today 101 goo and 94 there we go yes random numbers random numbers always fun right all right one two and jump there we go much better right let's get up this hole here right quite an easy one this there it is swing cool and then this bit ledge Crabbie's and up and then it's nice yeah easy to climb one and we've got a ladder it comes high up we are let's grab this here ladder get up here to the more difficult this is where I get really irritating cuz there's no quick way up 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# PROJECT TX - Buoyancy, Spawning, and More Physics! (7JDJe_PjeXk, 1219s)
[Music] me nan sunny welcome back to project TX today we are here in a custom map that I've been working on which is a slightly modified version of something you've seen before of course and it's a great place to test a bunch of 3d stuff and greeted physics objects now the main thing that I am what I've been working on here is not really the physics but more the objects and making them look quite good also getting the basic interactions back in and drop functionality which is the ability to actually functionally control the objects so I have put in of course a physics gun now as you can see I can actually grab and throw things and of course literally like grab this ring it bring it over and grab it and then bang bang bang right pretty fun except unfortunately I haven't completed my my add-on system as part of the the physics one so for deleting items that you can spawn I have instead used this red one here and you can see it removes them so I put a separate weapon instead of just like a mod do this later on this is going to be the sort of ultimate cool gun the the super master physics garden that can handle pretty much everything this is the sandbox stuff now this game I did intend for more than just the sandbox of course so this is more the our mod sandbox which is actually going to be also non VR and yeah the main thing that I've been working on is making things look pretty good so you can see here let's just climb up this crate over here yeah and you can see these objects as I stand on them you can see the weight balance I have been working on making sure the physics of the movement actually works properly and yeah pretty good weighting of objects I've done quite accurately as well so these things quite light although like they're not completely light you can lift them completely up but they're not super light so you can't just like with one hand you can see I'm trying to lift it I do have a spawning menu which I'll get to in a moment but yeah so let's have a look at the objects very quickly are these metal ones pretty much can't lift them at all you can see even with two hands the legs are quite strong right now so being able to grab things from bottom you can lift them quite easily and that goes for very heavy objects as well let's just grab these and bring them along and I've been working more on the architectural materials as you can see here making sure everything looks good but at the same time performs well so the aim here was to make sure that objects have a good sort of set of textures on them but not too much so I've sort of limited myself to one type of texture for each object for example here we're using a bump map and that's it so there's no specular Maps and there's no so of ambient occlusion maps or anything like that it's just brick therefore I'm using a bump map whatever sort of the most important thing to use on that material and then that goes for all of the brick textures for stuff like sand grass and soil I've got obviously a specular map and I think for grass I did did I do an ambient occlusion I don't think I did a little bit of lag they're looking at it here it looks like I haven't done an ambient occlusion map so yeah one map on each material just to just to minimize the amount of excess of performance being used here so here we've got some nice metal looks some tiled flat ground here I don't another type of solid material here the concrete it doesn't look too good right now I'm gonna probably put another map on there yeah we've got some bronze type metal and then of course we've just got the regular crates our crates again no bump map just a specular handler here to make them look good and there we go same thing here I think it's only an ambient occlusion on these they look pretty good in the dark area and now over to the other props you can see exactly what I'm doing here as well so with these as well you can see it's a pretty good sort of ambient occlusion map happening you see I'm here I'm here to cushion no it's a it's a specular on these guys nice and easy now with these I've actually done something a little bit fun so these two types of barrels here nice and light you can see with one hand so these are weighted appropriately I think they're around 20 kg which is just based on based on some basic internet research just how much does one of these barrels weigh there you go and then these two same thing right nice and light they're just empty barrels this one however this one and the red ones down there are much heavier because these are filled so you can see here try and lift just about lifted and you can kind of there we go there we go nice and heavy now the cool thing here is if you grab those just like other heavy objects and lift them up and then drop them quite for bang I'll probably do that with the super heavy objects instead there you go you get this smash effect as part of what I've been working on so here again really really heavy you can see project color 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# TINY OPENWORLD / Knights - New Ragdoll System - Physics Sandbox - Unity (8kkeh1RQfUo, 607s)
[Music] Samee new Sony welcome back to another video it's been a while since I've done a video actually and it's been an even longer while since I've done a tiny project video the tiny project is well there's not one project but I have a number of projects whereby I use these characters here this project here is actually the tiny Knights project but it's something that I'm using the same system for the open-world game that I'm building that is basically called tiny open-world pretty simple name pretty simple idea anyways so what you're seeing here of course I have control over the character using the mouse I can look up and down and of course I can walk forward and walk backward left and right and the usual stuff this correctly here actually though is is a full rag doll so it's it's something that I've done in the past obviously active rag dolls and stuff and that character there is actually the animator and what I've been working on here is a different method not the same one that I've used for the VR tracking to actually get the animations to much using only the rigid body joints so this here character is obviously built out of joints and there's no extra tracking on it or anything like that so there's no position forces or anything making him move like this and animate all of that is done by the joints that are rotating according to what that thing does so if I jump over here and look you can see I can have control over everything and whatever the animator does the rigidbody here the rag doll actually tries to match it using usual forces and of course they all have limits as well so the other thing you'll notice here I've added it's very similar to a human fall flat or gang beasts in the way that controls but I've added an extra control which and you can see from there that allows me to manually force one of the hands down each one separately controlled and that's useful because here grab things this here balls very very heavy let's grab the light one and you can see I can grab things moving about the usual physics see stuff I can of course use my feet to kick it and this is 100% active ragdoll there's no there's no extra rigid body holding the character up or anything like that he's simply using a joint - well it's - an invisible object the way I've done is a bit weird but anyways well it does it does actually balance him there's no sort of clever work going on with the balancing he's very very simply a joint holding him up but there's nothing there holding him off the ground that's done by just applying a force when whenever he's grounded and of course here going you can see he just flail about that's again that's animation so you can see here what the actual animation is and what he's actually doing it's all false based unfortunately I haven't done a very good climbing system yet so it doesn't actually climb properly unless of course you've gone high enough to just soft jump on top but beyond that that's basically what this character model is doing and as well I just made a worldly sort of mess around with it for example here if we grab a bowl and we can of course go up this ramp here or we can take it the easy way which is this here quick so this is the medium weight ball and here I can show you how I can throw things so obviously you look up to grab it up and then press the top button I didn't work very well but let's just see and here we have some 20 pin bowling 20 pin bowling two lanes and I've just put some super smooth ground there which will for all the things back into place down here at the end so we can get the ball back and everything as well then you can see a green one there that send it up there you can grab onto these things of course they smack you about and you can see he's always in ragdoll it makes it really fun to see how it looks especially when he's in because once he's in ere he loses all of his clown balance and he could just be flung about like that of course I can grab on to them with infinite strength and you can see him flinging about and of course we can do the same thing on here so obviously it smacks me about fine but I can grab on to it and I'm going crazy I don't know why his heads facing the opposite way but one two and let's go and missed it and you can see he's always able to just stand back up but yeah everything sort of force based everything's an actual joint and stuff like that and he does flail while he's in air until he lands of course this is this is sort of the basic system underneath the tiny games as it's going to be anyway he has trouble climbing up ramps though so basically I'm gonna use this for the tiny open world project his jumps are gonna be a little bit more controlled and that's basically what I wanted to do I wanted to build a fully controlled system way feels almost like playing a platformer in a way it's it needs to be that balanced that it feels like playing a platformer but you're always inactive rag doll I can't try and get this one up therLine truncated
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# HYBRID LOCOMOTION - My best VR Locomotion + Upgraded Physics Weapons (9DzzrAoc4so, 709s)
[Music] it's me n Sony welcome to another video today what you are seeing is a uh another VR video today um and this is the uh this is the new build of the Slayer project uh ignore how funny this place looks it actually feels quite fun to uh walk around in this place it's uh it's quite a nice quite a nice place um but I just sort of built it out of some random pieces that I made um and just threw it all together and it's quite nice so what you're seeing here is uh the new demo for for the Slayer Slayer project and more importantly it is a um a new demo for The Locomotion system that I've been working on so I rewrote everything including my uh my physics hands which which is what these are by the way they don't touch each other but everything else they do um I I've rot everything from scratch and more importantly I rewrote the Lo motion system that I've made so obviously one of the things that you'll already know is that I uh sort of have a a walking based Locomotion system that used to be called walk motion um biggest problem with that was being able to walk so um I had to fix that and uh it's quite funny having a a walk motion system that where the most difficult thing to do is walk so let's change the name and uh the new name is hybrid it's quite cool if you look at the logo that I've made uh you'll see that the hybrid Locomotion has the word VR sort of in the name and yeah a little bit of design fun there but what it is is um it's sort of a new way of oh I I forgot to switch off the Spheres for ik motion uh it's a new way of thinking on how to walk uh so it's called hybrid for a reason now the way I move as you can see I'm going to stand completely still and we'll see what happens when I push the analog stick here as you can see I'm moving very very slowly I look around you can see moving very very slowly now I can actually speed up by walking very very comfortably in place so this is very different to what it used to be cuz that used to be headbob based but here's my normal movement here's me walking very slightly very very easily in place now this is not hand based so you can see that my hands are not moving but I'm getting quite a lot more speed than I was before as you can see I need to keep turning around and that's actually based on the sway very slight sway it's very very tiny so if you see here slow and then very tiny motions nice and easy I'm I'm I don't even have to take my feet off the ground I don't have to use my toes at all it's literally this is how I would normally stand in in reality you know this is just me nice and comfortably standing and maybe a little bit of easy just sort of Sway and that's how you walk in this system so you can actually control your speed you can slow down here if you want Move Along walk around it's so easy to move now the reason it's hybrid is because obviously you've got that system and then you've got the walking system and that blends in to the running system which of course I've made even more um precise so you can actually do sort of bursts of speed really easily now so I can very quickly step forward there so you'll see this much more obviously when I go around the corner for example so here this is me walking around the corner here there we go and now here's me jogging quickly see you get a very quick burst of speed and it's very very easy you can just comfortably move around now like you would naturally um the jumping system I've changed I've removed all of that complex weird motion that you have to do for jumping so you have to go like that and all of that and it's it's just works better just having a simple button to jump like you would in a normal game now let's grab ourselves some guns and jump around and you can see these are pure physics as per before except I've RW all of this physics based system from scratch you'll see everything's a little bit um slow in terms of frame rate today I'm having a lot of trouble with unity right now but again this is uh this is just uh just how it is right now I need to sort out my Unity uh more importantly the jumping system here so if you look I press jump obviously I jump while I'm moving slowly obviously you press jump and it'll jump forward very slowly but of course because you can run and jump and then you you gain that movement speed what you can do because of the very quick burst speed is you can actually control your jump forward motion by using the burst so I still get that system that I used to have where you have that feeling of uh I have to actually physically do that to jump like that but you only do that because you want to actually jump forward you see and that's how you jump forward you just sort of have to control all your jumps so you can hear you can just sort of sneak around the corner and you're just like and then and it's it's all very quick very very quick and you have full control over it and you you can walk you can run very easily very very easy to control it's completely easy and you 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# ProjectTX - IK-Less Control, WHY and HOW I'm not using IK! (9IDhcrzJtY4, 612s)
[Music] me name Sony welcome back to another video of project TX this video is not actually about the project itself but rather about the IKEA system so bunch of comments on the last video in regards to what I meant exactly by no ika is involved with this character model here so obviously people assume you know this is pretty much an IKEA based calculation right and I mentioned obviously it's not an IKEA calculation so I'm just gonna explain exactly what the difference is in terms of what I'm doing as opposed to a sort of standard I okay and to do that obviously I need to explain what I K is so imagine the following scenario you've got an arm here which is lodged over here this is actually just a physics joint it's literally a standard object that I can just move around and it sort of looks like an hour and I've got an invisibly movable object here and I can just sort of float about but ignore that for a moment imagine this all now the way to control this arm if we were moving it in in using either physics or animation or whatever is we would rotate this to move this arm or the foot of the first part of the on the upper arm into position to where we want to go and then we'd rotate this you get the forearm to do whatever we want to do that but what if we know where we're standing and we want to get the hand point which is the end of the forearm here to actually match up with a certain position so let's say this position here well then we're gonna need to do some calculations because the problem with this is the only inputs we have is the angle here and the angle here or the other rotations are those two points though that little bit of information does not get as this point here I'd have to just sort of guess this and then guess that and guess this again and guess that and as you can see that I can get close to it but that's all just eyeballing it that we're just guessing we're just guessing if we want to get it to this actual position here we need to control this point and tell the system where that point is and then using that go backwards instead of forwards because remember we rotate this that moves the whole thing then we rotate this to get the hand point wherever the heck it wants to go inverse kinematics there's a backwards we decide where we want to be and then we move it we calculate backwards essentially so we've got a connect a kinematic object something that moves and then we do the inverse to calculate the angles that we need to rotate the object to the end result of course is this so we have a point which is the actual arm point and then we have a hand point which decide where where the end result is and of course it can limit itself based on the length of the arm and then we have a helper now the helper simply just rotates that part on the opposite on the sort of axis pointing inwards which decides which way to go now you'll notice this one is not a physics object so I'm not able to push it around right and that's because this is just purely I K so this is how inverse kinematics works you take one position there you take one position there you do some clever maths and the end result is you get the arm that it gives the system the rotations it calculates those rotations and the hand is always at the correct position as a result that's exactly what we want in terms of control but obviously we have a problem you see if we have a physics based system like I have here as I've shown in the last video if you haven't seen it please do check it out that project TX is the name if we have a physics based system we now want to decide what happens when a physics object is here so what you'd expect to happen is either pushes in it pushes to the side or it pushes to the other side that's what we expect to happen but how do we calculate them so I'm gonna put my hand here what you'd imagine to happen either we have it moving to the side this way we have it moving to the side that way all and this is the worst case we have the whole thing moving up which means we are going to have to control these two points we're gonna have to do a bunch of calculations it it doesn't really work out very well in terms of how we want to control things in an easy way over to this side now this side it may look like the same thing as you can see very similar thing happens I move this it rotates the a central part I move this it sort of car gets that position however the thing with this it purely physics there's actually no inverse kinematic calculation going on so this is very similar to the way I'm doing my arms here except this is without these soft fist trackers so it's a little bit hovering as you can see look everything just sort of floats in place so that's without all of my physics training but you can see now with this I can't push the elbow I can push the elbow exactly where I want it to go and that's precisely the reason that I wanted to use this type of logic there is absolutely no I care going on here there's no 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# PROJECT TX - New Physics, New Control, New EVERYTHING! (9f7Bq_R_wHs, 1307s)
[Music] it's me name sony welcome back to project t x it is finally back here i has been months since i made a lot uh another video of this of this project now you'll have noticed that uh things have changed um my head now has a little headset on i just stole the headphones from the super mario 64 reimagined project that i made uh i'm i custom modeled those those headphones actually they were originally on a different project so you can still see the m uh in in his ear here in the in the ear earphone there um they're just nice nice pair of headphones i wanted to to put them on i'm going to start testing physics based objects sitting on the head as well now what you're looking at here you'll notice that the the the animation structures of the of the character look a lot better than than they did previously uh look this is me dropping my hands completely down to the to the to the floor due to like my hanging natural hang right here and you can see they just they just work properly i have spent a lot of time so here i'm gonna reach up and you can see you can see if i switch my controllers on uh you can see i just reach up to this is sort of my limit of of stretch in reality this is my limit of of low law stretched down uh and then unfortunately the the sort of t pause is not perfect uh you can see just about you can see that they do very very slightly still push the the elbows in there but almost perfect and you can see here i can do something the wave it looks good i can uh yo that and it looks good cross arms there uh it all it all just really looks good you move the hand behind the head there behind the back there all looks really good especially when i jump there looks it looks really good now what's actually going on here so it's been a while since i made a video on this project for a reason uh what i did is uh after looking at the game the way it was before especially when you look at you looked at the elbows in the last version now this is not the final model it's going to be upgraded soon i've actually been working on it this is a slightly upgraded version for the shoulders to look nicer but i have been pretty much recreating every part of this game when i say game obviously i mean all of the sort of main systems so everything you see here completely recreated from scratch with the exception of the actual character model itself the right from the input systems so the i've got the tracking setup obviously the regular sort of tracking setup and from there derived elbow positions uh logical sort of shoulder control and you can see how it's actually moving much more naturally now um it's almost completely natural here's a few punches here's a good sort of that um i've been testing it with uh you can see even the sort of chest rotation very cool i can crouch down i can stand up um so all of the sort of input level ik logic has been recreated uh properly and then of course i've got also if you just come with me um i've also got the ragdoll completely rebuilt from scratch and the ground ground control for the the character movement system so all of the ground control completely rebuilt from scratch i rewrote it from scratch as well and uh yeah that the avatar uh controls or the way that the avatar links to the ragdoll recreated i rewrote everything i rewrote absolutely everything now the other thing that i've been testing testing a lot is the idea and you can see in the shadow there just in front of you that is your shadow that is a floating camera i can i can actually rotate it here so you can see me rotating it um and yeah that's a that's a that's a floating camera which actually follows the camera logic of a tubby supercap so the the again the sm64 re-re-imagine project i took the camera systems from there which i'm using for tubby supercap and uh yeah i decided to turn this the third-person camera for like external viewing so if you were to record this game you can switch on the third person camera you can actually see me moving around and this really shows off the the sort of ik logic here which is not okay this is all ragdoll this is all ragdoll so here we go we rotate the camera over here you can see it's all ragdoll and that actually improves things quite a lot it improves things a lot a lot a lot so let's bring the camera around here right let's have a look at this service here section here so what i can do here because this is all ragdoll and it's it's improved let's switch the controllers on for this and you can see here when i'm on here you can see the controller just sticking out right so where i place my controller obviously i can i can sort of reach up here um now what you can see is when i throw my controllers down it very slowly like tries to reach that position right but when i'm above here i hopefully the camera is following properly here you can see i'm able to throw it that's because there's actual much more strength now here in the in the elbow area which is why it's not 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# CrossPlatform support solved - Hybrid Presence with Index! (Ah9sDKwfpZw, 630s)
it's me named Sony welcome back to another video in VR today is a special day for me and a special video for you guys as well this is the first time I get to use my knuckles controllers which of course show person has valve index controllers in game but I am actually currently using an oculus rift headset with valve index controllers big thanks to cousin sherry for showing the video on how to get these set up with the rift and I'm currently getting it set up with all of the soft cross-platform abilities and I'll show you that in a moment as well I decided to start with the inner closed ones since they're the sort of a bit of a DIY build going on here firstly let me just get this calibration out of the way so I've actually set up some default controls here the menu bar an in-game will be be on the left hand controller so the usual calibration click that and then touch the ground click that and we're done and then you've got a nice sort of simple a menu this time around nice and clean and you can see these are oh I didn't I forgot about that they sort of will collide in reality as well completely forgot about oh my god the battery's going low I better do this video quickly anyways so you can walk around and I've set up proper controls for the grips and stuff so these are actually physics objects right now this is using the hybrid present system but with hands only and have made a lot of changes to the actual body structure system as well now there's no visible body right now but the actual movement system and everything is quite well built so you can see here I'm actually able to grip things with this hand and there is a sort of physical limit yeah and you can see yeah and just punch him about now you can see here this is actually a cross-platform test this build here this room and you can see it shows the platform which is open VR in this case which is steamvr for those of you who don't really know the behind-the-scenes stuff the headset it's detective as oculus rift CV 1 the controllers it's detected as knuckles index which is why it's showing the models so it's actually got four models inbuilt which a custom skins for as you can see and they all work completely cross-platform so you can see here these are the actual names that it's come from the actual driver so it's detected open VRS controller knuckles Divi as you can see I'm not using index I'm using knuckles controllers which are the actual prototype just before the final release versions and again for the right hand side and you can see here it does actually collide with the walls you can see which means of course that I can put my hand that's a bit thought of it pole for me I can put my hand on something here and my other hand and of course just climb my body up now amid some actual changes to the way it lifts itself over a Ledge which means it actually has this sort of body changing mechanism where it will allow you to sort of clamber over and even though your head so there you can see I'm able to clamber further past the actual edge of the thing and it's very very smooth between them now I actually have a button for switching the controller models this is for those of you who may not have either of these and sort of want to test out with different controllers this thing this lever itself is actually not functional but I'll probably add a function or something with a few sort of tests before I release this build I should be releasing this with this video so don't worry about that but you can see thank you so of grabbed it and it feels pretty real home with these things because you're sort of actually making that grab bar Kanak go on about and you can see here it's a it's an actual physics object which means I can smack this guy I can roll them about let's do some actual running about and get up on top of this area like I said it's completely a basic system here but it is the sort of full hybrid presence build coming up here and the reason I'm making this demo before I do any sort of complex stuff with the actual presence and and body stuff is because I wanted to make sure that these this functionality is cross-platform ability is working for everyone so very very soon I'll probably just stop the game and switch over to oculus mode and while you're while you're watching the video so it's leave that quick and it's that automatic for the system now this is using the new sort of steamvr actual actions system which means that you can change it you can rebind everything if you want your grips to be more based on the pressure system the sort of pressure grips and you can use that instead right now I'm just using the closed hand you can't see any of the functionality by yourself unfortunately I just haven't I have an implant implemented that now the controls themselves will move smoothly with the exception of when you're moving with them and you're moving your body so this is within room scale only when you move the player in-game it won't have to 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# IN-DEPTH VR PHYSICS INTERACTIONS - Part 2 (BTlY8SWLtgo, 1946s)
[Music] hey before we begin the video I just wanted to quickly say I have been surviving almost entirely of patreon and YouTube at the moment so if you're able to join in uh please go check out the patreon it's in the link in the bottom there and the current patrons are written here on the board thank you tubby for that uh also subscribe subscribe subscribe as usual and when the I am planning on doing a crowd fund for this actual project as well although looking for other funding methods as well so when that's up I'll be showcasing it and I'll I'll explain that and I'll talk about that as well when it's done uh that's all for this and let's get onto the video let's go you can you can stop now we're done it's me n so welcome back to another VR video today we are back in Project TX uh this video is going to be the interactions video part two uh two um last week well actually last video it wasn't really last week last video I was talking about a lot of the interaction systems that I had in the game and um yes I am being a little bit quieter today because I still haven't figured out what is wrong with all of my audio being overly boosted and over Amplified my microphone is is is really messing up as well my Oculus Rift cv1 microphone is is being boosted for some reason so the audio is just hitting those uh those those uh very very extreme thresholds and you're getting a lot of quality de degradation this is not how the cv1 usually sounds right I've got previous videos on this channel where the audio does not sound this bad uh now today's video is about guns and other types of interactions that we weren't dealing with last week mainly because uh last week was kind of talking about the overall systems like the attachment system and all of that good stuff and this one is more using those systems which does also mean that there is not as much polish in this stuff as there was in the last uh video and the stuff with that before we begin I just want to show you something that I was going to show you in the last video yes it's a this is really fun thing I'll take a bouncy ball and it get back here it's this it's this it's this pipe over here just just for fun just for fun right just for testing we've got a we've got a Mario pipe because of course right just some form of transportation I absolutely just love having little random physics things in my games but there you go go yeah you've got a nice transport pipe uh but there we go woo heyo so yeah you can just press the button and you get transported up uh but there we go some ridiculous stuff uh there is also some uh removal zones but I show you one down there there's one over that side um that side over here uh no I don't want to take a a ball but there we go look if we take one of these explosive GS blanket here and 1 two three kabo it's gone wonderful beautiful right there we go yeah I I wasn't able to actually push his sword out of the way um but there we go right beautiful right let's have a look at this stuff here uh I have made a mistake and not corrected the things here uh let's talk about a bit about the attachment zone system uh well actually we'll look at guns first so switch over to my camera thank you and uh here we have guns of course uh we've got a few just test guns we've got some none of these models are mine I haven't done any custom work I need to do some custom work they've there's performance issues right now um but there we go right um you get all the the usual stuff so we've got the the nice sort of Mac 11 whoes we've got a little toy version of that uh we've got the toy versions of the 1911s we've got the 1911s themselves and a longslide version of that too and then the Glock names uh will be replaced of course uh in reality um the thing with guns is they are a little bit overly mechanical in comparison to basic sort of grab grab stuff and that means that their interactions are going to be a little bit more complicated and it won't be as polished as I mentioned just now um one of the things that I was going to I felt that I would probably have trouble with though is is the actual like physics of them right so outside of the view for now we'll look at that in a moment but the actual physics of them having an outstretched hand actually you know recoil about right I'll talk about The Recoil actually it is uh it's not set it's not a set value which is really cool uh what's happening is it takes the distance from the from the actual section where the bullet will start accelerating and it performs a calculation up to the end where the muzzle is and it bases that on the actual uh the mass of the the mass of the bullet and it applies a force in accordance with how much that acceleration would have happened right um but it did end up with a pretty good result on uh and you can see because of structure of course as I mentioned before the hand gets thrown back in ways that you're not used to uh with with guns right uh with the guns in other 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# PROJECT TX / HYBRID Engine - 3-DOF FULL TILT Player System! (D4SfYp2e1oI, 1264s)
[Music] it's me nmo welcome back to another VR video today we are back in Project TX I know it's been a very long time uh since the last video uh there have been many things to be done in the personal world so I got them done yep and uh so here we are now there's not many upgrades that I've put into the actual project uh recently because uh just been up to stuff but uh that doesn't mean that there aren't things that need to be answered uh questions that need to be answered so recently there was a video Woo from a channel called uh mind Palace of M Madness and uh that video led to a lot of people seeing this project and seeing my channel and seeing my work which is brilliant that uh really useful actually and I've seen quite a large uh increase in viewers recently uh which is brilliant there we go now today's video is not just going to be about uh answering questions although that's what I am going to do um it's also got a mechanic that I wanted to show from a while ago um when I say a while ago I mean it had to be implemented right at the Baseline of the of the game systems but before I do that let me just answer a few questions so the first one which is very important is what on Earth is this because a lot of people have been wondering is this an engine is this a game what's going on here so uh I've got these two posters here which are completely pointless there we go we got one over there uh which I can't see there we go that's brilliant right okay so there are two things that you need to know of in terms of names one is the project TX which is the name of the game that I am working on uh that's what this will be this uh these systems will be working in in in this game project TX this is just a temporary name for now I haven't really thought of a name uh well actually I kind of have but it'll be known to you later and then on the other side here we've got hybrid presence engine hybrid is the name presence engine is something that I've been trying to coin as a term for a while since I ever started doing um uh the full ragd doll physics based systems uh for project TX before the first video that says project TX on it actually it it was called present system before um but it's not really one system anymore it kind of handles everything you I've got Locomotion systems I've got full body systems all the body posing and everything you know I'm being able to do this and go into actual crawl all of that I've got the body adaptation systems all the ragd doll all the physics everything right it's all connected it's all there and the ability to actually change and and adapt into different body systems like this body shapes and whatnot you've seen all of this and it's really cool I can become a Mario and it actually moves correctly you know uh if I zoom you out a little bit you can see me actually kind of moving properly and even the jumps and even the feet move in a natural way right which is all brilliant it's all beautiful that's all this what I'm calling the hybrid presence engine and uh some people wanted to know is this going to be is this going to be available to other developers with go on the asset store and stuff like that now what I want to do is I don't really want to put something like this on the asset store this has taken me let's say just under a decade eight years of of VR you know eight nine years of VR work and Innovation all kind of Amalgamated into this one thing which can do all of these things all at once uh so I don't really want to go with the standard method of putting out an engine or putting out some asset it's not really as simple as that what I would like to do is I'm I'm considering the possibility of Licensing uh down the line once I've got a kind of game out here you know uh on once there's there's an actual game going on but that's uh that's for then and now is for now now for those of you who have seen this area before or have watched a bunch of the videos you'll notice there's a few large structures in the background that have been added here that's what I was talking about earlier where there's there's actually quite a few things that were there before but you haven't actually seen them but one of the other questions was about whether this system can handle something like gorilla tag uh so there we go we've got all the body adaptation you've seen the shapes and stuff and I decided Well you know what I'm not going to just answer that question I might as well show you so here we go I'm going to switch into a custombuilt character model it's not exactly it's not exactly a char model it's not an actual Avatar model it's just one that I've built out of the colliders what you're looking at is the actual shapes of the collision and you can see the hands are a bit too small but that's fine they still work and if I just go into a Crouch you can see there we go and now I have actual gorilla tag style mechanics and I can actually grab things right so there we go I can grab things 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# rMod Physics Sandbox - Hybrid Presence Sample Demo 1 - Non-VR (DMn0P3K85jE, 957s)
it's me NIMH Sony welcome back to another video today I'm playing the hybrid experimental sample demo number one so this is the first demo I'm making that's released or is releasing on the ETO page so have a look on there once this video goes up so what I've been doing I've been working on the actual sandbox physics for a while and it is something that I've been sort of wanting to do and had done for well a long while ago I made a working you know physics gun that actually works logically with the rotations working properly and everything it is something I've been done before anyway and I've been working on improving all the sort of physics for the buoyancy system for example and as well as that I have been working on some other physics and mechanics as well and when I say mechanics I'm so more talking about the actual character motion so character movement is something that I've been working on and getting it as good as I can so it's so of as reactive as it should be and the character himself should work as if he's part of the world everything sort of works properly with proper forces coming from every every direction and everything now the other thing you'll notice however is that this character isn't just a standardized character and what I've been doing for a while now and I mentioned the I mentioned in my earlier Twitter posts a while ago about the AI ragdoll systems that I've been working on to make a simplified version of my rag doll character motion for the AI and that's actually what's going on here rather than using the VR present system which is what I'm working on the overall sort of present system as we've seen in the previous video if you haven't seen that do check out the hybrid presents video which shows how all these sort of physics based character movement works in VR what this is however is the player is actually an AI rag doll so this is how the AI ragdoll system works able to actually sort of physically grab onto things and that's exactly how the hybrid system works as well where I'm actually physically lifting my body up and everything like that now there are some heavy objects like for example this or here pull that down II it's actually too heavy for me to pull down really yeah there we go and so yeah you can actually see how my body saw these gets pulled about as I move it however of course we do have a physics car so yeah you can freeze things in the air as well and of course the other thing I can do is actually change the colors of objects yeah let's have a look at the menu here we've got some simple aprox boning here just basic stuff like the boxes they come in different sizes as well and you can actually change the scale of an object that you're lifting before you spawn it sorry and the the actual objects themselves you can remove them as well from the scene so let's let's have a little bit of messing with the actual physics itself now each object has its own base mass but you can actually change the mass I had limited it I believe to 999 yeah I'm probably gonna increase that to 9999 just to just add some sort of fun to the system make it a little bit more easy to play with to actually activate these settings the objects themselves when you spawn them will be default when you click them unless you activate these settings with the little checkbox next to them and you can of course play with the buoyancy as well so let's just show you the basic sort of systems here if I spawn a very very light object so we'll go with a mass of five little box here plunk it on the end it'll probably not even go down there we go yeah I thought that would be the case we'll switch that off spawn a larger box and I'm going to need to get onto that now there's a little bit of problem with the actual grabby system I'm not able to actually climb up on top of things and I'll be working on that just making it sort of work a little bit better but for now you can see for me you can see that that actually works and of course you can actually grab things as well as this off throwing falling about in the app and let's have a look at how buoyancy and stuff works too we can of course roll these objects around - and these are non buoyant spheres by default the sphere is fully buoyant so you can throw a ball in there and you can see that's a buoyant sphere and of course you'll also notice that when things hit the water they actually roll about this is a based on pure physics pure real real world physics so things like this do they actually roll over the top and of course they do actually bounce over the top of the water as well if you really throw them fast so you can see actually rolled over the top now that's based on real world physics essentially what happens is the air friction is obviously much less than the water friction and while the object is half way into the water like this sphere here you get less friction above more friction below so there's more of a force pushing back below and as a result the objecLine truncated
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# GMod VR Remake - REMOD - Water Surface Physics (Da18XBrlFRo, 313s)
[Music] it's me new Sony welcome back to the physics sandbox the remod physics sandbox remake of a GMod and um with specific VR capabilities as well in the last video I showed the buoyancy system that I had in the game which allows objects to not only float along the water based on normal pocy physics but uh also balance out and rotate based on their own physical properties uh in the next video in this video I will be showing the surface properties of water also one thing to mention is the new um physics gun that I have uh modeled you can see the new physics gun model here this is my own custom model I built it and I have added a line render for the actual thing here uh it's not complete that would look better very soon but uh yeah the current physics gun model is based on an electron gun a real world electron gun probably what the original gravity gun from halflife was also probably based on um that's a real tool an electron gun is a gun that fires electrons quite literally right back in game so yeah I fixed my rotation problem where I was sort of having to rotate the camera while rotating objects they also rotate correctly according to the angle that you're rotating in them something that you don't really see happening many times in remakes of the physics gun anyways over to the surface properties I've added this Splash particle effect but more importantly when I throw an object directly it falls directly into the water when I show or throw an object diagonally this is something that I mentioned I would add in the last video this happens woo it can actually bounce across the water so very much like playing with pebbles in in the real world you throw the object and you can actually get it over the top there this happens with any object of course they also rotate as they hit the surface they roll over so you can take a vending machine and actually roll it across the water look at that very cool anyways the other thing you'll notice is oh firstly the tablet now has colored icons yeah I changed the icon generator I've added some simple um visual effects here HDR tone mapping and stuff the health bar at the bottom does actually work the air bar does not so I can go underwater and it doesn't affect the air bar at the moment however the health bar does work fall damage does work um however it doesn't actually calculate based on your downward velocity instead it's simply you can see here the health has gone down but if I was to hit something really really quickly in this case the ceiling and you can see I actually zeroed out Health as I hit the ceiling it doesn't matter what you hit if you hit it really quickly you will get hurt that is how the world works also I noticed something which is a bit of a glitch in the way I programed the grapple hook in that when you grapple it doesn't actually disable when you switch weapon which of course you can use to glitch out the game grapple an object use the physics gun throw it and hey Presto I'm getting launched into the air which is a good time to show you this which is the way that fall damage Works in water as you can see the fall damage actually didn't apply when I hit the ground in water that's simply because I was hitting the ground slower due to the water buoyancy the water itself doesn't magically stop you from getting hurt in water like it does in for example Minecraft if I was to land on these steps here and um still in the water I would get hurt as if I landed here simply because I would still be going at the same speed and uh the same sort of applies as you get hit by an object so it's the exact same calculation here Force pain there you go that's about it that's about everything I've done so far not much else to show you um I can show you the no noide tool which I did finally get into the game as you can see it does actually work and when you undo it they pop out he presso right that's about it a bit more throwing bo bo bo bounce bounce bounce let's see if we can get a tire to roll over the what happened there it froze roll over the water 1 2 3 oh it rolls on the water brilliant that's about it for this video goodbye [Music]
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# PROJECT TX - Foot Upgrades and Total Wipeout VR? (DxOV9wNglzk, 726s)
[Music] it's me named sony welcome back to another vr video today we are back once again in project dx and uh i have something fun to do over there you can see a total wipeout zone yay so uh having a little bit of fun but before i get to that i've done some changes to the feet so uh yeah i wanted to quickly test those out and see let's have a look at how it works um no this is not how it works video but how it works i also added some of my tools from the previous project tx versions um like the grapple hook sorry camera and uh of course some other tools like the the jet boosters and of course the climate thing which you saw in the previous video so let's get on with this and uh i'll probably just leave a booster down here grab the grapple hook there we go the feet are looking a lot better now it does animate according to my hands a little bit as well and when climbing that really works really nicely there we go [Music] can't we bother doing the swinging [Music] right uh because there's something additional that i've put into the foot movement system it's not perfect yet but it's definitely a lot better it also sort of tracks the ground now properly and uh kind of clumps quite well it still does a little bit of a crossy cross foot but uh i'm going to solve that eventually have a look on the platforms here and you can see that my feet actually track the ground quite well there we go and then a little bit more of climbing where are you camera hello [Music] and i've made some modifications uh to the way that the actual um camera tracking also works but uh before we do that let's just grab on to this like i said before you can do so without anything at all so if i wanted to i can just grab it like so oh i forgot camera sorry about that and uh off we go [Music] [Applause] so there we go but let's have a fly now [Music] and uh pop over here and you'll also notice that the camera kind of follows me a lot better as well the feet are still not working perfectly um when flying around but there's a little bit more physics to them as well so if i was to grab out my grapple hook [Music] and when i say a little bit more physics they've always been ragdoll but now i've changed the looseness of them so that they actually bounce around quite a lot while still having a lot of control over what they're supposed to do there we go and uh that looks great which way is it yeah i still need to put some uh proper inventory management onto this thing but uh oh actually we should be swimming in the water there so the blue little section here is uh is gonna be counting as the water but uh if you switch over to my camera we'll be able to have a look at the course uh you will notice that the castle in the background has changed yeah i'm going with that that's that design instead i've modeled it from scratch but it's not complete yet so i haven't put any climb points other than those two windows there um i will get to that in a little while but before then let's uh bring the camera around [Music] right and uh let's do this [Music] and uh we'll have a look at how good all of this works this is really fun course to run by the way yeah a proper wipeout course i've added like proper actual things so there we go oh crashed into the ceiling there maybe the camera is having a little bit of trouble there as well oh i got stuck because of that platform [Music] ow hurt myself right there we go now [Music] so here you can see as well that the ground tracking is quite quite good um it doesn't rotate properly with my uh with my standing idle yet but other than that the actual walking and everything it seems to track it quite well so there we go really nicely tracking the ground properly now there we go and try and get up here without failing so far so good yay no falling now originally i had put these things in quite fast and it was impossible to jump over one and uh not get hit by the next one along but that's not a problem now so i'm trying to get that sort of mario feel to the character when he jumps oh that wasn't a jump there we go there we go yeah so it's it's kind of okay the legs kind of move a little bit but it's not doing exactly what i want yet um still still a lot of work to do on the feet but it's looking a lot more cool than than any other that i've done before right so here we've got one of these round things you gotta go under these and then over these and then fall right off the level oh oh uh i shot something right let's get back up there no no no skipping [Music] there we go all right let's get back to it under over oh no don't follow it over under over and stay alive [Laughter] oh i love this oh this is a very fun this is a very fun course right turn the camera we've got a long ladder to climb we can always speed ourselves up there we go yeah right we've got the hole in the wall uh which uh pull this wall that's an actual or is it all holist wood actual place in england yeah we've got really weird names for places there we go i'm 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# How It Works 2 - RECREATED - Half Life : Alyx - Hand Physics (Ebp600yzSHA, 762s)
it's me name sony welcome back to uh the how it works series uh now it's been a while since the last video i made on the subject it's been a few months actually since i last did a how it works video and the last video i was making on the subject or in this in this sort of series was about half-life alex and it's hand physics system so in the first video i'd mentioned how i would talk about these things in the games and then make an attempt to recreate them to prove the the concepts that i was discussing in the videos um so that's what i did now in the last the last time you saw this project itself so this is the same project i used in the last recreation video uh where i was describing half-life alex's movement system where it would sort of collide with objects around you and then allow you to move through them if you're if you're not pressing buttons and not pushing the joystick or anything like that it all i also described how it would detect when to do the fade out based on whether your head went through an object like so you can see my body would not physically be able to do this but when the head goes through the fade out would appear uh the videos after that though i hadn't done any of the hand physics stuff and i described how the hand physics works in the game which is uh the first thing we should we should talk about actually is the hands themselves now you can see they are full physics objects and as you could see before i'm able to push things about as well there we go push things about really um so they're full physics objects however they're not always looking like they're active physics because as i described in the game videos um when you are pushing on an object without moving without fake moving you're allowed to do this while you're in room scale because you always run skill moving but when you're not pushing the joysticks the hands will stay completely full physics and get stuck on things and push themselves and try to go through the wall you can see here my controller is pure tracking and the hand itself is the physics object so you can see it gets stuck on the wall however when you move it doesn't seem to do that it does exactly what it does in the actual game where it traces from where your head is in this case it's a little bit lower than the head but you trace it from where the head is to where the controller is and it produces a point on the surface whatever surface it hits where the hand will just jump to so as you can see here when i'm moving the hand just jumps to the surface that it hits brilliant and that means that if the hands do get stuck for example here let's just move and put the hand behind there you can see the hand is stuck now uh the hand is stuck there um when my tracking is here the hand simply jumps through as soon as i start moving and that only happens when we're fake moving when we're moving like this and that is there to do to to actually fix a few problems natural problems with physics first one being of course having the hand get stuck behind objects um sometimes you can open a drawer put your hand in close the drawer and now your hand is stuck inside draw because as i described before there aren't any odds or anything like that it's just entirely it's just entirely physics hands right so there's there's no arm there the wrist is is we use it as a pocket in the actual game as a result you can get your hands stuck so getting them unstuck very simply put they just skip the whole process they just say hey your hands are not even physics when you're moving using the joystick so if you wanted to get your hand unstuck from something in the game you simply move this joystick a little tiny bit and boom it just comes straight out there we go instantly um now the same thing applies when you're holding physics objects now i haven't replicated the game exactly because i kind of did this yesterday pretty much most of the work i did do a little bit of it the last time i was working on this project which was a few months ago but uh most of the physics work i just did yesterday and had a little bit of trouble doing it as well which is why i made the video today um so there we go so this is a very basic system this is basically the absolute most basic uh physics-based hand systems you can make and all it does is grab objects and that's all now i haven't replicated the hand physics thing the the overriding of the hands position with the physics objects as well so as a result you can see what actually happens to the hands if we're not doing that thing with the fake movement now look carefully sorry about that the microphone probably made a loud noise there just moving my headset now look carefully at the hand when i move around in room scale can you see how it lags a little bit behind the controller it doesn't look like it when i'm moving my hand around nice nice and easily but you can see that the hand itself lags a little bit that's because in the world of physics no object 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# VR Hand Physics, but it's a Seated VR Experience! (Fg7fPRWe8Bw, 534s)
[Music] it's me n Sony welcome back to another VR video today we are back in uh well we're in a different project unusual project today um I'm looking at something that I've been working on which I mentioned I am working on a um seated experience so this is actually the one that we're talking about here and uh it's actually physics based um sort of character movement again uh so it's a little bit of an unusual one it's a vehicle project obviously uh but it's going to be a bit of one one of those sort of tricky type of games where it takes a little bit of tediousness and a bit of skill to sort of play a little bit uh one of those sort of Rage games uh anyways so the way I'm controlling everything obviously they are physics based objects so you can see here I can just push the steering wheel with my fingers and these are actually physical fingers so you can see how they get pushed about and stuff like that so I can actually sort of clamp onto the actual steering wheel and hold it tight like that the same thing applies to the mirror here which is a little bit too loose and will sort of drift as you drive around and you can see in fact it's already doing that as I turn uh you also have the gear stick which is simply two gears it's drive and it's um reversed so that's about all it is right now there is going to be more uh complex it to the game but for now this is what it is so let's just have a look at the sort of game play of it and how it all works out like I say these are pure physics hands as well as per usual and you can see here there's a there's a window here that I crash into when I move my uh hand there I can however lean my head through the window and that's something that I'll be working on as well uh but for now this is what it is now the other thing I should mention is the way that I'm handling the wheel physics in this uh video video in this game and oh my God there's a knocking sound I don't know whether you can hear that but it is what it is anyways so the way I'm handling Wheels here obviously you can see how they turn when I turn the wheel here you can see the wheels turn those wheels are not actually uh real Rolling Wheels so uh normally with unity the way you handle Wheels is you use the uh wheel collider that thing is pretty terrible uh for anything that isn't sort of a a sports car it works great for a sports car where you've got very little suspension anything with a lot of suspension when you drive over an edge that uh let me just not turn it so much when you drive over an edge that uh is sort of quite a quick change in altitude the wheel colliders are pretty horrible in terms of the way they handle suspension and that's because they're not even wheel shaped they're literally just a rare cast downwards with a lot of uh physics logic now unfortunately have having very quick rolling objects is also pretty bad in this in this physics engine so the way I'm handling it you can actually probably see that is when I actually drive you can't you can see that they're not actually rolling at all so that's because they're pure smooth uh physics objects that are on a spring joint which obviously connects to the vehicle however the difference is um instead of actually rolling I'm uh sort of I have internal variables that make it act like it's rolling um so it physically works as if it's rolling so I've got sort of internal variables like uh uh revolutions per minute and stuff like that or it's actually in per second and uh I sort of work from there and I have friction based on how fast the wheel is you know calculativeness it's not actually that easy it should be very easy and they give you a wheel collider to do that it's terrible I absolutely hate the wheel collider as with most Unity physics components anything that Unity tries to do in its own sort of version of physics that isn't based on nvidia's physics engine and I think the wheel collider is based on their own uh nvidia's physics wheel collider but it's not the same obviously because this one's made by un but what whatever it is it's uh it it it doesn't work the way you sort of always want it to and it's really pretty bad for a modern modern day game anyway uh so that's that um a great uh great start there I ended up landing on the side let me just uh restart the game there and I'm back and of course let me just reset my mirror you can see that the mirror is always sort of drifting and you can see my brake brakes are quite powerful as well a it's a bit of one of those games but you can see it's it's quite easy to actually handle everything it really does work properly you can see I can just sort of switch to reverse and sort of reverse suddenly and switch back to drive I don't know whether you're seeing that on screen I have got a sort of different field of view on screen than usual um that's uh only when it's a simple project I can have a sort of secondary camera for the recording uh but anyways that's all this is just a sort of test 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# Hybrid Exploration - Effortless HANDS FREE LOCOMOTION! (GfwdUns1nLM, 917s)
[Music] it's me nem sony welcome back to uh the hybrid presence system welcome back to vr today we are looking at a slight experimental idea that i've got for locomotion now what you're looking at right now is the regular hybrid presence system meaning that i can sort of walk into walls and push on them and nothing happens uh you can't go through walls or anything like that i can jump as usual i can walk on random platform heights and walk-up ramps and all that good stuff so all the very basic uh hybrid present system without the character ragdoll however there is a little bit more to it now the regular method of moving is uh obviously that i have a directional analog stick which allows me to move in in whatever direction i want to and then i have the hybrid hybrid locomotion system which is a sway-based system which then blends into a jog now i've slightly modified that to account for what i've been thinking of today now what's happening today is i wanted to add to this system an ability to sort of relax the system a little bit more now up until now obviously i use the joystick for directionality and the idea of activating the system so if i don't do that me moving around like this and jogging in place nothing happens if i push the analog stick then when i jog i actually run in the direction that i want to go so if i wanted to strafe left i can do that if i wanted to strafe right easy peasy however that always requires moving that analog stick and i thought what about if you wanted to extend this to something a little bit more explorative where you're sort of um traveling vast areas and now the actual comfort of the system of walking is quite easy it's quite easy on the effort side of things and that was always the aim that i wanted to go for with these systems which is i needed it to be as effortless as possible for at least walking and then for jogging obviously it just needed to feel quite good and that's the point of the whole locomotion system but you're still having to push around those analog sticks right the right one obviously gives you the fake turn and the left one gives you the direction of the movement so i decided on adding something that i'm going to call hybrid exploration mode so exploration mode is an idea that i came up with just recently it's very much based on a few other designs for locomotion but coupled with hybrid locomotion the regular sort of sway based motion and all of that good stuff to do this all you have to do is do nothing and put the controllers down and you can see that i've now put my controllers down so here you can see i've got no hand tracking nothing like that i'm on a cv one an oculus rift cv1 so there's no hand tracking there's no sensors or anything that can actually track the world and all i'm doing and i've placed my controllers down there which you can see in the vr world right now and all i'm going to do is step in the direction i want to go but that coupled with the hybrid locomotion system allows me to actually control how i want to move so let's say i wanted to move this way and then i wanted to go up this rum i can do that very easily just by walking in the direction i want to go at this point you can see the the wire is actually wrapping around me a little bit so i'm just gonna unwrap unravel it there oh i've fallen down this little gap i don't know why i left that gap there i should have just lifted the ground there you can see that the locomotion system itself allows me to run in the direction i want to go or just walk if i want to obviously if i don't move much at all then i don't move much at all but if i'm walking in place backwards in this case because of the problem with my tracking here my tracking space then i can just go whichever direction i want to go and even though it looks like oh i'm actually facing the wrong way here even though it looks like i'm just going in the direction of my head tracking it's actually not based on the tracking at all i can just tell the system to go up this ramp or without turning at all go back down the rum you can see that it's not based on my hand tracking because my hand tracking is doing nothing because there is no hand tracking right now the controller's on the desk there and you can see that i'm i'm still able to use the locomotion system as i want to and the good thing about this is it still includes all of that cool burst stuff that i i worked on to make the locomotion system feel direct and solid so what you can do is you can stand in one place and get ready and then start running [Music] and then you can stop very very easily um it's very much something that you've seen before but mixed in with the hybrid presence system and the hybrid locomotion system and because i just crashed into a wall yeah it takes a little bit to get used to it uh but because uh because you've got this sort of zone that you've you've positioned so i've specially set where i wanted that in my room scale space and i'll be 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# Project TX - Strength Manipulation - The "Crysis" Mode (IunRs2U1n1A, 566s)
[Music] it's me named suni welcome back to another viewer video today's video is the first one that I'm recording while I am now in Germany so I am recording on a laptop hence you can see that I have had to lower the resolution a little bit on my rift I'm working at 0.7 times resolution so 70 percent of what it should look like which is very difficult and you can see I'm still not getting a perfect framerate I am working on a 1650 right now on my on my laptop maybe I'll start building my next new computer coming up soon here while I'm here but otherwise I shall probably be recording on here with some slightly lower resolutions for a little while now today's video is about strength manipulation as you can see I can lift things and I can't really lift them perfectly like it's not it's not you know it's not a typical game you can see it is a it is thanks to the the usual physics based stuff now you can see I'm able to sort of lift stuff but with one hand it's clearly quite slow so right now I'm just going to lift it full speed and you can see it barely even lifts off the ground you can see one more time just about lifted it and of course we're two hands I am able to lift it a little bit faster when I throw it you can see it doesn't go very far now if I grab this here wait I'll move it in front of this camera a little bit you can see when I lift it with one hand I get absolutely nothing tell me not for that we'll move it a little bit further over here you can see in this camera trying to lift it nothing happening let's move it over to this side here and you can see with two hands I am able to lift it up quite high but not much more than that pop over to these guns as well whoops what you can see of course the usual stuff when we're working with normal sort of human valuable variables home human values you can see the guns they are a little bit less recoil than before that's because I've increased the strength of my hands a little bit and of course that goes for climbing as well so things like climbing and you can probably see this in the last video as well where I sort of have to manage you might climb a little bit by sort of pulling myself up with one with two hands if I do it with one hand you can see I'm trying right now to lift my hand I can't lift my body up I have to use two hands to increase my acceleration going up and then I can while I'm just holding just about keeping my my height I can use my other hand then to grab the next area however that changes because one of the reasons that I wanted to get into physics base for one of the things that inspired me heavily was actually crisis now I always wanted crisis in VR but in order to do that you'd have to have something that feels right when managing your nano soup so obviously you could do stealth quite easily clock mode real easy but when you do something like strength or even speed that's all pretty much the same stuff and that is actually managing your your ability to lift things and push on things using physics so I have here it's kind of spinach which is unlabeled right now I think of a good name for it later on and this is something that I made a few weeks back actually if you want sin in fact part of this part of this project and I think you know what the reference will probably be also maximum strength right and now of course I can grab things and nice and easily lift them even with one hand whoo nice and easy you can see the throw strength is massively increased so this is really cool because it's allowed me now to actually just increase the arm strength nice and easily and as a result everything changes suddenly I feel legitimately stronger now you don't see any physical changes my arms are still probably thinner than any real human being however on this end of things I can grab something with one hand and perfectly and easily lift it up SuperDuper easy and of course with two hands it's even cooler because now I can literally grab this like so and actually fight with it yeah look at this he looks a bit funny because obviously if the rest of his body is not made for this kind of movement as you can see I'm still using my older version of project DX where I haven't really done my new tweaks so that has yet to be seen by you guys yeah it looks really funny when I'm doing that from third person but yeah I have been completely rewriting this system and you still haven't seen it yet I'll very soon let's have a look at guns um as you can see now [Music] look at my ability to throw things as well massively increased is literally lodged up there that one hit the ceiling needy its massively changed my ability to move and of course with climbing as well now of course while I'm holding with one hand you can see I'm just able to really swing myself um you feel like venom at this point or the hook just jumping around and of course same with this thing here if I climb here Rock whoa I feel like a real strong guy you just grab this and you just 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# HYBRID SteamVR Update + Sneak Peek at FUTURE VR PRESENCE (Kh678PsP-5Y, 531s)
it's me n Sony welcome back to The Locomotion system the hybrid uh test chamber uh today is a very quick video uh where I show literally no changes except for one which is this so you'll notice that I've got Vive controllers in game uh and that's because this is the Vive build and this is literally just an announcement video um for the steam VR version of this and um yeah that's pretty much what I wanted to say in terms of uh uh what this is there we go yep anyways uh the other thing I wanted to say and I'll probably show a little bit of that in this little video here um is the new system for hybrid so I'm actually taken everything out and uh started building what I wanted to build and I have done in the past as well which is a full rag system for uh the character character body and it is uh it is already quite well built I've uh I've Al also posted a picture on Twitter uh I think yesterday where I showed the ragd doll system and I have sort of a grapple hook system uh a grapple hook type gun and a Fizz gun that actually works properly as well um and I can sort of hold everything and just s of do anything naturally with them as well so for example here if I show you what happens with the guns and stuff when I hold them and push them behind me you can see I can push them right through the character body that doesn't happen with the new system the new system is a full ragd doll meaning that if I push the gun behind me here so if I take this and actually push it here it'll lean on my shoulder and push on my shoulder and uh you can take things like a a large hammer or stuff like that so if I jump over to here so if I had something like this Hammer here you can take that and actually lean it on me here and you can see right now it goes right through my character body I'll probably switch over to the other build in a moment now anyway just to show you how the new system works with that kind of stuff uh all very primitive stuff for now but you can actually see the hammer lean entirely on my shoulder and and I can walk around so regardless of how heavy it is and everything like that and of course you can do that with a grapple hook and stuff just grapple your own hand and then throw the throw the grapple hook somewhere and you can it'll actually stay stuck to your physical hand and it it has an impact on that and of course that means that the climbing and everything is all part of the system as well anyways regardless of that before I go out of this little area here um I'll just explain a few changes that I've made for the actual steam VR build there's no actual in-game changes with the exception of the these models here um but other than that uh there is a few small changes to the controls you can see here I've changed my info screens so that they say touchpad um and of course the other thing is the jumping cuz we don't have proper buttons and everything all over the place on the Vive controllers what I've done is I've actually made it the click of the right touchpad and so uh to do that of course there is a four turning system a fake turning system for left and right you know like I'm doing right now sorry for the dizziness there um and that's on sort of a half threshold now on that right touchpad so if you touch the left and right sides you will turn but on the center of it anywhere well literally anywhere on the touchpad if you click it in you'll get the jump button instead um on the left hand side the menu button uh activates that and of course you can hold the menu menu button to reset and that's what you do in the intro section um as well on the right hand side the menu button is the slowmo button and of course you you can see that here uh you may have noticed in the last build as well when you're in the menu everything goes in super slowmo so it's not actually paused it's actually super slowmo so if you point a gun down now you can see how everything actually moves there so watch this there we go see you can actually physically see everything anyways I'm going to switch very quickly over to the new build um it's very primitive right now now so uh no comments on how rubbish it looks uh but yeah it's also very wobbly anyways switching over right now and we're back welcome to this area here what you're seeing is a full ragd doll character body yep a little bit different to what it was before so of course the other area um the actual Tech demo that I've uh uploaded so far is the one with the physics hands and of course you've got an A for forearm as well this one even though we're floating right now uh but we do have sort of a leg system going on everything else is a full ragd doll so what you're seeing here complete ragd doll and that means that of course everything's a connected character body so I can just push on things and climb up them now you've seen this before but what I've done before obviously wasn't as strong it wasn't as stable and more importantly it wasn't a full rag doll so here of 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# ProjectTX - Trespasser 1998 - The Original PRESENCE System! (L9E8NIdVf7Y, 530s)
it's me NIMH Sony welcome back to another video today I'm showing a game called Jurassic Park trespasser now I'm obviously normally not playing games in my videos but this one I wanted to show off cuz it's really quite a surprising a surprising game this one now as you can just you you've just seen I've just saw picked up an object this game actually has all physics objects so so every object that you can pick up is entirely a physics object and that's because the hand itself is ragdoll physics which is pretty relevant to some of the stuff that I'm working on right now which is of course ragdoll physics in VR and this game pretty much began that trend so I'm I'm pretty much calling this game the the one that has the very first ever present system I'm using the word presence the phrase present system for my my own hybrid present system which is what I'm calling the setup for ragdoll physics in VR and you can see that I've obviously I've actually caught a physics object which I can move around as a physics object actively while I'm while I'm holding it this is not obviously this is not a vr game and that's because this game was released in 1998 a very very old game I was about what six years old yeah that's a long time ago which is incredible considering they've managed to create a physics engine like this before even half-life 2 so obviously half-life 2 pretty much known for its innovation in the idea of having physics based objects that you can move around which you can leave her a body she just keeps talking move around and then obviously stand on them and use them as part of the physics puzzles so you can see here I can move this object here and I can actually stand on top of it ignore the the character model where they've actually used that as a health bar that little haha tattoo and so obviously they'd they did the same thing with guns here if I pick up this here standard work laughs now you can see that the recoil itself I'm just gonna turn the gun so it's pointing sideways yeah we have full control over the actual hand angle you can see the gun itself is also the recoil is actually physically sex you can see if I put into this double ball here this memory box it actually prevents it from from recoil easy laughs which is incredible this game is 20 years ago it was made 20 years ago and they did what empty I'm now doing in in VR or at least trying to do in VR sex rounds and that's why I wanted to show it off it's it's incredible what they managed to do if I gave Newell in an interview I'd mentioned this game as the inspiration and pretty much the reason why they decided to to use physics in game in half-life 2 so this is the inspiration behind using physics and obviously you can see it's even called breakable object if I could aim obviously the game didn't do very well in terms of gameplay because the physics engine was just too far ahead of its time but you can see here that you've got a pretty standard half-life to style puzzle where you put the Box where you need it stand on top of the box and now you can climb over the wall so it's pretty incredible radio I'm able to grab that but it doesn't mm-hmm I'm feeling that is actually a physics object oh it is it just opens the other way I could have just literally grabbed the door and pull it oh wow so what I did I actually rebuilt this little area in a very template II sort of way in my own little engine just to show you how far we've come into in time in 20 years in terms of physics engines and you have to bear in mind I didn't actually create any physics engine uol or anything like that I I didn't make the game engine I'm using unity in my in my game and I'm using Nvidia physics which comes as part of the unity so upset so here we are back in project TX let me just get over to this little area that I've recreated of the same place Punk the camera over there and you can see we're doing the same thing now 20 years later with a modern-day physics engine which is pretty cool but at the same time what yellow can you imagine if that game was quite successful in terms of its gameplay mechanics and it just sort of set off this idea of using physics based characters and everything in first-person shooters I mean we do use physics nowadays in first-person shooters but it doesn't it doesn't really go over to the actual objects and and stuff like that yeah they are so physics based objects when you're moving around but unfortunately it didn't really become that sort of thing while holding weapons and stuff like that missiny nowadays we can do this with a much much faster engines much more much more performance in the physics you can see how much better everything else is there's none of that sort of wobble left anymore you know I can move my hand quite quickly there's none of that wobble going on from the old from the old trespasser which is it's it's just sort of unusual obviously we can get so much more little bullets coming out as well and we've got more 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# PROJECT TX - GUNS & HOLSTERS (LMKmyLXGVv0, 1256s)
[Music] it's me named sony welcome back to another vr video today we are back in project tx and uh yeah you'll notice straight away that we are in a different place a random new design for the little demo area that i've been working in this is not the the sort of finalized area that's going to be in the demo i am intending to make the demo quite heavy on content uh which means there'll be quite a large area to to explore and have a look uh now you have to ignore this uh stored stored cart over here uh this is just a little part of uh some things that i'd worked on on in the past this is actually the same one that was in the tiny battle bros um video that i made last which was i think years ago now but yeah so that that's a modeled cart that i modeled and uh yeah i'm probably going to be showing showing off a bunch of random models that have been used in the past um in my projects in this demo and just place them all over the place now the first thing you'll notice of course is uh the character himself has actually changed a little bit of a of a design element there and that's for a reason and now the first thing you'll notice is the the headphones they are missing where's my headphones gone and uh the answer to that question is of course right in front of you it's actually a little bit to your side there and so here they are the headphones once again and the thing that these are highlighting is that they are now physics objects no that's that's not it that would be a completely pointless video now wouldn't it um so it's actually about holster points today so what we've got here if i switch you over no wrong button if i switch you over to my view you'll be able to see that there's actually some holster points on my body click there we go you can see on screen so here we go right pocket shoulder of the shoulder of the pocket and head there we go we can actually place it on the head and now you can see that i've got luigi headphones on my head off on off swap them out for the old ones that were there before mario and then you take that off and of course you can have these cool nim sony version ones there we go really really cool now there's something else you'll you'll have noticed that which is that just placing the object there doesn't actually show off the the thing there we go um so if i just place this object next to my shoulder it doesn't actually show the the the hood right the hdd now that's because i've actually decided to try something out and what that is is that i actually have to hold the the primary button on the controller to activate holsters now what this means is if i was to if i was to just place my hand there and grab i'd be able to grab the actual headphones but if i don't press the activation button i can actually grab in that area without having to accidentally grab my holstered object this also allows me to extend the holster points so that they're quite large zones allowing you to very easily holster things if of course they were allowed in that holster point now um let's have a look at the main element to this video which is why the holster points had to exist the holster points do have some oh wait you're on the wrong camera there we go the holster points do have some extra functionality to them and that's actually visible here to my left but ignore that for now the first thing we're going to be playing with is guns you'll notice straight away that there's actually sound effects which is why i'm going to put these guns down for now and have a look over here now i'm going to have to be very quiet because we're hunting rabbits no we're not references references my friends right so here you can hear here you can hear um the sounds of nature i'm just messing around today right um so i actually recorded some audios this is the actual shuffling sounds of my own real hands we go you can actually hear the audio of me moving and sliding along the surface now this is very very early early days for my audio um and all of the the guns probably sound kind of terrible because i've just used free sample effects that i get all over the place a lot of these were taken from the hybrid test chamber demo that i made before oh there there they are and the other thing you'll notice as well is that the reloading doesn't work very well right so here i'm just going to empty our mtm magazine there we go empty mags as you can see and the way that i reload them if you just have a look from my point of view here is i press the secondary button click and that releases the the magazine as you can see no physical magazine has dropped that's there for a reason because i am working on some intelligent magazines which i i am not able to show in this video i was trying to finish it but it's not done and then of course because i don't have the magazine functionality yet i can just click it again and that finishes to reload there we go so you can just reload there on the fly now if i empty it and shoot you you get an 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# Project TX Rewrite - Super Stable VR Ragdoll Body! (LhbmofaHkIk, 416s)
[Music] it's me NIM Sonny welcome back to another video our video this video is very simple one pretty simple and quick I keep saying quick and then it ends up being seven or eight minutes which is probably what this video will be I just wanted to sort of make a quick test video of my of my new rewritten project TX every present system so yeah so this is the new rewritten one not all complete as you can see the legs are a bit jumpy and the elbows but other than that it's pretty good the grubs I haven't rewritten at all but they do have much more balance to them now because of the way that the hands are super nice and soft yeah it's much much better now compared to before now one of the things that I really have been working hard on is making sure that the climbing and everything is as balanced and soft as possible so something for example like this box here which is nice and easily liftable without any wobble is pretty easy you click I slipped off it's pretty easy climb on top of without having to do all the little work all the problems and no bounciness and you can see here as well the actual I K or animation logic because of course this is all rag doll it's all pretty cool and then of course we have here heavier objects so for example this broom here I made it much heavier than the other one you can see here a lot less bouncy then it could be nice and balanced nice and nice yep is that everything is nice and easy to work with I just want it to be as soft and and feel like it's not really a rag doll which is pretty much the intent of all of this it should never feel like a rag doll yeah it should always be just a sort of nice and balanced system have a feeling like a rag doll the other thing as well is that the actual camera that you're looking through is actually a physics Collider as well so I can actually hang the broom on high five on your face high five on your face I can actually climb on the camera actually if I right yeah climbing on the camera yeah the other thing is well making sure that the body structure actually stands on objects nice and easily something that I got quite right as well before actually did most of this stuff a little a long while ago really but the balance and stuff right back in like 26 2017 sorry when I was doing so of the earlier version like the old Walker motion demo if you haven't played that you try it out I do apologize the locomotion is terrible in that I'm so glad I changed the name as well I did I find it difficult to say now yeah hybrid locomotion hybrid presence super easy in comparison to war commotion it was just a frustrating name and it was very frustrating just having the head Bob just to even move like this I mean it's horrible yeah I admit it it's horrible you make mistakes and then they get better everything gets better now I've got a super system much better than before and yeah that's pretty much it really I I'll still be making videos every week I kind of want to make and every Sunday thing now hey yeah I'm probably gonna use it Sunday to make a video every week so hopefully I'll get something cool for next week maybe I'll have the grab system so it out and get the finger control nice and cool and then give you a nice VR video or I might even get a demo out I'm really hoping to try and get the demo of this out there's everything so much more stable now I feel like it's coming to a point where people can actually use it you can actually things like standing on top of something like this it's not wobbling all over the place it's amazing I can't believe it I did used to wobble like man if you try the cross-platform demo which is the back end for this system yeah where you've got physics hands as well but they're not actually hands it's just the controllers and you can change them that one and you stand a stand on top of a sphere in no one it just rattles constantly yeah I've been trying to work on getting just everything working properly but that's pretty much it baby those work nice in the world if stepping up objects nice and easy climbing up them very easy and jump enough SuperDuper easy as well thanks very much for watching I'll have you something fun for next week I do apologize this one was a static camera I mean not doing much I just wanted to make sure that this system actually feels good on camera as well because that was the old way that was the aim always take to make it look and feel like a an actual human body which is what I'm what the whole aim was when I started working on VR in fact before I started working on VR I started doing this stuff my original physics based hand system was actually me just moving a mouse on screen and having the object tracking pepper properly so yeah preview I was planning to get this to happen but yeah thanks very much for watching this video you [Music]
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# 3-Day-Prototypes - RAGDOLL AVATAR MATCHING (NNHXKJLjzDo, 941s)
foreign welcome back to another VR video today we are in not project ex actually this is a prototype that I was just working on since uh since Saturday and right now it's it's Monday so this is a three day prototype really really quick um quick turnaround as per usual it's called The Avatar scale Zone and this is just a quick test of of Avatar scaling so uh on on Friday I believe the bone lab trailer the the latest Gameplay trailer came out and um yeah they have some really cool scaling mechanics in there where the character can literally embody any character size and I kind of wanted to try it out I can't wait until Thursday on release so I just rebuilt the whole thing myself well just a very prototype version of it just to test how the Ragdoll system would work with that um in fact my Ragdoll system was already kind of half half able to to handle some of that this is a completely Rewritten from scratch the the face body so it's very very simple there's no crouching mechanics you can see you can't crawl or anything the the physics is very wibbly wobbly and the elbows kind of go all over the place a little bit but that's fine right it's just it's just a very simple simple way of doing things but what this is is all to test scale look at the size of King Kong so um the system actually in itself it scales the character but also scales the Ragdoll pieces all separately independently and then strength as well so there we go here you can see these boxes here just for testing are all physics objects and they are ranging from a nice 50 kg box over here which is very easy to push around by myself uh all the way up to 10 000 kg so 10 000 kilograms right there there is no way I can push that you can see here even Simple Things become a little bit difficult to push and then the larger objects are impossible even if I run into them full so let's have a look at how the scaling system works look at the scales that we can test so here we go um I'm actually acting as this dude so there we go here you can see a mirror of my of my Ragdoll and there we go it pretty much matches matches this guy so this is a guy that kind of matches my natural height now the scaling system what it does is it takes your waste it takes your shoulders it takes your stomach it takes your hands uh arm length so there we go this is this is a full extension but obviously it's not perfect right now because this is a this is a simple project it takes your head size it takes your neck all of that and scales it according to the profile for a different character let's say for example um let me just reset my default I switch to Mario right so what it'll do it'll scale my view down it'll scale up the collision and the Ragdoll and the shoulders and the size of the waist and everything to match Marios so there we go you can see it matches Mario right and I still have all of my ragdoll physics so this is let me go I can hit the ground and I can jump uh now in terms of strength scaling I haven't given their profile strengths instead I've just um I've just scaled it according to according to the height right so these guys you can see Mario can't jump very high which is ridiculous and then of course we can switch to Luigi there we go nice and Luigi sized and you can see the arms are a bit wobbly but uh yeah these are all the Ragdoll pieces separately scaling um and they're not using local scale or anything like that they're using the actual colliders or changing size and the length of my arm is also changing size this is where things get really cool so if I switch back to default you can see that I'm actually taller now at my standing position but when I crouch I can actually touch the ground it's all very much the natural size right watch what happens when I become DK watch the controllers very carefully I'm not going to move my hands notice how they're further away that's because I'm actually scaling the distance from your body to your hand meaning that we can actually match the length of the arms of a character like like DK and now I naturally have that length so even when my arms are stretched out they're actually stretched out with DK despite the fact that it's far longer than my arms are relative to my body now you can see his head matches as well so this is kind of me match moving to Donkey Kong right so and you can see his jump is much higher because his body is just bigger and this is really cool so if I switch off the physics mirror you can see he just he just has his arms able to just climb over things right so this wall which is now almost one arm in length right I can just kind of climb straight over with one arm used to be very difficult I needed to actually jump that high to get to it you know as this guy so here we go I needed to actually jump much higher and then with DK who can just reach the top right a little bit of a hop and I can just reach the top wonderful let's switch to the next one which is the Hulk so again here we've got the size 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# SLAYR - Fixing Lower body animations for VR including Jumping! (Ov1CUo4Y4YM, 334s)
[Music] new Sony welcome back to another via video I'm back in the Slayer project as you can see and I have upgraded my walk animations yeah so the four animations are now a lot more realistic I wouldn't say realistic they just are more functional so it actually worked properly now it looks like I'm actually so staying on the ground they don't slip around as well and of course I can still be my running and they kind of sort of much a little bit more in terms of the stepping rate is more realistic but more importantly what I've been working on up for now is actually the jumps so you can see here the body does actually move much more naturally so I can see in the shadow of course so I can actually do star jumps which is quite weird too and of course this is back in the climbing system again so again we're testing the climbing but only for the animations yeah so this is for the foot animations and you can see how quite well it works um where's my tracker there we go bouncing all over the place right so all of these climbing this isn't so a main part of the game it's literally just for the sake of testing the physics of the grubs which are much more limited now that was a very weird jump which are much more limited now so you can see I'm using two hands a lot of the time [Music] to actually grab on to things and that's simply because I don't have the physical power in the in the arm strength anymore you know it's not so of that song infinite power in your arms you can see here if I do a one-handed throw that's about as high as I can get out of a 100 throw it's it's just weird you know now if I do it with two hands OOP you can see and that's about the limit of that as well so this is all coupled with the actual weapons as well they're all entirely based on the same physics limitations so you can see here it is a physics weapon entirely grabbable by my other hand and of course switch you're pulled back into the other hand and you can see they do collide with each other as well so again with the tracker and I do actually collide the limitations on the actual weapon they are still a bit weak but they do let you float so here's a normal jump now here's one with some weapons pointing down and feels like I'm actually flying a little bit there so you can sort of hover up a bit but they're not gonna help when climbing so let's get back up here and try this one more time I know any field [Music] you nearly failed again I keep nearly failing in this in this video this is not the first time I recorded this video by the way the first time I recorded this video some guys outside decide to do some fireworks you do realize it's like literally 1 o'clock p.m. it is broad daylight outside why the heck of people doing fireworks at this time anyway doesn't matter now we're doing it again and one more before we get this nice climate climate nope so all of these are quite high jump yeah you can see we are nearing the top now please don't fail yep yes so oh it's tiring as well OOP and we're up finally one I'm up yeah now let's do a nice jump off the top and do an Ironman landing oh I've been dying to do that that's the end of this video goodbye oh one more thing I am going to be updating the other physics demo for vive but right now I've been working on getting those physics limitations in and of course a few changes to the actual Collider grabs as well so you don't just grab things from miles away from the wall or they do actually latch to where the edges yeah so I'll be up doing updating that very soon thanks for watching goodbye [Music] you
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# RoomWalker - Another New Locomotion System! (PN8h4rGf1IM, 565s)
it's me n so welcome back to another VR video today's video is a very short one uh it's just about an idea that I had um for for Locomotion now the other day I was watching well the other day this like 2 3 weeks ago I I I I worked on this locco system for a day uh but it wasn't it wasn't today it was a little bit ago I working um I was watching a video uh titled walking around Skyrim now what you might notice uh when when you see videos like this there's there's a bunch of videos like this where people kind of walk around the games that they play and um what they do is they they kind of walk in the distance that they want to and then they turn using the analog stick and then turn in the real world and continue walking in the distance in the direction they were going in game right so I thought maybe there's a better way to do this right maybe I could write a local system that'll allow you to do that automatically uh with minimal effort or or no thinking at all really and um excuse me and I'm kind of breathing loudly because the headset just leans in all the wrong ways right just lift this off my face and I'll be happy that's what I kind of do when I place my headset you might notice my face is kind of always making these stupid blooming it doesn't matter anyways so Locomotion now you may know I I build a bunch of locomotion systems in the past uh a bunch of that's that's a lie I've built uh two Locomotion systems so far one is my regular Loco system that I use in in pretty much every video that I I build in VR where um my hybrid Locomotion system where you kind of physically move in place walk in place or jog in place and you move in whatever Direction your controller is telling you to go I made a different version of that which was called exploration uh because it was all about sort of exploring rather than game mechanic friendly it's not super efficient uh and you kind of use the position in the game playay Space in your in your VR space in your room uh to to direct that system and then the same thing as before where you kind of sway or or jog in place and that gives you full directional control without the controllers right brilliant but this one is intending to do something completely different there's no swaying or or walking system at all all it does is assume that whatever Direction you want to go in you push you push the analog stick is the direction you're going to physically walk and that means you actually have to perform the physical space so look carefully you can see that I push the left analog stick and I go absolutely nowhere but this is directing which direction the system will allow me to move and all I do then is I physically walk so I'm going to push forward I physically walk in that direction well you know what we'll do it that way so that we're not going down a hill I physically walk in that direction and then that's the axis I want to move in so all I have to do is then continue the amount of distance that I want to move going backwards and as you see in the end I get the actual movement that I want it's so ridiculous it's so ridiculous so there we go I get the physical movement that I want and I have to perform the actual distance that I'm I'm moving right so all I do is tell it what direction I want to go and then I just keep walking wonderful it works and and it does exactly what I wanted it to do which is it allows you to use your entire room s space um and you're never getting any actual fake locco right you're never actually moving in place using a loo system you're just physically performing the distance you want to perform so for example if I want to walk all the way to that yellow thing and this is going to take a little while because you are physically walking all of that distance right there we go and of course it takes speed into account so you can just kind of speed it up a little bit but it's a little bit much more it's a little bit much more that doesn't make sense it it's much more Awkward that way when you're trying to because you have to change direction constantly right in your real world uh but but the point here is I'm not having to hold my head and and rotate everything and I'm not constantly losing my orientation when I'm when I'm rotating using the fake stick to do this instead I'm just I'm just walking in the axis that I want right and I never have to think about it I push the analog stick once in the direction I want to go it I'm holding in that direction and I just move I just walk naturally and even if I go sideways right I'm still pushing forward I go sideways it allows me to do that it's not cutting out all of my motion I'm getting the actual room scale movement that I want but any backwards movement is swapped to forward movement that's it and it it just does it right so there we go and I can just walk into this little area here and carry on right I don't how far am i this way all well that's fine and again it it's directional right so I can I can 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# PROJECT TX - Breakables & Advanced Loose Grabbing! (POQ_Wm_ZK2o, 1241s)
[Music] it's me named sony welcome back to another vr video today we are back in project tx i've got a few uh sort of mechanical changes uh going on here as well as uh some a little bit of uh sort of hand stuff that i needed to talk about grabbing stuff and whatnot so um let's let's have a look so here we go uh we have here a new little weapon here and this is relevant because it is relevant to the balloons which can now actually act like balloons let's grab these there we go uh so here we go balloons let's pop you out a little bit here what we can do with balloons is we can actually take this hammer and we can go we can pop the balloons and that's important why because it is part of the breakables system so i've got actually a reactables concept which basically an object can have something called a reactable attached to it and if it is reactable then it has um explosive it has uh you really collision detection and it has bullet detection as well so bullet detection let's have a look at these balloons again balloon popped wonderful right but those aren't the only things that we can damage so here we have a crate let's put you in regular camera yep that's right and this crate over here that's a great box this is a crate this crate is also breakable so this is the cool part right here we go it didn't break um so yeah they don't currently have a proper health system which i kind of want to work on a little bit so that they can be damaged over time but unfortunately they don't do that right now instead they are just purely based on impulse so as long as you hit it hard enough um it will break there we go wonderful it breaks wonderfully and of course the same thing applies for these boxes here well if i can't pop it on a wooden box i can probably pop it on a metal can uh oil drum there we go wonderful yes so the point that i wanted to make that is that things react differently depending on the material that they hit for example if we have wood bat what nothing and you can see that i have not actually put any put any audio in yet uh either but if we take metal bat metal bat is good metal but can break things nice and easily wonderful and of course metal bat can also knock him out wonderful but the best part is when you knock him out using a box so let's get him one two three oh that didn't work very well and he didn't break the box either [Applause] right okay so there we go it's uh it's pretty cool it's a workable system here we go we we've even even got some attached to this oh sorry there we go one two three wonderful a breakable broom as well so there we go i've kind of set up the pieces nicely uh they break nicely it's only those pieces so far that are breakable but they do break with other things as well so not just collisions so here we go um we've got the crate and i just punched it wonderful there we go so yeah you can break with other things like smashing it up wonderful and then explore these two get over here in the box and whoa and it actually sends the pieces out as well what are you doing trying to go back in the vending machine get out of here now currently these pieces are all um just despawnables right so they just there we go we just they just vanish over a certain time frame depending on the object i can set a time frame for these boxes since they have a lot more pieces i actually decreased the amount of time that they spend and you can see that it's just one set of pieces for now uh i haven't done sort of um partial breakage where you can break pieces off uh not yet but that is something that i plan on working on and i haven't made them full props either they're not grabbable or anything like that i can make them grabbable without making them props that's pretty easy it's relatively possible but uh not not the west so let's go get the physics gun there's the physical gun before before i get that these two special version of the penguin launcher of course they launched something as well and you can see based on their colors that they launch balloons i really need sounds don't i it would be much better with sounds but there we go i decreased the rate of fire uh well no i increase their rate of fire i decrease the delay time so they can just fire much quicker now than the penguin grenade launcher um also do they no they don't pop they don't pop when i go that close but there we go wonderful just balloons everywhere absolutely everywhere and why because we can pop them now i did add some blood blood effects to this dude um what how are you get uh oh we've got the wrong material on your arm he's getting bullet holes on him like legit bullet holes not not the blood holes uh they don't actually affect him as you can see he's still perfectly fine he can walk around but he can't get knocked out by a metal gun wonderful right of course as you can see all the balloons are very popular they'll be even more poppable when i've got around a a machine gun of sorts let's see grab one of these and one of 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# Half Life: Alyx - Do we need arms? - Made in ProjectTX (PSOV2vX5MrM, 430s)
it's me nem Soni welcome back to another yard video today's video is just a little bit of a quick short video to do with the little debate that's been going around on I think Twitter will about hands and ohms in VR obviously with half-life Alex coming out the trailer showed that the that valve have gone with the idea of only hands twitch to a certain extent I understand because obviously when it comes to the actual tracking the only tracking we have is the two hands by default where this off standard setup is the two hands and of course the head tracking as well now obviously the discussion is about visuals pretty much all the time and myself I have another point to make on the subject so I just wanted to make a very quick video this video is obviously not going to release this demo I'm working on it hopefully a new system will be up and ready very soon but until then I just wanted to talk about this subject here the idea of having arms obviously is just a visual aid in normal games however with the with the half-life Onix kitten I've noticed that it seems to be physics based hands which of course is the same as my system and a few other systems out there we're in the character's hands are actually physically there so you can sort of move objects around pick them up like that and then you know you've got a sort of an actual physical hold on those objects with physics hands there's a difference because arms are no longer just a visual aid to realistic motion or realistic looking hands now they actually have an impact as you can see like an elbow things around with the elbow and that makes an actual impact enough that I actually noticed it would have affected the trailer itself is a very short moment about a couple of frames or so just when the character is going like this and and moving things out before he grabs the thing at the back or should I say she or whoever's playing just before that just after that happens there's a little toothpaste or maybe it's just a cube of some sort of other thing which they actually go behind that booth base they go like this they put the hand behind it and the wrist is right here wrist is right here sort of pushing that proof best would have fallen off the table if they had arms so it actually has a detectable impact on the actual way the character moves and and the interactions with the world you see if I didn't have elbows I'd be able to just go right there however with elbows there you go forearms are quite important and that's actually something that I've mentioned before in another physically do not this one here not with this project but with the hybrid test chamber project with that project the problem was that I did have physics based hands for a while but I actually added four arms in that project and the reason for that is because of what I've shown here now that project didn't have physics body as well which this one of course does so what I'm doing here is a little bit different because here it actually impacts the character movement as well now this isn't something that I've noticed in half-life Alex I don't believe that's the case which would make sense anyway because for new users this can be a little bit more difficult and make it make it more of a difficulty to actually get used to VR so for that I understand I wouldn't want to put new users to VR straight into something like this or something like some of the others that are doing this system as well but you can see straight away I went to sleep a little bit too early you can see when I actually climbed this that my elbows and my arms actually have an impact on my motion as well you can see yeah and completely relaxed my hands I can sort of open and close them but you can see I'm still hanging on the Lada very very cool and of course when climbing it makes a massive difference when you're clambering up a Ledge they can see here you can see I'm actually using my elbows to to actually climb as well it makes a massive difference on things like that and of course on something as simple as picking up a box source or something like that let me just go get a small box which I believe there's one over here or is it yeah there we go now obviously I can pick the boxes up with my hands here but of course one of the problems with that is it's purely a grab point whereas here you can because it's a physics based system you can actually pick them up via pressure as you can see and as a result having arms it does impact that as well you can sort of hold things with two arms you see oh that was useful let's just hook this one you can see how it actually impacts the the holding of an object here for example I should be able to pressure grab this like such there we go I've been able to pressure grab it to my body without actually physically holding on so yeah there you go having four arms with a physics based system physics based hands does have an impact it does change the way you move for example like this pin 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# PROJECT TX - Time for some proper COMBAT! (PWAeqfuaTM4, 727s)
[Music] it's me nim sony welcome back to another vr video uh welcome back to an empty room actually we are back in project tx and you'll notice it's a little bit devoid of of things in this room here um now that's because i'm actually been testing something that requires me to transport between places it's quite literally transport yeah so uh why don't you follow me um camera mode switch switchback me you should be able to see from my point of view hello right so here we go um so that that's the thing over there you'll notice it's just a completely empty room here otherwise um with some a bit of lighting testing going on in here quite a few tubes added to the main lighting lamp this is the coolest lamp you could ever have like i wanted to have lava lamps throughout this place but then i realized i don't want to have like weird mesh reshaping going on on so many particles and yeah so this was a cooler idea this is a cooler there's more to it than that but still so here we go let's have a look over here and as you can see the light will shine over to here nice and nice and easy and uh yeah so what we've got here is a like a riff a rift in space a space-time continuum yeah this is all very hybrid right uh so this here is my new teleporter this is something that i well it was visible in one of the uh other project ex videos in fact it was visible in the in the studio tour video um inside the inside the um what i call the mario pack the large pipe not the small one where tubby was hiding um so yeah now we get to see what the effect is like very very simple one and it took me a while to get the ragdoll to just not explode when doing teleporters but now they work properly although every once in a while they do have a sort of sudden a sudden jump in the camera it's a bit weird i'm going to fix that eventually if i can kind of reproduce it reliably but let's just walk right into this it it's got that feeling of like i can't wait to get some sounds and effects going on but it's got that feeling of you just place your hands into it and you're just like and then and you're like oh it's really cool um it actually works uh very similar to how portal would work right so if you enter an angle it releases at that angle right it rotates you and everything so here i'm going to enter at like a diagonal going that way and you can see here and now i'm walking diagonally as you can see here right so i've walked diagonally of course if you're jumping you jump in and uh yeah it just works exactly as you'd expect so if i'm looking this way as i walk through there we go it releases backwards it all it just sort of rotates and and corrects exactly as you'd expect so it works exactly like like portal would right so you just walk through and you're into a different room and that that room's actually right behind this one i haven't got the doors sorted and i've got a bunch of interaction stuff to work on but right now i have some pretty cool stuff some fun stuff to work on which is a ragdoll so obviously we had we we saw penguin in the last video hey how's it going right uh but today we've got the tiny who uh every now and then will step on his own foot uh because uh yeah ragdoll is a little bit of a problem there but uh yeah he's he's a little bit stumbly but other than that he's got a pretty pretty swagger cool cool walk to him yeah let's let's get to get the camera over here there we go that's nice right hi so yeah there we go uh he's got a cool cool look to him obviously he is a rag doll he's falling onto his own on onto his own feet here you might have seen my little post on twitter was a little bit ridiculous where he uh he was kind of broken and you can see his feet sort of swinging around while i was attaching his chest to space but there's something more cool going on with this guy which is not just him wandering around you can see the wandering looks pretty cool other than the foot problem right so really really pretty cool i'm going to switch back to my camera so yeah he's got a pretty cool cool stunt to him he's got very very good idle animation going on right now um but that's that's all preliminary anyway i'm gonna do a lot more i need to make him look very live in many ways now unfortunately right now oh wrong section right now he can not really go into ragdoll i've just got a switch to sort of drop him and then when he switches out oh oh there we go he's in ragdoll he does have a lot of structure to him while in ragdoll right so he still tries to hold position right now he's just using the idle animation as you can see he's still he's still living right it needs to look like a live human a humanoid in fact a live tiny in this case but uh yeah so he's still living he's still sort of breathing and moving and animating very slightly but very very loosely right unfortunately he doesn't have a getup right now so he just uh he just stands up nice and cool well let's get on with it so there we go he's got he's got a nice 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# PROJECT TX Update News & Returning to video production! (PXv3YlTQbWw, 20260908)
It's me, Nimso. Welcome back to another video. Today, we are just talking about Project TX. It's been such a long time since my last video. My goodness, been a number of months now since I've even recorded a video. Things needed being to be redone. I've got a new monitor here. It's a 32 by 9. [music] Bloody wide, man. It's so wide. As a result, of course, I had to reset up my OBS recording setup. I had to redo a bunch of things. Uh you know, updates and this and that. It's been a long while and I decided today's video, I'm just going to try and get back into the flow of things. It's It's difficult to make these sometimes. You [music] know, I had set up such a a way of making these things It's the It's an efficient way for me to make videos, especially with this setup, you know, the whole the whole thing going on here. Um the the virtual studio and whatnot. But, at the same time, it's a lot easier just to just to record just to speak into a microphone and talk about something, right? Uh when you don't have to do all the other stuff. So, I wanted to get back into the flow of making videos my way of of getting back into how it used to be. Now, it's not going to be exactly how it used to be. This is going to be a bit of a new era for Nimso Studios video production, but uh I am going to redo a bunch of things and I'm going to try and get a lot more efficient with my video production. Now that there are there is some big news. I'll get back to the video thing in a minute. Um Project TX, big big update. It's really important. Project EX has now entered full-time production. What does that mean? Okay, obviously, you're supposed to have fireworks now. Everyone should be cheering. It doesn't You don't ever know what it means, but it's supposed to be cheering. Let's get the lightsaber out here. Boom, boom, boom. We've got fireworks. You can boom and ducks flying everywhere. Ba Project EX has entered full-time production. What does it mean? It means I am now free &gt;&gt; [music] &gt;&gt; to work full-time on Project EX. Yes. I've got some funding processes going on. And you know, in the real world. And as a result, Project EX is the only project I'm working on now. Right? It's amazing because it means this is This is now Namesco Studios is an actual game studio now. I am or we are working on a video game called Project EX. Actually, it's not called Project EX. There is now officially a name as well. And I'm not going to say that name yet. Yes. So, I'll that will come in a soon in in a later update. Soon. You know how it is. You know, I did gotta gotta be a little bit careful with words, you know. I'm not going to give you everything. Ha. Yeah, but it's a big update, you know. It's a very important thing. Uh the game is now being properly fleshed out. I'm actually dealing with the mechanics of actual game production, you know. Where it What it means, of course, is that the videos that I've been making up until now, obviously, you've been seeing a lot of physics-based mechanics, right? I've been talking about things um that are about building a cohesive VR world, one that makes sense, a lot of consistency, you know. Mechanics that [music] kind of interact with each other. For example, the the physical properties systems and stuff like that where bullet systems work with physical properties, knocking and audio effects work with physical properties. All of it is consistent and inter- inter- interconnected, right? That was about building the physics world. But now I work as well and I'm I'm going to slow down a little bit on building physics-related systems and more focus on game-related systems, right? So, I'm talking about actual game game play mechanics, actually moving along, moving forward with building a game, not just a bunch of sandbox mechanics. And it's very important to mention that as well. A lot of people want to know what type of game are we talking about here when we're talking about Project DX. People are getting tired. Look, this is the reality. People are getting tired of sandbox-only games. And I actually had no intention of keeping Project DX as a sandbox-only. Obviously, it was sandbox-only in all of the videos you've seen because that's just how I showcase the worlds. But, the reality they showcase mechanics, but the reality is it's not going to be a a sandbox-only game, you know? This isn't a game with the name sandbox in the title. Even though you don't know the title yet, but it doesn't have the name sandbox in the title, right? Cuz it's not a sandbox game. Um it's not a sandbox-only game. Of course, it'll have sandbox areas and you know, the the mechanics of everything you've seen will still be in the proper game. I've actually been building out the actual starting part part of the game. There's an actual intro to the game. There's a proper physical main menu, physical as in a proper 3D menu that you actually walk around. And uh you know, people wanted that. This is one of the things that a lot oLine truncated
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# Hybrid Presence Sample 2 - Just Locomotion - The Garden Sample (RTUJ2JzZnT0, 627s)
to me name Sony welcome back to another via video today I'm in the hybrid present system sample demo 2 now on this video I'm focusing mainly on the locomotion I say mainly I'm focusing entirely on the locomotion you can see I'm holding leaves as as controllers that's because I'm actually trying out doing some multi platforming on this as well so it should work both on oculus and on steamvr in all in the same files so you you don't need to have multiple versions this time around I'll go through the very easy calibration system so this is a pretty simple thing that I figured out and it's a lot easier than having to type numbers and then we'll have a look at the about the samples showing so welcome to the hybrid locomotion garden sample press the left menu button just start the height calibrated that's the menu button the only menu button on the oculus controller or on the vive controllers it should be a main menu buttons do let me know if the controls are a bit broken on there and it's not following what it says on the screen recenter stand straight press your menu bar click that resets it but then you touch one hand to the ground and then press the menu button again while touching the ground and you can see press it and it resets the ground perfectly to where your controller is so now it's got your height as part of the system this will give you the instructions on how to move it does mention here you don't need to swing your hands and that is something that I've seen quite often like I said this video this this demo is literally only for the locomotion so let's have a look at how we move firstly quite a nice nice area that I built for this for this demo here you can see every in hybrid presence there and the current controllers remain as leaves because you know just for the fun of it anyways so I'm walking around pretty simple stuff left analog stick or touch pad to move you can see I don't have to physically move my body to move well as I moved my body so if I go into a sort of walking feel now I don't have to do any head bobbing or anything like that just sway nice and easy on the spot and you can see it creates the motion as you sway as if you're walking so we're gonna walk over this here bridge and you can see this is actually a physics bridge exactly if said I've been updating and working on the sort of the physics of the base locomotion system so as you can see here when I step from the left to the right you can actually see me leaning the bridge to the left and right and of course when I jump you can see how it gets pushed off the ground when I jump and of course when I land so this is a based on the the recent our mud sample which is on the same download page you can see I'm just using some sample textures that I made pretty simple stuff nice sort of textures that makes no make no sense I would really like to have some physics on everything but I wanted to focus entirely on locomotion on this demo so we're just gonna walk around have a nice very peaceful walk through this garden area that's basically what I wanted to do is make a sort of peaceful area just to walk this so you really get a feel of how much of a difference having a natural locomotion system works on just a VR environment because that's basically what this is it's pretty much a simple basic environment that you'd find on you know your own steam of your home maybe and you could just walk around or teleport around and I wanted to show how walking just makes it really feel a little bit different and of course this locomotion in order to run you don't have to press any buttons or anything the unlock stick is handling which way I go but as you saw head pops slightly you get into a run speed and you can see that just by controlling that I can very easily decide to move fast so I'm walking through water right now and you'll actually notice something when I go down under the water I messed around with some effects now I've been messing around with the sort of bloom effect and you'll notice that there's balloon so if I look in the dark areas and then suddenly into the bright areas you can see how the colors retool and you can see clearly that is bloom coming from the sunlight there but I best messed around a little bit with the bloom settings so that I don't have to add an additional effect to do this and you can see that I'm using bling to create a sort of slight blur that feels incredible when you're in the headset and you can hear of course the changes in the music and the audio that's coming from outside the water and of course when I go above you can see the audio resets back to normal so it's pretty cool it feels quite nice I haven't added any swimming motion to this local so it's purely just the raw locomotion now of course I did make a demo before as well of this locomotion system and that demo had a little bit more changes and so of an extreme version of the locomotion to make it feel better and they were there was of course a lot 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# SMBVR - Updated to Hybrid Locomotion and a few fixes! (RVYF2dChsgQ, 319s)
it's me n Sony welcome back to another VR video today is just a quick short video I decided to do a very short um update to this uh project here which is the SMB VR project you'll notice that I took out the Vive button here um the controls don't need to be swapped out now uh for VI because I'm making two separate versions basically um yesterday the uh Nord team one of my favorite YouTubers decided to play the game and of course within a minute pretty much broke a controller so anyways I decided to try this game once again myself and found that my old locom motion system is just uh incredibly irritating to play with so I decided to upgrade this just to the hybrid system because I know people will want to try this out um and that Locomotion system really doesn't do anything Justice anymore so anyways I've got these little laser lines I'll show you what they're for in a minute uh basically uh change the instructions for the new hybrid system which is you hold the joystick to actually move so you can see I'm not actually physically moving my body anymore and then of course the sway system as you walk and then the jogging system is far more um sort of forgiving now in in terms of motion so you don't have to really put any any any effort at all there just to move you can just sort of move around quite easily jump again I've changed it to uh a standard computer game of course you can hold the jump button and get a higher jump as well so here we go bang bang bang I've switched this over to the uh Oculus OVR system uh in terms of the actual control system so that means it'll work better than it was before um one of the problems with using unity's own system for uh missed for controls is that it takes controls from All Joy pads that are connected to your computer now I can go down this pipe here but uh I'm not going to right now uh to go down the pipes you just simply Crouch you can grab the coins with your actual hands this is all part of the original project like I said I don't want to actually update the project itself I don't want to change anything this is just the same thing as before but with the sort of is that I needed to do bang I love doing this this sort of high jump and smack high jump and smack anyways uh you can't punch the Goombas I'll add that in the um Odyssey experience VR project which I am sort of working on right now but as you can see um I do not suggest you jump and hit your ceiling with your controllers please don't do that not everybody can replace them so I don't want to be responsible for anyone replicating that kind of behavior it was a bloody funny video though yeah so there we go um a little bit of a bounce on that spring joint there also it's actually for these things that I added this little Point thing so uh a few people did find these sort of things that I was uh hiding around as you can read in these little challenges here uh but there's no way of actually selecting them before right now you can and like I said there's one right there click and you can see it vanishes and you get a little tick for that as well so go ahead go through the level and find all the little things you'll get a bunch of ticks there's nothing special at the end or anything like that it's it's literally just that um another thing to mention as well is that uh this will uh of course have two separate versions one for the Vive one for the Oculus so be sure to actually download the correct version that you're after if you've got a Windows mixed reality headset then uh grab yourself the steam VR version um and uh and try that one out otherwise you might be better off using the revive system uh with with steam VR for your windows mixed reality headset um that might work better for you I don't know uh like I say windows mix reality is one of those sort of the the the sort of little leftover un outlier for everything grab grab grab and you can see movements a lot easier going in pipes regardless of which direction they go is just the Crouch it's not a button or anything you just Crouch and and that's it it literally works for you so anyways that's that you can see I've already collected the flag and that's the end of the project anyway um I really need to add an exit button and I probably will do that uh thanks very much for watching check out the downloads the links are in the description it's h. as usual um I basically took down took down the downloads while I was updating this so for anyone who wants to play be sure to upgrade this if you've got the old version if you want to play this again again and and you don't like The Locomotion system in the old one thanks very much for watching goodbye [Music]
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# GMOD IN VR! - Re-Mod with VR Locomotion and VR Spiderman Grappling Hook! (S9uPWiKTbWo, 456s)
it's me n Sony welcome back to another Gmod style physics video um physics sandbox this time I've got quite a lot of uh work done on this one here's the new menu it's a giant tablet that appears in game now this game itself is completely VR a native VR compatible so I've built the menu so that it's 3D and in the game this tablet you can move around you can just tap it open whenever you want to and if you hold it open it'll move with you and you can you've got that cursor on the screen as well um I've added the grapple hook here which works very differently to what you usually see in games where the grapple hook itself doesn't just pull you inwards yeah we've got a very weird physics problem going on here with very sort of thin colliders anything that's very thin can fall through the ground a lot so yeah that's just a problem with unity I'm going to do a lot of setting changes and whatnot tweaks here there everywhere and hopefully that'll fix the problem to some extent beyond that everything all of the models here all of the objects that are being added all of the props they're all coming from external files none of them are actually part of the game you can set the buoyancy you can set the mass of the objects you can specify the shine and the way the material acts everything is coming from external files a simple in file that tells all the settings for the objects um for the props and a obj file for the actual mesh a JPEG for the textures I am going to extend that it's going to be possible to actually use other texture files other model files hopefully if I can get some good um 3D model paes for Unity beyond that right here I'll probably show off some of the tools so you can see with the with the physics gun that you can actually lift objects and freeze them in the air you can rotate them but it doesn't stop the camera from moving so you can see me going up and down shaking my head a bit um in game I'm not currently playing in VR mode um but I will show you later on in the video that I've got it running in VR properly as well I've added Locomotion as well my Locomotion system if you haven't seen that working in in play yet and you haven't seen the videos that I've done on walkom motion check them out on my channel uh because you're probably going to love how The Locomotion is working now uh in VR I haven't got my hand controllers yet yet uh working in Steam VR I've been working on that if you look at the Twitter Twitter feed you can see that I'm using PS move controllers now because I don't have the money to buy a Vive and here you can see I'm just showing off the joints in the game so I click on the wheel that I've spawned and I click on the uh vending machine that's supposed to show Coca-Cola on it which is I'm not sponsor I'm not sponsored or anything like that I just chose a random picture from the net and um unfortunately it's coming out so of flipped over so it doesn't say Coca-Cola it says it the wrong way around anyways there you go I added the access joints to these wheels onto the vending machine and you can see it just naturally works as it would in Gmod as well this is all completely done from scratch I haven't even been working on this for a month yet um all of the models in the world as well I've built myself so that sort of central brick building over there I didn't rip that from Gmod I just remade it myself and I added this pool of water here to test the buoyancy and test the underwater physics as well um here I'm just going to play around with the grappling hook a little bit more and you can see that it doesn't naturally pull you in there is a real button which allows you to sort of elastic pull in but unlike all of the other games that you see with grappling hooks I just didn't want it to have that elastic feel where you shoot where you want to go instead you have to swing very much like Spider-Man uh rather because it's just more fun this way and this is all completely VR compatible uh you can see that it attaches The Anchor Point of the actual rope to the grappling hook itself not to the character so if you move the grapple hook back it pulls the character in so that will work very well once I get my hand controlling controllers working you'd be able to literally shoot forward move your hand back and pull your actual character body forward without any of all of that fake stuff uh where you're sort of pulling through the elastic of the Rope itself so I'm switching over to another video here so here I'll just be showing off some of the actual web swinging um rope swinging should I call it because you're not really using webs but the obviously the idea comes from Spider-Man I mean come on it's is the best thing ever if you can make a VR Spider-Man where you can actually swing rather than just pulling in then do so so I did and I added it to a Gmod Sandbox well Gmod style sandbox this is not Gmod this is my own version of Something of it anyways um you can see here that you can you 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# I FINALLY DID IT - Accurately Tracked Pure Active Ragdoll in VR + Sword Physics (SwQFkzBIczY, 463s)
[Music] to me little sunny welcome back to another viewer video today you're probably wondering where have I where have I been for a while well actually nobody's probably wondering that because I know that I've randomly make videos sometimes and sometimes I just stop but I have actually been on holiday over in Turkey somewhere somewhere it's very hot it over there and it's very I did a lot of fun things I actually went jet what we called what's it called flyboarding yes there's a butterfly board this what I believe it was originally called you're probably wondering what I'm doing here so but making videos right now and right now I've been working on the physics systems once again in VR and everything you're seeing here is actually not something that I've done before well I have done it before but I haven't done it this way so I actually showed a short gif on on reddit for a while which was about active rag doll in VR this here as you can see by the arm is actually active rag doll entirely rag doll it's not the old physics system where you got floating hands connected to the body everything is 100% rag doll and you can see it pretty much tracks the hands perfectly even then look at the controller even though it's active ragdoll so there's actually force limitations and the usual stuff and I've also added some cool sword physics so you can actually stop and look it actually holds it in as you can see and pull it out and push yep pushing works of course you can see here by the wall as well if I push it actually pushes with my arm not just my hand and of course the sword also stops completely there you can probably hear some stuff going on in there behind there that's because there's another character who is also fully rag doll and you can see here I can shove my swords right through this Apple yeah these are spherical apples perfectly spherical and it actually does connect and you can see I can just pull it up and throw it off let's get another one here there we go and then and you can just throw it like that and of course the arm does start jumping about a bit so here we've got some test boxes one is very light and the other one is very heavy so push nice and easy nice and easy and this one not so hit but not so easy it was quite heavy that you can see nothing happens with it whereas nice and let's go have a look at the other guy they're probably wondering this is actually completely something completely unique and completely new nobody's tried to do this in VR like at all literally nobody nobody's tried to do the physics hands in the first place that are connected directly to the body which means you can actually climb and stuff without any extra faking and faking stuff but this goes for more than one step beyond that it's entirely ragdoll physics while having complete VR control and you can see here even with another rag doll here active ragdoll guy I have complete physics based control no no now the hips don't register perfectly simply because I've set force limits on them so sometimes you see it doesn't actually make a noise whereas other times it definitely does and you can actually again with the stubby system if I think it's very good at blocking see if I can you know what I'll show you in a different way let's get away from it that was billion that was just perfect but while he's running towards me look carefully at this hand one two three and I can choose what sort right through my hoe and a half brilliant this would work with any part of your body so you can shove it through your leg as well there we go now I can work with a sword smacking my leg and of course I can push him oh here we go here we go we've got a glitchy hand let's get it let's get it fixed there we go yes so obviously not perfect but it definitely is better than what it was before you can literally just completely control your body oh there we go I got a stopper right on him of course I can go whoo-hah and miss oh yeah his attacks are kind of animated but he uses the VR tracking system so he's able to track his animations and control himself via the physics ragdoll entirely so it's not actually animated ragdoll or anything like that he's animated his tracking is animated and then he acts the same way the mind does like in VR so he's basically another VR guy so this essentially would work perfectly in multiplayer if of course we caught the physics and everything that worked correctly now I've actually set him to slightly weaker than me so I can't push his things out of the way and then and you can see my so it stays stabbed into him but I can remove it let's do some crazy jumping again I'm using the Walker motion system that's an easy and of course here let's do some jumping dives oh yeah whoa amazing [Music] one more time one two three come on you go in and then you don't come out together there we go that's what I wanted to do brilliant anyways that's this video I'm gonna be messing around with this active ragdoll based 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# How It Works 2 B - Half Life : Alyx - Physics Design! (TOmVCvpq5QM, 1682s)
it's me name sony welcome back to vr we are back in the how it works series this is episode 2 part two and um today we are looking once again on uh grab objects we're gonna ignore everything in this little area here for now and hop over to another special place where we can shoot something yes we have guns in this video and we also have the gravity gloves yay um now we're gonna continue on from the last video so if you haven't had a look at the last video yet uh have a look at that first uh because that one describes a few things that we're going to base some of the changes off here as well so let's have a look very quickly let's get over to where i want to go now one thing very quickly i i did notice is if we just push our hands through here you can see that uh there is no uh no enemy over here or anything there's no head crab or anything there's just that that dude over there which is of course unusual since if we open this door over here and pop back up here you can see nothing there even if we pop our head into there nothing there however now we uh suddenly have this dude so yeah you can see exactly when that loading point happens it actually happens right as you come around the corner he gets loaded in so that way you don't have a chance to actually see him accidentally when you pop through here now before we start we're going to take this guy and drop him over there so we don't have to look at his ugly face um let's start with something that we actually mentioned in the last video uh but before i do that i'm gonna grab that thing and put it in this pocket that's quite important we'll have a look at that very soon uh but right now guns how do guns work well in the last video i mentioned and showed how when you hold a physics object or when you're not holding a physics object and you're moving uh your hand does this intelligent thing where it traces from your head to the uh objects in front of you and persistence itself there it doesn't apply to physics objects so as a result physics objects don't end up on the front of the object that you're hitting and they just have you they have actual physics that sort of forces them to get to get delayed and pushed about that however doesn't happen on guns you can see here obviously this is what a gun would do if you pushed it into a wall however when i'm moving with the fake movement you can see it doesn't actually do that it does what the hand does so how is that happening well it's uh it's very simple really that is not a separate physics object that is the hand that's uh kind of the simple way that i would do it anyway uh now once again disclaimer i don't know any of the actual behind the scenes of any of these uh any of these things i just uh study games pretty pretty much from the moment i start playing them and uh that's how i kind of judge what i believe is happening most of the time right so yeah what's happening here is this is basically just replacing your hand when you're holding a gun your hand can't really do anything other than hold the gun at that point so it's not able to do any of the gravity glove stuff as you can see nothing with this hand here not with this hand right and they also of course can't grab things so here using my grip you can hear it in my hand absolutely does not grab objects so all they do basically is just change the shape of your actual physics hand remember the physics hand isn't the one that you're seeing right because if i'm holding something and then i can i i sort of stop that thing there uh that's not very useful to do it there um not that one of those boxes once again right remember if i'm holding something like this i still have a physics hand which is completely separate which allows me to push things about right so that visual hand is not what you're actually it's not where the actual physics is and the same thing applies here and in fact this is actually a little bit offset from where the hand really is in reality i don't know whether you can see if i yeah you can see it if i pause the game as well so here we go i need to keep moving my headset down i keep forgetting that the camera on screen is a little bit stupidly positioned uh but yeah there we go so when we pause the game you can see that my actual hand is not in the right place and you can actually see that from something else as well here when i hold my uh my teleport line you can see it comes from the center of my palm here in between these two fingers right comes from the center of my palm there we go but when i have a gun out you can see that the teleport line no longer comes from the center of my palm but rather a sort of lower area right and that's just it's just an offset entirely designed for the gun to be positioned in what feels comfortable you'll notice that's actually a very common theme here with what we're talking about today which is how the game decides how to deal with physics objects it's very important to understand that a lot of 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# SLAYR - Some older physics work (TdFni0DjqN0, 675s)
[Music] three names Sony welcome back to another video to apologize for not having uploaded last two weeks or should I say three technically this is the end of the third week then yeah I've I've been doing stuff not really much VR actually ups and downs in life yeah so I didn't want to upload because I wanted to spend my time doing stuff and then also then didn't feel like it really decided to go back and have a look at some of my older works and I wanted to show you something that you've both seen and also not seen all at the same time so this version here is the sort of last version of Slayer I was a last version of sort of Slayer before I switched to working on full rag doll for the hybrid present system so this was just before that first hybrid presents video actually even before that as well and this one was just sort of testing now a new character model this one's a model that I actually bought because this is the one that was in the test chamber demo which turns out I wasn't actually allowed to use so this was actually a demo a sample model that you can use for free but only in the Unreal Engine so that's that's actually licensed defend out the one on the assets to shouldn't be downloading it so don't download this guy this one on the other hand this one's a bottle free pretty good you can use that I was testing out some shaders on here pretty cool shader that I made which is sort of like fall off fall off shader but at the same time it's not actually emission it doesn't sort of it's not an edge glow shader so much as it is an edge edge multiplier so you've got this sort of nice edge glow effect but it actually takes into account lighting so if I run over here you can see that these are affected by how it all looks it looks pretty good nice and neat and you can see especially from the top you can see how it glows the actual lighting surrounding the character especially on the white suits here you can see the lighting effects it directly so here you've got the glow of that green where as you face that way you've got the glow of the orange II colors and yeah I wanted it feel really cool in terms of lighting now what I was working on in this build just this is something that like I said I didn't actually show a video of this build this is ragdoll but it's only upper body so this is sort of the last thing I did on snare you can see the character model needs a lot of work of course this is just straight from the store you see it's it's one of my source ragdoll builds are only the upper body so everything below that is actually not not not physical so that's pretty cool because I actually applied the same logic to another character model in the scene Oh all of these guys are just so of non existent but this guy here so he's got physics arms and physics chest here and the head of course so you can smack him about and of course that means that I can sort of hook in and move him about and this project this actual build was the the final reason the nail in the coffin so to speak as to why I made sure to actually have full arms after this point or from this point going forward it was in this scene which of course you've seen before I've added a remake of I think it's called hang um hi I can't remember what the names are now from halo so this is pretty much an exact replica of lay out this character in in fact you can actually see how the character model works so you can see here I can push him down because his ground Springs on too strong you can actually see what the feet animators would do there you can see that sort of little animated foot and those are just they're not supposed to be visible obviously the eye case should follow that but beyond that this is the earlier version of hybrid presence wherein I was using actual I cane and the problem with that of course is you can see how my elbow sort of rotates randomly and wrong now of course this video like I said this place was the reason I switched over to full ragdoll or at least of a body rag doll that's because what was happening was when when I was jumping in these so I was testing this below and you can see that this is one of those things where you've got really fast motion I have got really bad frame rates right now but that's because I said I've been recording on a pretty terrible recorder right now but in these little platform areas what I was doing I tested a jump once and I sort of ended up with a situation where my physics hand oh come on I can't sort of precise jump it because the jump is quite strong doesn't help the frame rate is so dodgy so I ended up sort of hooking over here with my hand but my body went underneath and what you end up with of course when there's no forms you end up with a situation where the hand is actually stuck right on top and it's just constantly cable to move but your body is underneath so you're so stuck like this where your hand is just off there's nothing I can do and the system can't really just say okay 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# PROJECT TX - AI Ragdolls! (TpEzyoWMFZs, 750s)
[Music] it's me Nym sunny welcome back to another viewer video in project TX today's video is going to be quite a short one I haven't done much visual content purely just under the under the hood and in this here menu as you can see I've been starting to create new menu systems underneath and improvements to the actual objects that are here oh I forgot the sofa on this morning's list oh so there's some fun things that have changed nothing much on the visual side though except for this guy here and as you can see he is a rag doll it's just there sort of hangs around hey how's it going what's up with your arm there we go he just sort of hangs around and if I push him around he sort of walks around and stuff like that and that's about it really he's very much a stable system he uses the same character ragdoll as I do literally the same rag doll yeah that I do and what I've done is I've got one player system that controls this rag doll and then an AI system that controls this rag doll and of course I can't grab him using the physics pin as you can see movies and around and lift him into the air and he doesn't really like it and then he will get up or at least try to he hasn't got any arm controls yet yeah it's shoulder needs some work as well there we go but he does sort of try to walk a little bit and if you saw push him around it'll sort of trip down and stand up again there we go now unfortunately I as you saw earlier oh yeah that fell through the ground not on a thorn or thank you one of these please there we go as you could see he doesn't have any health systems or the ability to care about his own safety so he just sort of ignores any attack that I make on him however he can sort of be thrown about and of course you can sort of mess around with him which is the the idea stand up and then he can sort of at least try to stand on objects again he uses a very similar system to the two the one that I'm using for my own character control and he just saw balances and as he accelerates too quickly and then he falls down he can't stand up underneath certain objects I think this one's a bit too heavy his legs are a little bit weak at the moment he's got caught a lot of work to do on this if you move a little bit too fast then he will fall down and the idea there is that if I push him around he will just off push back but if I push him too fast there we go he trips over and it doesn't always completely trip over he doesn't like just go full rag doll if you push him slowly he will actually try and stay standing and of course like there we go in this sort of half balance and get up again now unfortunately I didn't add any grab points or grab systems on him because he's not a grab object like all the other things and that's how my grab system currently works here we go where you can just sort of grab things and smack him about of course if we lift him up hmm now this now because I've activated ragdolls as part of this physics gun it doesn't mean I can grab myself now once again which is what I did in one of my previous videos he doesn't like being lifted off the ground and Scott's to lose balance so obviously if I saw move him around on this box he can just stay standing but if I lift him off the ground a little bit and then drop him he kind of lose his balance he's got work to do his AI systems you have a little bit of work to do but now you can see I can sort of grab this box and so I move him about on top of it oh and he's fallen off hold on mate and yeah so it's quite fun to see how he lose his balance over time so if I just saw flail him a little bit and you can see it just sort of loses his balance and then he's sort of leaning down again and we do have some trouble with the actual joint system when you've got his hand for example there we go you can see his joints are a bit troublesome but you can't sort of off flail him about and of course we can't drop really heavy object onto him like so and he will not be able to hold them up he does get up there we go he got his hand and off you go we have a sofa which I added just another random object you can kind of take a seat on it and get up again that's not an actual action or anything that's just me sort of pressing the Crouch while I'm sitting on top otherwise you can just sort of step up there we go and then fly around on the sofa that's very usual one of the fun things to do with this guy here is bring him over here and drop him down that run so if you go over there come along hey give me that foot he tries to stay balanced then and if you start moving too fast he just sort of trips over and yeah and you could see him he's trying to flail with his other foot you can see he does try a little bit but he's quite weak right now and there we go he does he does have a little bit of a tendency to slide you can see his legs a bit screwed up there but yeah so once he's got his hands active and he's actually trying to do things with them right now they just sort of off 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# PROJECT TX - Physics Upgrades and Hand Poses (UZVgfOtjD1E, 1041s)
[Music] it's me nem Soni welcome back project TX today we are looking at a somewhat short video hopefully hopefully anyways and this video is about hand poses and a few little itty-bitty things that I've done mostly behind the scenes so firstly the hand poses I actually had a four-day weekend this week so as such I did something that I've been meaning to get in properly again for a while which is hands and as you can see here we also have a little bit of an extra bit here which is because this video will actually be a two-parter when I say two part is actually two parts in the same video so no skipping or anything like that and that's because I will be showing you the editor as well as the actual VR system right now you'll have to ignore any sort of jumping tracking issues because I am using one sensor because I'm lazy and I don't want to put the other sensor on the table and move things about as you can see I actually am not using the knuckles controller or anything special like that this is just the oculus touch controller and you can see it's actually quite impressive it's actually quite expressive in terms of using those touch sensors because that's the one one thing that I wanted to do was get the the use of those touch sensors in so you can see here touch on the finger and thumb sensors and then of course the triggers yeah and there and then using the triggers and using the touch sensors at the same time you can see here makes that little bit of a difference and then you can do that and you can also pinch pinch pinch as well as a fulcrum and then of course there you go yeah it's pretty cool I really like that the oculus touch controller has all those useful sensors for for like emotion which is the best bit about it of course it doesn't have a bloody oculus a touch sensor on the one most important for function which is grip button but hey that's not my problem is it and that's that so you notice actually that some of the grabs well most of the grabs still use the kind of default hand pose that's because I just haven't got around to doing all of that yet I've added a couple of random objects here and there and of course some of these objects have good horses on them and this one's quite important because the other thing that I've been working on is getting the hand tracking to be improved now the main thing you'll notice here let's just put this on the floor nice Unni is the actual tracking speed on these Red List so if you look at what these lasers actually are these are the things that are handling the menu and as you can see they are actually based on my actual tracking not on the physics which means that if I'm holding this handle here you can see the red lines come off the actual physics object there but you can see how closely these things are tracked so this is a full physics hand with a physics joint and no additional motion is being applied to it externally it's completely based off of a limited physics joint and you can see it tracks the the motion of the object very quickly which is which is something that you've seen before in it on this channel but the rotation is more important here you can see with these lasers that actually the rotation is very very quickly matching the actual tracking here which is what I'm looking at here because when you actually do the twisty thing here that I'm doing on this hand one of the things that is normally a problem with physics systems and I had the same problem as well which is what I've been trying to fix is this sort of softness here but what the ends up doing when you've got waves on the other end is you end up when you're trying to do this you end up with your hand moving up and down because the weight is over on this side so you get this weird motion but as you can see that's actually not happening here I can still twist it quickly on on the one axis where there's no real weight but on this side instead of moving my hand up and down it's simply relaxing and relying on the actual rotation which is really useful when you're actually trying to aim it somewhere so you can see here it's actually much easier to handle if it doesn't hit you in the face the handle where it's going to hit especially even without using your shadow there because you can sort of manage the the motion of it and you know exactly what it's going to do just because your based on it's based on so of things that you've done in reality quite a lot in your life now these guys here a tiny little bit of a problem with them hey come down here little you get up so there's a bit of a problem with his head as you can see I've been messing with the ragdoll physics a little bit but that'll be fixed very soon the main thing is in the menus so what I've done behind the scenes is I've been working on the actual systems so the actual programmatic systems and I've moved calibration from all these buttons on life on my controller over to the menu which is really useful I'm not going to do it 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# NEXT GEN - No Jank - VR Physics Simulation! (VftAqOUhQsk, 1661s)
[Music] [Applause] [Music] it's me NSO welcome back to another VR video we are back in Project TX once more now immediately will see that we are looking at a character that now has moving legs these are a very basic version of a procedural leg system we are not talking about that because it's not that good right it's a pretty rubbish system right now it does a few of the things that I want it to do just because it needs to handle certain things especially since they're all physics parts of the body so it's all it's all physics it needs to be perfect so we're not looking at the legs don't look at the legs don't look at the feet otherwise you'll get a kick in the face now let's a go we're going to pop over here because we are looking at physics today physics based VR physics based VR uh I don't actually like it right I don't really like physics based VR as it is nowadays right if you just sort of picture this right you want to let's we'll switch over to my view and uh you want to grab something right you're you're in a physics game you place your hand next to an object and for some reason it's always there's always a DOT that shows up it's it's just always a DOT a DOT shows up or a little ring it's always the same thing yes that rhymes that was on purpose now it's always a DOT that shows up but that's not the point right you try and grab the object and one of two things happens one of one of one two one of two things happens either this happens and the hand kind of goes and it stretches the arm and it just suddenly jumps towards the object right or the uh the more annoying thing happens which in some games is fixed and it kind of does this you've seen it happen right you you have seen it happen don't tell me you haven't it's just how it is right so that's the grab and you look at that you you get that out of your graub and uh and then you're like that was awkward and then so after you grabbed it you picked up something like a sledgehammer and you lift it up and it goes and it corrects itself right and then you move it you move it to the right and it goes and then it would be nicer with the sounds wouldn't it but you know what I'm saying right it wobble Wibble wobbles and then corrects itself and then it it's very springy it slaps into place right slap that's the sound that I I kind of I'm talking about here it's just very right it's slap everything's very Slappy it's either wibbly or wobbly or Slappy right so that's your grab that's your your hold and you're like that was awkward you grab that was awkward you hold it that was awkward and then you want to throw it right and you have your controllers on not that you have your controllers on you you swing your object up and you like that and it goes right that was awkward because it's a hammer for some reason every time you lift it and throw it it just kind of flings out of place right and you're like that was awkward all three things grab hold release everything is awkward for some reason right and I don't know why but that's just how it is in VR physics but I want to change that right so we're going to start primarily with grab right we need to look at all three I want to change all of that and the way that this system has been built I've been I've spent about 9 to 10 years working in VR Innovations experience and and experimentation on building the best of the best for mechanics and especially in physics right in physics I have put a lot of time in and I really want it to be smooth I really want want it to be softer so what I want from physics based VR is I don't want any sloppiness and I don't want it to go whoop whoop and try and correct itself I just want this soft grab properly as I want it to be soft grab it's soft it's smooth and it feels bloody Perfect Right There we go it doesn't matter what you grab it doesn't matter how big it is there we go nice and soft and you have you grab a box and there we go nice and soft nothing jumps nothing throws itself about right you get a a heavier object like this a bigger one with A Wider Circle and you pick it up and it's just just soft it's beautiful and it positions itself correctly as well nothing jumps around so you you grab it and you don't want it to kick things and smack things about you want to place it on top of an object and you want it to stay still so that it doesn't get thrown out of your hand when you release it as well right so there we go just nice and easy right everything needs to be nice and soft and of course that's what I've got here right and of course it with those it's nice and easy but with some something like a cylinder grab it doesn't just let you grab it in any orientation obviously you can grab it like this and it holds it nice and smoothly right but it's not going to let you grab it like this and it has to smooth out right everything's going to start falling stop stop moving calm down calm down wasn't supposed to do that calm down there we go right and you just want this nice o 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# ADVANCED BODY ADAPTATION - Pushing The Limits of VR! (WGgPrne7Ctk, 1632s)
[Music] [Applause] it's me NSO welcome back to another project TX video we are back here in the in the testing ground that I've been working with and today's video is an extension from the last video it's been a while of course because this everything I'm working on right now is all let me get rid of the controllers is all about getting a final polished version of all of my systems everything's been Rewritten cleanly to work with the new new stuff you can see the elbow system is a little bit wrong it's a little bit broken very very broken and uh yeah that's a little bit of work left to do with that but the rest of the body posing system is working quite well in fact it's a little bit better than quite you know what let me move the camera here so that it's in line with the real one there we go now you are exactly where I'm looking right um so today's video is about Avatar adaptation and of course it is something you've seen before I did a little uh test of it once I saw that it was something that happened in in another game you know what game that is that is born lab uh and uh yeah so they have a brilliant system of allowing your character to adapt from your natural user the actual players's height and stuff like that and uh having that adapt let's uh walk down here uh adapt into different character sizes and whatnot and of course that applies with the arms and everything now you know that I had already done a little bit of work on that uh and uh of course I I actually added that to the let me face you again I add I I added that to the to the last build which was just the arm adaptation but it's been written properly now all completely polished and of course here long arms as were as per before but now it has been upgraded to fully adapt every part of the character body of course in the last video I was talking about the fluid hand pause system yeah I've added my watch back in so that I can actually control things a little bit better and to this video we're going to be showcasing different characters as you can see here we have a bunch of characters in front of me which I've been using for testing and um let's go right so here we go first off just a little bit of height adaptation we've got uh you'll notice my hands are a little bit a little bit small uh they're a little bit smaller than they should be that's that's using the normal characters um hand size and I never scaled the hands up when I was just throwing them onto this this is a separate character model essentially from that one from the the regular Nyo sized human being which is this one and and then this is regular Nimo with long arms and this is a different character entirely as well each of these is a different character right and what happens is I'm actually adapting from the user metrics that I've got uh to to whatever we're we're looking at whatever character we're looking at let me Zoom you out again because some of these characters have trouble but of course simply adapting the height is not enough right each of the body shapes needs to be adapted because this is a full Collision system which means I Collide here and of course my arm as well collides and the Hand collides as well uh let me back to normal height and you can see here obviously the hand collides and of course I've got the little hookie hookie um uh physics on there I still haven't finished the finger control there but obviously when you're moving around like a character like this you you you sort of have to adapt a little bit more because the height obviously is scaled down but then the problem is that the shoulder positions are much wider so a lower height with much wider arms you've got a problem there with much wider shoulder AR sorry uh and even then the arms are longer than the body actually you know it's not a normal character so obviously when you switch to something like that you should be expecting um the arms to be a little bit awkward and squeezed in uh that's not happening of course so I scal the arms correctly according to the actual metrics of the character and of course the finger pause system works as well and we'll talk about that in a in a moment as well uh but there we go we've we've actually got a scaled character model here and there is more to it than that right so obviously we can also move around as a regular character let me just pop you over to here you'll notice the legs aren't animating there is no leg animation system yet I am going to write that properly uh later down the line right now it's just the very basic stuff and uh and that's all but I do have the regular Crouch system in so this is all controlled I can jump right but I actually have it a little bit simpler than than your regular sort of game I don't need to crouch in I can just jump very very easily that is full physical it is entirely based on the actual ground as well so here we go let's just uh move this box here and you'll see here that it can actually weigh the character here that 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# HYBRID LOCOMOTION GARDEN - Accessibility & Direction (DOWNLOAD) (WYMygKXI0vA, 1108s)
it's me named sony welcome back to another vr video today we are back in the locomotion garden that i was showing you in the last video uh this one has been updated actually before i get everyone dizzy let's switch this to third person and uh have a look hello so here we are back in the same place uh there's a little bit of trouble with the third person camera for some reason it does like to bounce a tiny bit so i'm just going to keep moving slowly so that it doesn't bounce too much but what we're doing here this is the the final version of it and this is going to be released in a demo today um and i've added a lot of options to it so let's switch over to this first person mode the first thing you'll notice is this uh the the way that i've done the view camera so the view camera button here allows you to switch between the different modes you can see there was an off version of it where it's kind of zoomed in that's because it's not a separate camera one of those sort of typical issues with uh with vr so i gave you a first person mode and then you can click it again you get a third person mode but we're not going to use that for now let's just have a look at the options now there's calibrate center you're going to need this button regardless of what you think you've set up in your vr space this is not it is there's a lot of experimental stuff going on here so do use that button each time you switch locomotion mode especially if you switch to seated it doesn't really matter for the regular hybrid mode which is uh analog stick to move and you can see here on the left hand side it tells you how to do that stuff as well so left stick movement right stick turning and then the menu button on your controller right now i've just released this only for oculus and i'm working right now on on upgrading the the back end system so that they work properly with open xr and then that'll allow you to use it in steamvr and all the other stuff as well anything that works with or open xr now let's have a look at the options then so first we've got the locomotion mode which is the three locomotion modes that i want to show you now the hybrid is the regular stuff joystick based movement and then you can actually control the speed of it here we've got exploration mode which of course i've shown you in the previous videos i walk around my play space and it decides what direction and you can see the ring here which determines when you're actually going to move and then we've got accessibility mode and i'll show you that in a moment firstly let's have a walk around and have a look at the controls so here we've got four different modes of control so we've got flip click flip singular and regular right regular is the the sort of default flip swaps these around so now you can see left stick is for turn right stick is for movement there we go and then we've got click flip now click flip is really clever because what i'm trying to do here is actually have the ability to allow for one hand players this is this is very heavily uh accessibility uh testing today in this in this demo so let's just pop down here have a nice little uh drop down here onto this pathway here and then don't worry we'll uh we'll go out of um we'll go out of uh out of the menu so we can see things in color but yeah you can see here on the on the actual options you can see that both sticks move right so this is the left hand stick in fact i'll show you with just the left hand so i'm going to put my right hand down and you'll see it vanish as well this is really important there we go it's furnished after five seconds you can see it's actually here on my right hand side it's now animated so you can see it actually swings if i go in third person you can see i've actually got a right hand that moves kind of naturally there we go so here we go both sticks can move but they can also turn so if i click this the the joystick in click now i've got turning mode right so that's what click flip mode is so here we go we can just walk around and then turn and then walk around right really really easy there we go and then i can click to rotate and carry on walking and of course if you look at it in third person you can see my other arm is actually moving kind of nice and easy in fact if i pick that controller up and drop this one down you can see now that i can move with this one it's directed with this one right and my left hand is now animated so there you go you can actually see it you can see it animating here on my left hand side really really brilliant and that animation system is actually handling the audio a little bit as well if you can listen carefully i'm going to stay quiet for a moment there you should be able to hear all of that movement right let's pick up the other controller again pop this menu open there you go you should be able to see it and we'll have a look at singular mode now singular mode is very similar to the last one except instead of clicking the stick 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# *Spiderman with Physics!* - SPIDERIINI - Hybrid Presence Sample 3 (Y8R3VKpiumY, 745s)
it's me name Sony welcome back to another video our video today I mean something pretty special this is the first time I've been I've been working quite a bit on on the hybrid present system and it's the first time I'm going to release some of the actual physics based stuff now I've noticed the frame rates not perfect while recording so hopefully this will work out quite well I don't know how well the physics works on very low frame rates but it should perfectly work fine but what I've done in this video firstly let's have a read-through of the menu and just get the calibration step done and I can explain the rest while we're in game so a little bit of a change on the controllers this thing should detect the correct controllers for what you're using any steamvr based equipment will show vive controllers hopefully they should be aligned correctly but it doesn't matter what you're using it will show vive on that also that out later on don't worry so welcome to the hybrid presents spider in example yeah I called a that just because it's sort of suits the tiny character model that I'm using on in general so just whatever name I came up with basically stand straight press the Menu calibrate the head height arm length will be added in the system later on so I am I'm not actually detecting the arm length as usual touch the ground press the button and you're done like usual stuff grips for shooting the rope and triggers to grip walls why because we are running around as spider Eenie so you can see here I'm a character a full character model this time there's no physics on the body and I am working on the IQ interactions so that the actual body will rotate and stuff a little bit better before I release this this should be released with this video but a few update will be happening to the actual code before I actually put the a game up itself so obviously you can physically run around and stuff and you can see that the elbows actually move a little bit wobbly I'm working a little bit on that but right now I just wanted them quite weak because this is the hybrid present system on the arms only so you can see here the hands completely collide with the wall along with the elbows themselves you can see here pretty closely replicating my tracking as well so you can see when I move my hand across the edge there you can see actually leans over the edge there of course you can grab the walls and climb them because this is a spider-man type thing and I just jumped away from it so you can see here and of course you can actually shoot a webbing as well so let's have a look at that now there's no sounds in this demo although I was going to do that it's taken quite a little bit of time to actually get this thing working but you can see here the way this works is a little bit different to a typical spider-man game so what's happening here is the actual joints for the ropes are actually hitting the hands themselves they actually connected to the hands instead of the body so there's actually physics joints on the ropes connected to the hand which is connected to the arm which is connected to the actual body so you can see here of course when I go close to the actual wall you can see I actually I can hit off the wall like that so let me just get close to the hey you can knock knock on the wall and of course I can use this to actually swing myself around as well there is a little bit of footwork I'm gonna work on that before the release but yeah while you're grabbing the wall it kind of slumps on you can see here it sort of clumps on there and of course you can swing around and stuff so here is actually what's really cool when you use this system as you can see the difference here when you climb really close to a ledge and you put your hand over it and you can see the way that your arm completely folds around the ledge around the edge and then you climb up and of course you stand on top it's really pretty cool the way that interacts it really gives you a sense of presence and that goes for going around the corners as well you can see here the arm completely wraps around and of course you can't just go through like that you can't just go through and grab it from there you have to go around and physically grab it around around the edge like that really makes a difference to the way you move in VR and of course Lila like that and climb over the top and of course you can do that without actually grabbing on so let's have a show of that up we go you can see the elbow does have a little bit of problems sometimes well that's okay you can see here if I put my hand over and then let go I can actually slide down while having my hand over the top and that's sort of how it works quite well and you can see here as well the foot tracking as well another thing that I'm little I'm just working on it's it's off in demo phase right now but you can see it doesn't actually clamp on to the wall until there is a wall there to clamp on to and then he's 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# WALK-O-MOTION PURE PHYSICS VR - Tech Demo RELEASED (Links in Description) (YaHLBF3JZ9Q, 577s)
[Music] me noon sunny welcome back to another video today we are back in the VR physics system I've made a bunch of modifications including using this here physics gun that I made for my gmod style physics sandbox project pretty cool usable and totally physics there's a few things I've added because I am going to be releasing this demo as a brilliant way of a testing the physics system now if I did this this hand collision system it's not actually physics colliding but it is quite cool because it has sort of a hand that so touches to the wall as you move it across so it physically stops you can see physically stops against the wall and of course all of this this is from the last video that you saw all of these basic physics things like the swinging rope and all of the other things up there but we're not doing that section today because I've got a few extra new things to mess around with one is some basic tweaks to the rotational system so some basic rotational power tweaks and of course we've got here a solid stick pretty standard stuff easy to pick up easy to mess around with but what we can do with this is quite cool and as you can see with actual physics based objects attached to the character we can literally pull though not very good at doing it but you can get better oh I couldn't make it but yeah pretty much pretty much pulled up so you can do it from the ground you can't hit it down and lift your body unless you jump pretty cool ring and that's that basically but what we've got over on this side mm-hmm yeah very dodgy physics on those things up here couldn't make it one supposed to hold on to those they are super slippy which shows me messing around with this here rotation eke smooth ground system and you can see the player does get attached to the object until it flies off so I was basically standing on that here I've got something you guys all want to do I know I know I know you want to do it that's why I'm releasing this demo I basically built this place for the fact that I was going to release it and it is a pretty nice built entirely in unities prefabs primitive sorry castle and you can see all huge huge thing these things are actually physics chandeliers so you can see I can actually grab on to it swing around on it [Music] and then crap on to the next section and up we are now before I climb the castle which by the way is extremely difficult I'm gonna hop over to here where we've got some very simplified rubbish looking trees but there's something special about these and you can see by the info unfinished ragdoll trees ragdoll trees now that's something you've never heard before these are entirely physics based trees so if I grab on to a branch here let's go far along and you can see the physics are completely wrong because the colliders are the wrong size and you can see I'm actually on a swinging physics tree let's look at it properly you can see it's actually bouncing a little bit let's climb up here I can't see where the collide is actually off so it's very hard to figure out where I'm going to actually grab but yeah now you can see these are actually wobbling about the actual trees so I can sway about and you can see from the shadow that this is actually a swinging tree so this is entirely a physics tree which is pretty cool to be honest if you had like a full Assassin's Creed style movement system where you can actually you know latch to the ground with your feet as well then you'd be able to literally sort of stand on these things nice and easy which you can't do right now and it does move in fact you can't jump too so make it bounce and you can see that the branch does vary slightly bounce so I'm entirely stock running in the tree here and then you can jump over here and now you're on the castle I did this because there's actually a ladder there that gets you right to the top of the castle without you having to do all the climb [Music] and I make it animate and I jump from you yeah there is actually a way to grab onto that but let's do it properly run run run run run run skip the video here probably [Music] rut let's do it Oh already failing right now is the hard way and of course this is the very hard way but we're going to do this way because it's more fun I made I can't believe it and then of course this is all stuff that you'd probably have seen before in climie I can't make that but I'm not going to oh I nearly failed there and then whoo so now we are on one of the castle spires you can see a window right above me so this is all basic stuff you'd be able to see in climbing of course here I've got a bit of a locomotion system that's a bit different but this is not something you'd see in any other game because pretty much everyone else is afraid of Oh nearly lost it there I am very high afraid of motion sickness right this is a physics rope I feel video skips and I'm back here right let's get up here again [Music] in what's gonna add some sound as well for when your 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# PROJECT TX - New Menu and Advanced Body Control (ZCTAEobBEds, 1510s)
[Music] it's me named sony welcome back to project tx uh today's video takes place in the actual menu uh screen uh world that i'm working on for project dx this is not a finished product but it's basically a rebuild of the entire project because i wanted it to be super duper stable and that's why there's a menu here you can see i've sort of been working on the body system ignore all the the copies of me the duplicates over here unfortunately their hands don't move but um other than that everything else is a basic copy of me an exact copy of me and uh yeah so they they basically they're there just to just for me to test actually so yeah they're not actually physical objects they're just they're just copies of the avatar but for now let's switch back to my view here you should be able to see from my view yeah and you'll immediately notice where the torch light is coming from where the big room light is coming from this guy over here this is just a test light for now um there'll be some more advanced looking things soon let's have a look around the area i haven't finished these bubbles actually they're supposed to they're supposed to be glowing a little bit more um this is outside that door will close um the door will close when the menu starts so as soon as you complete the menu settings there uh this door will close and then you will have to get that one open and that will be the menu system to get you into a level yeah i'm going to go a little bit crazy with stuff but yeah these things are really cool looking i i really like this having these uh bubble tubes coming from the walls and stuff um yeah i don't know how how much of a performance impact having glass everywhere will be i'm gonna have to test things properly but you'll notice there's just a few random obstacles this is not a rollable object in fact there's no grabs in right now um it's just it's just a completely rebuilt version of the project but these things are here for a reason in fact i actually had some cubes to crawl through but um right now you're just gonna have to rely on this metal one and the main main test of this was to make sure the body system works now the first thing you'll you'll want to see is actually the current body when it matches my my actual uh real world height and an arm length and everything right so we've got a few settings here you'll have to ignore floor offset floor offset is it's actually an an offset for the vr floor basically my my vr settings are 20 20 centimeters too high 18 centimeters too high well too low uh off the ground so in reality if i touch the ground it's it's actually like 20 centimeters above in my vr space my vr i'm floating in my vr space right so it's just a bit of trouble when i connect only one tracker it that's just me being lazy right so here we go you can have a look at the actual body system it all looks pretty good and you can see when i turn the legs eventually catch up when i turn there we go they catch up now what i've done with the legs in fact is when i turn they don't just immediately start moving towards that rotation in fact as you walk that's when they they catch up so there we go it looked really cool um these three are actually oriented on purpose so this one here is facing me high five a double high five and then you can see here as i place my hand right in front of his face his hand becomes it goes right here right and then we've got the side view guy which is uh just sort of facing that way and then we've got the back view guy who's facing directly away and that's it they're literally always matching those orientations the cool thing is they also match my height so here we go you get to see them as they lift off the ground and here's the cool new stuff which is new but also old i basically rewrote the the body structures so as i crouch now you'll see that the body leans quite a lot and then the legs go a little bit crazy uh because i haven't finished that stuff but when i finished it look really cool but before it looks cool it'll look at least as good as this there we go so we've got an actual crawling system and you can see how it actually feels legit right now and that's because it is legit unfortunately my locomotion system kind of dies at this point so when i'm at this height i can locomote but you'll see i'm gonna keep the analog stick pushed forward right and as soon as i go too low oop there you go i'm actually pushing the analog stick forward what's happened here is my body is leaning on the floor and the locomotion system can't take it right it's it's actually not hitting ground there's no ground detected so instead i kind of have to actually legitimately crawl with my hands i'm actually pulling myself this is something that you've seen in the past in in like a much older video of mine um so there you go now the thing is the actual crawling here as as i mentioned in many of my videos with project tx project tx is all about having a proper body system uh an 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# PROJECT TX - Next-Gen Physics NPCs get EVEN BETTER! (_ByrqrCSh2w, 1675s)
[Music] It's me, M. So, welcome back to another VR video. Today, we are back in Project EX and we're back in VR. Finally, we get to actually see the game from my view or from your view, in fact. Um, yes. So, I'm continuing the talk about uh about NPCs and physics-based this, that, and the other and nonsense and blah blah blah. Here we go. We have the dude walking around. Here we have the NPC uh waddling as he wishes. He goes wherever he wants to. He's in wonder mode. I shall probably zoom you out a little bit there. That'll be easier to see uh this dude waddling about. But primarily a few things that I have to talk about beforehand. Um there he is. He's just walking around. Um in the previous video I mentioned that uh there were some advanced things going on under the hood. It was kind of a multiple state machine thing going on wherein the character would uh handle all of these actions. So right now he's got an idle action and then he's got a walk to action when he decides to There we go. He's got a walk to action. He'll handle all of his actions separately to the decision making. The decision-m is handled by the goal system. So currently he's in a goal state called wonder and all he's doing is wandering around, right? Uh but that in itself is still not complicated enough for the kind of decision making that you kind of want him to do because yeah sure he's going to wonder but other characters should be able to wonder as well and their responses to seeing me for example should probably be different depending on um dep depending on their overall role. So what I added of course was something that I call a role. Now currently this character's role is just basically you know civilian you know wanderer. Now as part of that role his uh movement system is not simply wandering around. He will also walk towards the player if he sees the player. Right now he's not seeing the player because I have my uh self set as a civilian. So, what the other thing to add to mention here, um, he has an underlying sort of friend detection system going on. Why does he keep wanting to look down? I don't know why he wants to keep looking down. Uh, but yeah, he should look around. Um, he's got an underlying friend detection system, which of course is based on something that I call a team. Now, I have my own team. This the player team is just the player, right? And then the character can be in civilian team or guard team. currently a god being, you know, the kind of typical security guard, enemy type. Um, right now he's just civilian mode, so he's just waddling around uh doing whatever he wants. So, if I were to switch my team to civilian, uh, not civilian, I'm currently set as civilian. So, here we go. I'll switch my team so that I am now player. So, now he had already seen me. So, he knows that I'm there. So, he turned around to check where I was, and now he's just going to follow me. Here we go. Uh, wherever I go, he shall follow. And you'll probably want to zoom out once more. Boink. Wherever I go, he shall follow. Now, here comes the nice part. Um, the cool stuff, the stuff that people have been waiting for. Uh, a lot of people asked the question, uh, can he run? This is a this is a standard question being asked when it comes to uh physics-based NPCs, right? Uh can they run? Well, if I just simply run away from him, we'll be able to see that he can actually run. He shall try and follow me. Come, come, come, come, come. Look at him. He's running. Actually, it's even better than this. Right now, I just have him kind of follow with the run. But I have another role for him as well. I have another uh state for him which tests this quite well and that's actually the patrol state. So this is this is the one that allows him to actually patrol an area. Right now he has wonder set and then if he were to uh patrol an area if he was a security guard um then this is what he would do, right? So here we go. I'm going to switch to NPC. Well um in fact I might switch to my camera here. Yep. You should be able to see from my view. Hello. There we go. Now he's looking at me, but we can ignore that. Let's have a look. Here we go. NPC. I'm going to set his patrol setting to zero, and that will make him switch to a patrol route. So, now he's just going to waddle around. He's going to follow this path. He'll go over to here, and then he'll walk up here. And you can see no trouble with ramps. He'll turn over here. Now, I do want to smooth out the way that they handle patrol routes, but right now he's simply just going to follow the patrol route. He does use the um pathing as well. So, if the patrol route goes through a wall, he will find his way around the wall first. Uh the other thing, of course, he's going to probably not see the tire and then he'll stumble. And he managed to survive. He's perfectly fine. There we go. He'll follow the route. He'll walk down this ramp and then he'll come around here through the maze and waddle past here. Yep. He doesn'tLine truncated
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PMlsdenhrwo 2426 Oh here we go - "Artificial Intelligence" - AKA The Big Facade!
PXv3YlTQbWw 683 PROJECT TX Update News & Returning to video production!
Uc_N22J-cWI 3494 Splinter Cell VR, AC Nexus & My Personal Prototypes!
qit0-s63FmI 2110 PROJECT TX - Complex Fluid Logic & Advanced Boat Simulations!
rkWjbebZiKY 2145 PROJECT TX - Physics & Based? - ADVANCED SWORDS!
_ByrqrCSh2w 1675 PROJECT TX - Next-Gen Physics NPCs get EVEN BETTER!
0R8Q96ukYeo 1933 PROJECT TX - Possibly the MOST ADVANCED PHYSICS NPCs in VR!
crFlMW44YjI 952 360 CHICKEN - Scope Creep & Life Lessons
oMzc5enrg04 11100 Dev Chat with Mr VR Voice - Reupload from his Channel
UfJQSSGuxvg 3091 GAME DEV EXPLAINS - Bugs & Glitches Star Wars: Outlaws
D4SfYp2e1oI 1264 PROJECT TX / HYBRID Engine - 3-DOF FULL TILT Player System!
BTlY8SWLtgo 1946 IN-DEPTH VR PHYSICS INTERACTIONS - Part 2
tMDmwD1cQPg 2713 IN-DEPTH VR PHYSICS INTERACTIONS - Part 1
i7F4V9K6SlU 1959 NEXT GEN VR Physics - New Adaptive Leg System!
VftAqOUhQsk 1661 NEXT GEN - No Jank - VR Physics Simulation!
WGgPrne7Ctk 1632 ADVANCED BODY ADAPTATION - Pushing The Limits of VR!
lHgpibsjgek 1202 FLUID VR HAND ADAPTATION + Hand Tracking - HYBRID PRESENCE ENGINE
PN8h4rGf1IM 565 RoomWalker - Another New Locomotion System!
6sMHSfeyyxI 747 NOT Mario in VR - History Collection
HW71q8F-6_s 568 NOT MARIO 128 - History Collection
TY29x097thk 884 TRUCKY VR - History Collection
M62hf51l1oY 966 TUBBY SUPER CAT - HISTORY COLLECTION
KGjmI3zxEOg 603 NIMSO STUDIOS - Rebrand and V-Studio Upgrades!
Mcpm1YrDk54 531 CHARLES MARTINET - Legendary voice of Mario moving on!
WMsLQ-nWEbQ 1459 Game Dev Impressions - They REMADE MARIO RPG!
j-jxh9whcYg 1479 Game Dev's First Impression - SONIC SUPERSTARS
cHIUKUkt_Zw 1035 Random - If Super Mario 64 was based on the Mario Bros Movie!
Oh4Ib8SPHcU 1266 I RECREATED PEACH'S CASTLE from MARIO BROS MOVIE - in VR!
SI4IRpb_mGQ 1531 360 CHICKEN - Themes, Weathers & New Blocks!
0IFDUofB2cg 580 NIMSO BEGINS AGAIN - Returning home after 3 years of Ubisoft!
scmw2eMOIVo 1198 I Made MARIO ODYSSEY Character Control in GTA V! - WIP
9mr-gsQN6jw 842 THE ROUNDABOUT LIMO MOD - Spinning About Town!
pjMl7c1Evrg 2477 THAT NEVER HAPPENED! - Cut - The Button (exposed?)
JET5W23kLcg 1351 360 CHICKEN - Chicken LE - Level Editor
mrx61vffEAM 653 V-TUBING / METATUBING - Life Updates!
g84iUSVoQUI 737 PROJECT TX - Muscle based Ragdoll System!
yPsCuuNM3lM 1117 PROJECT TX - Scalable VR Body & New Ragdoll System!
xx5k_mVCXvA 388 BONE WICK 3.0 - DODGE BONE - The final showdown!
NNHXKJLjzDo 941 3-Day-Prototypes - RAGDOLL AVATAR MATCHING
0XgQdr4PnQY 2024 VAIL VR - Game Mechanics & Possible Improvements
POQ_Wm_ZK2o 1241 PROJECT TX - Breakables & Advanced Loose Grabbing!
pZAHY8897Jk 945 PROJECT TX - Bouncy Penguins!
VfYZfiV_Ck0 1542 PROJECT TX - SWIMMING & the Water Jet Boosters!
ecgiV9hFbdQ 1068 PROJECT TX - LEGS DAY - Exercise in VR!
r1kkqpKTfnI 3378 How It Works - Sonic and Platformer Mechanics!
AWs53gDqUHM 1061 SONIC ADVENTURE style movement in VR - Just a small update!
s22ADB7VrYw 2170 SONIC FRONTIERS and FUTURE - 'Game Developer Explains' follow up!
gh6wDnBUv5A 2023 SONIC FRONTIERS - Game Developer explains major problems!
TYoaTrkLeKA 817 V-TUBING / METATUBING - Enter the TIINY-VERSE + Fishing!
iFniqwjspug 859 PROJECT TX - ENERGY GRABS + some Hand Posing stuff
PWAeqfuaTM4 727 PROJECT TX - Time for some proper COMBAT!
6tp0GB9j4Do 817 PROJECT TX - PENGUINS?
ZCTAEobBEds 1510 PROJECT TX - New Menu and Advanced Body Control
KX8FLqsdjIs 1328 TUBBY SUPER CAT - The Tubby Toolkit Voxel Editor!
85hi6n8RrxY 399 Cat can also smile? - Just a quick video on BOTS!
-jv_CP8gRx0 1208 TUBBY SUPER CAT - New Tubby Model and Cat-Like Crawling!
lOO9mGOAKOw 1364 V-TUBE STUDIO TOUR - State Machines & Advanced Mechanics!
KISS-H6O9pE 829 VTubing - New LIP SYNCING and More Tubby Functions!
g-zupOaJ6dI 1273 OpenXR - You're STILL missing the point!
RWeMEvEX0as 1881 PROJECT TX - Studio Tour & More - Ragdolls & A Tubby Cat!
YDue8p-4KkA 655 360 CHICKEN - Major Stunts and More Customisations!
rq9t8nwVJRs 1579 HITMAN 3 VR Update - Brilliant but Broken!
FoQlnFmpn8I 735 MetaTubing - SIDE MOUTH and CUSTOMISATIONS
7Gup4b1Sqow 703 PROJECT TX-Q (Quest 2) - A glimpse of the FUTURE OF METAVERSES!
xknNoliE-wM 1037 PROJECT TX - Back to First Person!
nk9W1J_koYM 459 PROJECT TX - The Physics Camera - Making Movies in VR!
c7lknO33xUU 52 PROJECT TX SHORTS - A quick test of the Physics Camera!
4yQdbjT1Auk 1111 PROJECT TX - Never go FULL HEDGEHOG! - Customisations
oV2bIIS9RIo 615 SONIC MOVIE 2 HYPE - ProjectTX - EGGMOBILE!
DxOV9wNglzk 726 PROJECT TX - Foot Upgrades and Total Wipeout VR?
b91SafKV7Vc 808 PROJECT TX - It's time to CLIMB!
1zh39OL0oOw 635 Project TX - META TUBING - VTeaching - Demos
E3ZFbGeWonc 559 LIT VTUBING with a Tubby Virtual Cat!
BVLBRHqv42k 589 VTubing the Nimso way! - Mini Update
YYU8k_yXUM4 1349 How It Works - Super Mario Odyssey - Part 2
asRFHdZIrDg 1423 How It Works - Super Mario Odyssey, Super Mario 64, Banjo-Kazooie - Part 1
uITW-PwTFFs 1081 TUBBY SUPER CAT - Why I use FixedUpdate!
eRJoNyramOU 320 Speaking of Talking! - Mini Update
S2jr431JydY 429 Becoming a VTuber in ProjectTX! - Mini Update
AAIY-BLYGVE 738 360 CHICKEN - Customiser Upgrades and Weather! - DOWNLOAD
GZrMImUSY1g 103 - In Loving Memory -
K8f11iI43Uo 683 360 CHICKEN - The Audio Update!
WYMygKXI0vA 1108 HYBRID LOCOMOTION GARDEN - Accessibility & Direction (DOWNLOAD)
vnJ3bS4MqCw 648 HYBRID LOCOMOTION - Beyond Gaming
jw9ZxjvMgtU 1020 NIMSO REBRAND & ProjectTX BULLET CAM!
LMKmyLXGVv0 1256 PROJECT TX - GUNS & HOLSTERS
-0PmJKmz9jY 1040 PROJECT TX - PHYSICS Upgrades and the WRISTWATCH
9f7Bq_R_wHs 1307 PROJECT TX - New Physics, New Control, New EVERYTHING!
eIEFua9rFok 281 Boneworks - John Wick / Matrix Style 2.0
YJ6kBKSZNCU 1486 How It [BONE]Works 1 A - Let's begin with Movement Basics
0VVYq5YUk-g 387 Random Gaming - Boneworks John Wick Ip Man Style Craziness!
WG0bDJGyWFY 387 Random Thoughts - The Sledgehammer Approach!
Ebp600yzSHA 762 How It Works 2 - RECREATED - Half Life : Alyx - Hand Physics
GfwdUns1nLM 917 Hybrid Exploration - Effortless HANDS FREE LOCOMOTION!
tJt6MrJ7kOA 1735 Gaming cos I'm Lazy - STREETS OF RAGE II - Childhood Classics
_OMZsTZl_HM 57 Pewds64 - A PewdiePie intro done the Nimso way!
A1ue7Rnonpc 264 No content in this one - A short video on YouTube comments
1kkVoEBxkoY 856 How It Works 2.5 - Half Life : Alyx - The Mantle Glitch
TOmVCvpq5QM 1682 How It Works 2 B - Half Life : Alyx - Physics Design!
4yf9hFRD1m4 1262 Revisiting SUPER MARIO 64 Reimagined - My most proud project! UNITY 3D
rqLEL3kE4hc 1577 How It Works 2 A - Half Life : Alyx - Hands & Physics
O5TaUiHZvrQ 698 How It Works 1 - RECREATED - Half Life : Alyx - Movement and Collision
UPrfC7r2c78 1359 How It Works 1 - Half Life : Alyx - Movement and Collision
cIug4Ok-8e0 1110 PROJECT TX - Vehicles & Contraptions!
0nP-4SatYVQ 1034 PROJECT TX - SEATS! VEHICLES! and other updates!
UZVgfOtjD1E 1041 PROJECT TX - Physics Upgrades and Hand Poses
hxU8O5GCnF8 1019 PROJECT TX - Ragdolls & Grab Upgrades
6oQ9xO4cZXY 471 The New PC Build - Time to improve my VR capabilities!
TpEzyoWMFZs 750 PROJECT TX - AI Ragdolls!
7JDJe_PjeXk 1219 PROJECT TX - Buoyancy, Spawning, and More Physics!
uBO_EEISW4g 465 360 Chicken - BOOSTS & BARRELS! - A small update
lA2_RZ5bPII 582 PROJECT TX - Control Improved!
2x4iSJ7tf3s 927 Half Life : Alyx - Review The Big Part 2! (The VR)
CqE9MPivVa0 344 Half Life : Alyx - Review Part 1 (The Good)
fwKaD3Qb7Xk 670 360 Chicken - PHYSICS UPDATE - The Ragdoll Chicken is back!
HZ2nG9E-vog 591 Sonic 2 VR - Complete Emerald Hill Zone Reimagining (Fan Game)
oxouU2GYDtg 667 What a 3rd Person VR Super Mario 64 remaster would feel like!
TdFni0DjqN0 675 SLAYR - Some older physics work
rY0O4IqmB8g 513 PROJECT TX - Wing-Chun in VR - The need for physics arms!
mBagYX7oKMw 1271 PLAYING MY VR DEMOS - Spideriini - SMBVR - SonicVR - W-o-M Physics
LhbmofaHkIk 416 Project TX Rewrite - Super Stable VR Ragdoll Body!
IunRs2U1n1A 566 Project TX - Strength Manipulation - The "Crysis" Mode
PSOV2vX5MrM 430 Half Life: Alyx - Do we need arms? - Made in ProjectTX
B_Hn21W72Qg 363 ProjectTX Demo, Half Life is back, BIG NEWS - NIMSO IS MOVING!
QqtkI9TwMTc 288 LITERALLY AXING Old Sonic Movie Design - Welcome New Sonic Movie Design!
BiG603n0XaI 571 360 Chicken - NEW TRICKS - That Ragdoll Chicken Skateboarding Game!
MTNxsTR4X7U 1107 Unity VR Tutorial p2 - Oculus OVR Inputs
sNgAX0hws7Y 1147 Unity VR Tutorial - Basics of Oculus OVR Tracking - WITHOUT PREFABS -
uKn6cTD6DPU 54 TIINY MATRIX - Guns, Lots of Guns! - (Realtime/Unity - No RTX)
L9E8NIdVf7Y 530 ProjectTX - Trespasser 1998 - The Original PRESENCE System!
9IDhcrzJtY4 612 ProjectTX - IK-Less Control, WHY and HOW I'm not using IK!
dEl1M2UK2Is 699 Project TX - Next Gen VR Presence System is the future!
us8NAyUzkw8 102 -aQuickVid- Hybrid Presence VR Physics makes dancing more fun!
Ah9sDKwfpZw 630 CrossPlatform support solved - Hybrid Presence with Index!
Y8R3VKpiumY 745 *Spiderman with Physics!* - SPIDERIINI - Hybrid Presence Sample 3
_jPfasWzUpU 582 Hybrid Garden Sample - An experiment in ACCESSIBILITY LOCOMOTION
RTUJ2JzZnT0 627 Hybrid Presence Sample 2 - Just Locomotion - The Garden Sample
DMn0P3K85jE 957 rMod Physics Sandbox - Hybrid Presence Sample Demo 1 - Non-VR
3Ayg5VKOI0Y 475 The origin of my VR Physics Systems + Play Mario 64 with a Pen Lid!
CWDKL-jNHbU 437 Physically Accurate VR Ironman Simulation - Unconstrained Physics! - Motion Sickness Warning
PdbIHN9wWV0 120 How Banjo-Kazooie were added to Smash - Behind the Scenes - Tiiny Animation
rk7GC1It7w0 678 HYBRID Presence System - It's not Boneworks, but it's pretty cool!
hka5iKQfOUc 604 Tubby Simple Cat - The TUBBY SUPER CAT DEMO! - *Download*
wsTOteCabWo 1161 Fixing Sonic Movie CAN IT BE DONE? Let me explain the Graphical process!
1bDwO96Pg-o 533 BETTER IK FOR VR + Automatic Player Height Calibration!
PVUzWI0icFM 290 GTA 5 - The Unintentional Mod
2mYbBXK7AK8 577 Unity Tutorials - Understanding ORDER - Working in 2 Time Steps
Fg7fPRWe8Bw 534 VR Hand Physics, but it's a Seated VR Experience!
4ki_ngP5vwc 950 Unity Tutorials - Understanding TIME - FixedUpdate and DeltaTime
waOd9Ty7D34 412 Skateboards, Chickens and Kickstarters!
KikggXgqR04 636 RIFT S - A divergence from the VR pathway - why I'm not keen!
RVYF2dChsgQ 319 SMBVR - Updated to Hybrid Locomotion and a few fixes!
yEi-dQfkqDs 395 SONIC 2 VR (Fan Game) - Test Zone Demo - RELEASE -
Kh678PsP-5Y 531 HYBRID SteamVR Update + Sneak Peek at FUTURE VR PRESENCE
dhTpDjtN930 1455 HYBRID Test Chamber - VR Locomotion Tech Demo - RELEASED -
e9E0eev5zA0 335 What a game like Halo could be in VR! - HYBRID Locomotion
9DzzrAoc4so 709 HYBRID LOCOMOTION - My best VR Locomotion + Upgraded Physics Weapons
7ePnEPVwlqQ 1050 Sonic Adventure 2 Chao Garden in VR - Sonic 2 VR Fan Project Update
-4vV4b6IdS4 335 -Strong Opinions Ahead- Evidence* that BOOST is the WORST thing that ever happened to Sonic!
dba7S-mOiVI 500 Sonic Adventure 2 Physics - EMERALD HILL ZONE Reimagined - Plus Spindash
1JfoceqmNJU 590 Remaking SONIC ADVENTURE 2 Physics for VR!
nArwDeA2Ko4 623 Unity - Stabilising Fixed Joint Logic - Compound Rigidbodys
GQcrhK6AcjY 971 Super Mario 64 but it's not Super Mario 64 - A study of the classic
FgpUgRraAfA 919 TiiNY SANDBOX - Active Ragdoll Physics Sandbox *Download*
8kkeh1RQfUo 607 TINY OPENWORLD / Knights - New Ragdoll System - Physics Sandbox - Unity
9LvCCqoJRSs 621 TUBBY SUPER CAT - Mario Odyssey style Platformer - Swimming Update!
l4Uxdhe2cR4 400 Basic Ski Physics in VR - Fun infinite skiing made in 1 day!
nCKVPG4VZFY 580 Odyssey Experience 64 - Super Mario 64 Interior Remake Mod!
3QBGYE950Jc 642 Super Mario 64 Mod Castle Grounds Revamped - Odyssey Experience 64 *DOWNLOAD IN DESCRIPTION*
JGJHBb_PqVo 575 If I made a SUPER MARIO 64 Remake - Testing models in Tubby Super Cat
7iXGr17jhmM 503 Mario TRICKSHOTS in VR with CAPPY - Odyssey Experience VR, hitting Goombas, catching coins
nfUb7HWbj9U 400 Active Ragdoll VR Improvements and Sword Physics update!
V5w-HQ1BUVI 246 Mario's CAPPY MECHANICS - A simple update to Odyssey Experience VR
SwQFkzBIczY 463 I FINALLY DID IT - Accurately Tracked Pure Active Ragdoll in VR + Sword Physics
AsEDnES7HSU 1154 Lets Game - Torin's Passage - A Classic Sierra Game
0XyyDQSAtrQ 909 Lets Game - Clone Drone in the Danger Zone! - #2
iplqTKjhJdQ 353 Lets Game - Sonic Utopia - The Greatest 3D Sonic The Hedgehog Game
7CUS_REnMEA 830 Lets Game - Clone Drone in the Danger Zone!
Ov1CUo4Y4YM 334 SLAYR - Fixing Lower body animations for VR including Jumping!
hzShV7qqbAE 368 SLAYR - Realistic Upper Body IK for VR + Walk-O-Motion Hybrid Locomotion + Physics Tweaks
YaHLBF3JZ9Q 577 WALK-O-MOTION PURE PHYSICS VR - Tech Demo RELEASED (Links in Description)
7I3Jb7bqW1A 603 Ready Player One got me back in to VR Physics - Stabilised VR Physics - Walk-O-Motion
7WID5bowSPI 459 Runtime Importing Compound Colliders - ReMod - GMOD +VR - Unity3D
4cuj-GeVFYg 83 A Tiny Little Networking Test
ZfFc6SdUf4o 839 MARIO KART and FORTNITE - TiNy Battle Bros Royale - BIG Update
ueD0eteP6Mo 843 JUMPING and Camera Correction - Moving in Unity - Intermediate Tutorial Part 8
sXffdQ0dKs8 518 SUPER MARIO + FORTNITE + TABG - A TiNy Battle Royale game - Upgraded Inventory!
njZ9-IOO948 603 TINY SHOOTER PLATFORMER Thing!
J8aEomHPpfM 388 SUPER MARIO + TINY OPENWORLD = Platformer???
ySaSe4D7t8k 744 VR SURVIVAL using PHYSICS, and PARA-GLIDING! - Re-Mod - Walk-O-Motion
HoiVE1pRKf4 439 FIXING GRAVITY - Moving in Unity - Intermediate Tutorial Part 7B
BCQUW1or3xM 626 Odyssey Experience - THROWING MARIO's CAPPY IN VR and Swimming about!
WjOvADXYLg8 735 GRAVITY - Moving in Unity - Intermediate Tutorial Part 7A
9txz2t9fZfw 89 The Super Mario 64 Intro - using my remastered Castle!
LpRA6W3QEsQ 429 A Chicken from the Past - 360 CHICKEN - (LINKS IN DESCRIPTION) A little mention of a fun game!
7HZqcUj2q4Q 634 HALO Inspired VR, BLACK PANTHER Style Visuals - SLAYR - Walk-O-Motion
hnktOL1Idw0 396 VR PHYSICS based ARCADE! - Re-Mod - Walk-O-Motion
xdGTPTPbtE4 474 Tweaking Nicer Movement - Moving in Unity - Intermediate Tutorial Part 6B
2QmEgUSshd8 524 Better Simple Camera Movement - Moving in Unity - Intermediate Tutorial Part 6A
GF15nCiAMNE 455 HALO Hang'Em'High in VR - SLAYR - Better Weapon Mechanics, Physics, Walk-O-Motion
aC7ESNSRY2A 491 VR Hand Physics - Physics Swimming - JENGA WITH GUNS!
ohi5u2D3bM0 1072 NOTHING to MOVING in 17 minutes - Moving in Unity - Finally Moving - Intermediate Tutorial Part 5B
BLogs2gAQjw 414 CUBE to CUBES - Moving in Unity - A Simple Character - Intermediate Tutorial Part 5A
igm4b0N_oBo 502 MAX PAYNE + HALO + VR - SLAYR - My Halo inspired Shooter!
cSzUUit11QA 388 PURE PHYSICS GUNS in VR w/Walk-O-Motion!
vOBowFNR3HI 518 WHY PHYSICS WHY NOT? - Moving in Unity - Physics in Unity - Intermediate Tutorial Series Part 4
qsGKdD6dLvo 292 MARIO climbs TREES in VR - with Walk-O-Motion - Odyssey Experience VR Tech Demo
ORD7gsuLivE 616 MOVE THE RIGHT WAY! - Moving in Unity - Camera Relative Inputs - Intermediate Tutorial Series Part 3
5J-53Eo84YM 320 Forget Odyssey VR MARIO BROS VR UPDATED - Break Blocks with your Hands! (Links in Description, FREE)
FUvIWBQ3gMk 693 CUBE BE MOVING NOW! - Moving in Unity - Input Vectors - Intermediate Tutorial Series Part 2
zXv7P6avhHM 587 MAKE ONE OF YOUR OWN! - Moving in Unity - Inputs - Intermediate Tutorial Series Part 1
fmKsA4ZyQm8 454 TUBBY SUPER CAT - Mario Odyssey Style Platformer! - New Jump Mechanics, New Enemies, New Items!
rLju_dZZNU4 187 MARIO KARTING in VR - Odyssey Experience Tech Demo
CJcmZzIF1gU 375 MARIO WALL JUMPS and DIVES in VR - with Walk-O-Motion - Odyssey VR Tech Demo
1fro4uxknuM 261 MARIO MOVES in VR! - Front Flips, Back Flips, Long Jumps - Walk-O-Motion - Odyssey VR Tech Demo
cbVK95e897U 339 HALO INSPIRED VR - w/Walk-O-Motion - A bit of crazy AI for fun!
SwQozihB2fc 420 - HALO VR? - w/ Walk-O-Motion Locomotion - New Map!
0RAfvoik0oY 48 A Heads Up on the Heads Up Displays! (Walk-O-Motion VR Halo-themed game)
AkwXKU_LrfY 348 - HALO VR - w/ Walk-O-Motion Locomotion - No Longer Halo, but still Awesome!
LRZWbKSnFJQ 683 Differences between VR Controllers + MEMORIES IN VR! (Warning - Opinions ahead!)
7mP3IWzeXLc 394 GOOMBAS AND GRABBING GOLD COINS IN VR! - Odyssey VR Update
siplVf7W8Ck 356 PAPER MARIO'S HOUSE IN VR! - Odyssey VR Update
EuFWbNfmEqI 312 MARIO VR WITH ODYSSEY IN THE TITLE! - Update - New Voice, Triple Jumps, Trees, More GRASS!
2hm3AcimoAo 292 MARIO ODYSSEY CASTLE in VR! - Walkthrough - Custom Built from scratch by me!
HNqy6-T9hSw 354 ReMod Sandbox - GMOD in VR - Spidey style Rope Swinging! - Walk-O-Motion
CrVcfBKDsKI 288 TUBBY SUPER CAT - Super Mario Odyssey Style Platformer! - A Proper Update
cSd57_d07QE 271 SUPER MARIO 128 - Using Walk-O-Motion Footstep Maths!
0be_8KdJt-w 270 ReMod Sandbox - GMOD IN VR - Walk-O-Motion Foot Tracking
vP6k6ns3_q0 209 Halo in VR... but it's'a' Mario! - HALO ODYSSEY? - The MARIO CHIEF? - Another Locomotion Test
f6HmZ1pPy5Q 475 - HALO in VR - Locomotion - Update - AI and Better Foot Motion
cets0eIn1HA 405 Walk-O-Motion VR, Physics Characters on Physics Ships
zG-l4fhRRng 612 Walk-O-Motion VR, Hand Physics, Minecraft Swords, Ledge Detection, Grapple Hooks...
2vuQ0HFxEO8 433 Walk-O-Motion VR LOCOMOTION + REAL PHYSICS HANDS (for ReMod GMod remake)
vaGn4cZsZy8 442 Walk-O-Motion VR Locomotion + PURE VR HAND PHYSICS! (Preparing VR for ReMod GMod remake)
vfrkeT9nD9U 478 - HALO in VR - Locomotion - Weekly Update - Better Reloading, Recoils, Ironman?
9bm67t_oQ_Y 455 - HALO in VR - Weekly Update - Two Hands are better than one!
W4T4_SRwQWs 349 - HALO VR - Weekly Update - Aiming Down Sights in VR?
m108oYFlJgg 184 HALO in VR - IK Animations Updated
b36sym47tAE 328 SONIC VR RELEASE!
S3uU1GIIvis 252 SONIC GREEN HILL VR Gameplay/Runthrough Release next video!
ejwhwwSt4gE 32 SONIC GREEN HILL VR TEASER
j9f_0Aarnrs 201 HALO VR PROJECT (Coagulation VR) - Early Stuff
Eg_jPdSBBJg 385 GMod VR Remake - REMOD - Character Math Animations!
Da18XBrlFRo 313 GMod VR Remake - REMOD - Water Surface Physics
dqgD5pqBrE8 706 GMod VR Remake - ReMod - Better Advanced Buoyancy
q0dpnDEa3eU 146 TINY KNIGHTS - Basic Game Mechanics Demo
ndwz7MLXJc4 74 Tubby Super Cat Announced (Mario Style Platformer)
hDSalfReRPw 208 Unseen Footage - TinyGTA - Tubby Super Cat
7ysFOnh6oGE 149 MORE AI... TINY KNIGHTS - And more Scenery too!
4uiwhY7a4mA 143 CUTE & BRUTAL... TINY KNIGHTS - First Look!
IkMeDxVD0kQ 1000 CLONE DRONE AGGRESSIVE CHALLENGE Attempt #1
5h-NsmPPh0Y 323 TINY EPIC BATTLE SIMULATOR? Just a thought... (Proof Of Concept)
fEXdScRDfGg 176 Building Some CRAZY CLONE DRONE CHALLENGES!
u4VtjOfvsFw 126 FLAPPY OPENWORLD? (Tiny Openworld/TinyGTA being silly)
Q4a9TvDLHCs 271 HALO in VR! - Coagulation VR (*NOT* MADE ON PSVR !!!) - Demo Sneak Peek
1nlCADZLcrc 931 CLONE DRONE LEVEL 81 - HIGHEST SCORE ON YOUTUBE! :P
dhoJgTQjWNQ 368 TinyOpenworld (Tiny GTA) - More Mario-Karting about (Unity3D)
MCQU0_OX9-w 116 EFFORTLESS VR LOCOMOTION! - Walk-O-Motion for VR!
S9uPWiKTbWo 456 GMOD IN VR! - Re-Mod with VR Locomotion and VR Spiderman Grappling Hook!
XLgH-SEZq0c 128 More Bloody Chicken Fun! - 360Chicken Update 0.4a
S7Q-l3z-sxk 58 THE PIRANHA CANNON - A Quick Test - 360Chicken
eQnmPL6zzYQ 196 GUTS'N'GLORY WITH CHICKENS! - 360Chicken Update!
kYZloKd2B4w 187 SMB Themed VR Demo!
TcKPD_YjLdk 149 Walk-O-Motion Locomotion for VR -Halo Assets-
iDpZFo9SOS8 179 Masterchief Rocks out to the Halo Theme in VR!
Ah0YyJK2mIU 112 Showing Off the VR Movement -Halo Assets Again-
ADUR5rZKKj8 164 Tiny Driving Animations - TinyOpenworld (TinyGTA)
h20pwQYjF0I 337 Tiny Massive Update - IN VR?
pZK_CXLG8EM 80 Rolling about as a Tiny Ragdoll - My best ragdoll so far
rt_YycmssNw 83 State of the Art Artificial Intelligence! - Tiny AI (Just a test)
Xv7H8zpUb8s 430 The Newest Tiny Openworld (AKA TinyGTA)
2PWgYSKYbBM 91 LEVEL 49!!! - Eye Of The Spider(-tron) - Defending my High Score In The Danger Zone (Clone Drone)
KlfDw_9Mcyo 271 Preparing my VR Controller for a GMod style Physics Sandbox (uses SteamVR)
wfvQMDsG8u4 342 Happy Wheels/Guts'n'Glory with a Chicken - UPDATE #2 (Download in Description)
tJ3Ax0e2v1M 192 Happy Wheels... Guts'n'Glory... 360 CHICKEN ? (Download in Description)
mzWM5M5qieM 564 Unity 3D Tutorial - Understanding Unity - Part 1 (Layout)
tcQ2NTtVMQs 424 NO GLITCH - Speed Run - Clone Drone in 6m 17s
Dj9KLZSSYu0 2275 I reach LEVEL 24 in Clone Drone In The Danger Zone! HIGHEST SCORE YES!
CY_BKU7iRBY 214 Super Mario 64 Title/Intro HD Remastered (Android) *Download*
lZawL79wREk 94 Super Mario 64 Title/Intro HD Remaster Update Teaser (Android)... Release in next video!
VSpxYe8HZFA 148 My attempt at Mario Kart in Unity5 (made in ~2 days)
5nAzz80sak0 69 Mario Head Unity 5 Physics?
MrBBjwHBIYk 293 GMod-Style Physics Sandbox - Buoyancy, Temperature and Fire! (lot's of Physics)
HIEFPc2rGE8 41 The Real Tubby Cat - Cat in a Box
-pGrgF89zFk 201 Tiny Teaser Updates #2 ... and a message from me! (TinyOpenWorld/TinyGTA)
ab__ttHcmQ8 208 Random Gaming - Just an old video I made for fun, more GTAIV again!
L_sZVexCEUw 352 Nimso plays Canon Rock?
fBKxZ2sQauw 190 -Halo- More Halo VR, just a little something for fun.
jKuMFHKnAiI 137 Random Gaming - GTAiv Ragdoll diving, Crysis Powersliding, general stupidity...
HcRr_nr1jIk 128 Tiny Teaser Updates #1 - The New Character
EbDqojUtMN0 217 -Halo- Oculus/VR Control System - Starting to look good!
sliNhsi90ms 198 VR Control Update - More Halo stuff (Just for Fun)
FZ5-iJWia5E 161 An Oculus Rift / VR idea (also, nice Halo-ish style HUD)
ZD_BELBdvUU 141 Tubby Super Cat - Android Beta on it's way... soon
76WtIxJoEqg 324 TinyGTA - U5 - Update 2 Basic Customisations
IBQ3R8r8-PY 341 Tiny GTA - Unity 5 Update
qzkvadnHEVA 50 Animating For Fun - Minions be deliverin!
oJQ7RQTkxOg 128 Coding For Fun - SonicIV for GTAIV, New Model!
iA-7i6iVnrg 157 Coding For Fun - SonicIV mod for GTAIV (WIP)
-vrTsaLMHd0 160 Coding for Fun - Seeing without sight (Unity3D)
sZtrtAbYotk 446 Tiny GTA Prototype with Euphoria-style Ragdoll !! (Unity3D)
1-6u7TEsx4A 152 Unreal Style FPS Prototype, Unusual Physics (Unity3D)
44JhqcetxFU 232 Super Mario Style Platformer UPDATE (Unity3D)
uxpaZqSIj0M 164 Super Mario 64 Head Remastered for Android !
S9M554KvA7k 59 Brick Fall for Android
dqX1VbyfDyA 63 Insane Stunt Engine for Android
iAWZwTWJmhM 226 Point Gravity PhysX Galaxy Generator (Unity3D)
N10nzviJQZc 330 Super Mario Style Platformer Game (Unity3D)
@@ -0,0 +1,82 @@
20150102 1-6u7TEsx4A 152 Unreal Style FPS Prototype, Unusual Physics (Unity3D)
20160628 jKuMFHKnAiI 137 Random Gaming - GTAiv Ragdoll diving, Crysis Powersliding, general stupidity...
20170321 S9uPWiKTbWo 455 GMOD IN VR! - Re-Mod with VR Locomotion and VR Spiderman Grappling Hook!
20170725 Da18XBrlFRo 313 GMod VR Remake - REMOD - Water Surface Physics
20171108 vaGn4cZsZy8 441 Walk-O-Motion VR Locomotion + PURE VR HAND PHYSICS! (Preparing VR for ReMod GMod remake)
20171113 2vuQ0HFxEO8 433 Walk-O-Motion VR LOCOMOTION + REAL PHYSICS HANDS (for ReMod GMod remake)
20171119 zG-l4fhRRng 611 Walk-O-Motion VR, Hand Physics, Minecraft Swords, Ledge Detection, Grapple Hooks...
20171126 cets0eIn1HA 404 Walk-O-Motion VR, Physics Characters on Physics Ships
20180402 vOBowFNR3HI 518 WHY PHYSICS WHY NOT? - Moving in Unity - Physics in Unity - Intermediate Tutorial Series Part 4
20180406 cSzUUit11QA 388 PURE PHYSICS GUNS in VR w/Walk-O-Motion!
20180430 hnktOL1Idw0 396 VR PHYSICS based ARCADE! - Re-Mod - Walk-O-Motion
20180606 ySaSe4D7t8k 743 VR SURVIVAL using PHYSICS, and PARA-GLIDING! - Re-Mod - Walk-O-Motion
20180720 7I3Jb7bqW1A 603 Ready Player One got me back in to VR Physics - Stabilised VR Physics - Walk-O-Motion
20180727 YaHLBF3JZ9Q 576 WALK-O-MOTION PURE PHYSICS VR - Tech Demo RELEASED (Links in Description)
20180731 hzShV7qqbAE 368 SLAYR - Realistic Upper Body IK for VR + Walk-O-Motion Hybrid Locomotion + Physics Tweaks
20180804 Ov1CUo4Y4YM 334 SLAYR - Fixing Lower body animations for VR including Jumping!
20180901 SwQFkzBIczY 462 I FINALLY DID IT - Accurately Tracked Pure Active Ragdoll in VR + Sword Physics
20180907 nfUb7HWbj9U 400 Active Ragdoll VR Improvements and Sword Physics update!
20181014 l4Uxdhe2cR4 400 Basic Ski Physics in VR - Fun infinite skiing made in 1 day!
20181026 8kkeh1RQfUo 607 TINY OPENWORLD / Knights - New Ragdoll System - Physics Sandbox - Unity
20181225 nArwDeA2Ko4 622 Unity - Stabilising Fixed Joint Logic - Compound Rigidbodys
20190123 9DzzrAoc4so 709 HYBRID LOCOMOTION - My best VR Locomotion + Upgraded Physics Weapons
20190228 dhTpDjtN930 1454 HYBRID Test Chamber - VR Locomotion Tech Demo - RELEASED -
20190317 Kh678PsP-5Y 531 HYBRID SteamVR Update + Sneak Peek at FUTURE VR PRESENCE
20190324 RVYF2dChsgQ 319 SMBVR - Updated to Hybrid Locomotion and a few fixes!
20190406 Fg7fPRWe8Bw 534 VR Hand Physics, but it's a Seated VR Experience!
20190609 rk7GC1It7w0 678 HYBRID Presence System - It's not Boneworks, but it's pretty cool!
20190701 DMn0P3K85jE 956 rMod Physics Sandbox - Hybrid Presence Sample Demo 1 - Non-VR
20190707 RTUJ2JzZnT0 626 Hybrid Presence Sample 2 - Just Locomotion - The Garden Sample
20190709 _jPfasWzUpU 581 Hybrid Garden Sample - An experiment in ACCESSIBILITY LOCOMOTION
20190723 Y8R3VKpiumY 744 *Spiderman with Physics!* - SPIDERIINI - Hybrid Presence Sample 3
20190802 Ah9sDKwfpZw 629 CrossPlatform support solved - Hybrid Presence with Index!
20190806 us8NAyUzkw8 102 -aQuickVid- Hybrid Presence VR Physics makes dancing more fun!
20190818 dEl1M2UK2Is 699 Project TX - Next Gen VR Presence System is the future!
20190823 9IDhcrzJtY4 611 ProjectTX - IK-Less Control, WHY and HOW I'm not using IK!
20190901 L9E8NIdVf7Y 529 ProjectTX - Trespasser 1998 - The Original PRESENCE System!
20191127 PSOV2vX5MrM 430 Half Life: Alyx - Do we need arms? - Made in ProjectTX
20191208 IunRs2U1n1A 565 Project TX - Strength Manipulation - The "Crysis" Mode
20191215 LhbmofaHkIk 415 Project TX Rewrite - Super Stable VR Ragdoll Body!
20191222 rY0O4IqmB8g 512 PROJECT TX - Wing-Chun in VR - The need for physics arms!
20200112 TdFni0DjqN0 675 SLAYR - Some older physics work
20200421 lA2_RZ5bPII 582 PROJECT TX - Control Improved!
20200511 7JDJe_PjeXk 1219 PROJECT TX - Buoyancy, Spawning, and More Physics!
20200518 TpEzyoWMFZs 749 PROJECT TX - AI Ragdolls!
20200607 hxU8O5GCnF8 1018 PROJECT TX - Ragdolls & Grab Upgrades
20200614 UZVgfOtjD1E 1040 PROJECT TX - Physics Upgrades and Hand Poses
20200621 0nP-4SatYVQ 1034 PROJECT TX - SEATS! VEHICLES! and other updates!
20200706 cIug4Ok-8e0 1110 PROJECT TX - Vehicles & Contraptions!
20200719 rqLEL3kE4hc 1577 How It Works 2 A - Half Life : Alyx - Hands & Physics
20200726 TOmVCvpq5QM 1681 How It Works 2 B - Half Life : Alyx - Physics Design!
20200920 GfwdUns1nLM 917 Hybrid Exploration - Effortless HANDS FREE LOCOMOTION!
20201005 Ebp600yzSHA 761 How It Works 2 - RECREATED - Half Life : Alyx - Hand Physics
20210301 9f7Bq_R_wHs 1307 PROJECT TX - New Physics, New Control, New EVERYTHING!
20210322 LMKmyLXGVv0 1256 PROJECT TX - GUNS & HOLSTERS
20210503 vnJ3bS4MqCw 647 HYBRID LOCOMOTION - Beyond Gaming
20210517 WYMygKXI0vA 1108 HYBRID LOCOMOTION GARDEN - Accessibility & Direction (DOWNLOAD)
20211128 b91SafKV7Vc 808 PROJECT TX - It's time to CLIMB!
20211205 DxOV9wNglzk 725 PROJECT TX - Foot Upgrades and Total Wipeout VR?
20211219 4yQdbjT1Auk 1111 PROJECT TX - Never go FULL HEDGEHOG! - Customisations
20220102 xknNoliE-wM 1036 PROJECT TX - Back to First Person!
20220110 7Gup4b1Sqow 702 PROJECT TX-Q (Quest 2) - A glimpse of the FUTURE OF METAVERSES!
20220502 ZCTAEobBEds 1509 PROJECT TX - New Menu and Advanced Body Control
20220515 PWAeqfuaTM4 727 PROJECT TX - Time for some proper COMBAT!
20220523 iFniqwjspug 859 PROJECT TX - ENERGY GRABS + some Hand Posing stuff
20220724 ecgiV9hFbdQ 1067 PROJECT TX - LEGS DAY - Exercise in VR!
20220822 POQ_Wm_ZK2o 1241 PROJECT TX - Breakables & Advanced Loose Grabbing!
20220927 NNHXKJLjzDo 941 3-Day-Prototypes - RAGDOLL AVATAR MATCHING
20221009 yPsCuuNM3lM 1116 PROJECT TX - Scalable VR Body & New Ragdoll System!
20221102 g84iUSVoQUI 737 PROJECT TX - Muscle based Ragdoll System!
20231121 PN8h4rGf1IM 564 RoomWalker - Another New Locomotion System!
20231207 lHgpibsjgek 1202 FLUID VR HAND ADAPTATION + Hand Tracking - HYBRID PRESENCE ENGINE
20240112 WGgPrne7Ctk 1631 ADVANCED BODY ADAPTATION - Pushing The Limits of VR!
20240202 VftAqOUhQsk 1660 NEXT GEN - No Jank - VR Physics Simulation!
20240224 i7F4V9K6SlU 1959 NEXT GEN VR Physics - New Adaptive Leg System!
20240404 tMDmwD1cQPg 2713 IN-DEPTH VR PHYSICS INTERACTIONS - Part 1
20240420 BTlY8SWLtgo 1945 IN-DEPTH VR PHYSICS INTERACTIONS - Part 2
20240729 D4SfYp2e1oI 1263 PROJECT TX / HYBRID Engine - 3-DOF FULL TILT Player System!
20250424 0R8Q96ukYeo 1933 PROJECT TX - Possibly the MOST ADVANCED PHYSICS NPCs in VR!
20250519 _ByrqrCSh2w 1675 PROJECT TX - Next-Gen Physics NPCs get EVEN BETTER!
20250704 rkWjbebZiKY 2145 PROJECT TX - Physics & Based? - ADVANCED SWORDS!
20251027 qit0-s63FmI 2110 PROJECT TX - Complex Fluid Logic & Advanced Boat Simulations!
20260908 PXv3YlTQbWw 683 PROJECT TX Update News & Returning to video production!
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# Hybrid Garden Sample - An experiment in ACCESSIBILITY LOCOMOTION (_jPfasWzUpU, 582s)
it's me noon sunny welcome back to another via our video today we're back in the same place as I built in the last video and I wanted to show off something in fact this is something that I should have mentioned in that video but which I was working on behind the scenes as well so the idea was that it's probably the first time you'll see me in a VR video visibly sitting down in the video even though it's about locomotion the idea was that I wanted to take the hybrid locomotion system and make a sort of accessibility version for it and so of just just a little bit of an experimental idea as you can see from the text on screen it's builded for experimental accessibility support again press the left menu to start the height calibration now you probably wondering hang on a minute what about how do I handle the height calibration this time around well it's actually not for the player height so I had a bit of an idea for how I would handle a sort of game mechanic which is not necessary in this project I just wanted to test it out to see what people think so I'm gonna try and not move my feet at all in this project in this video just a lot we get a feel of how it would be if you have maybe weak legs or if you really do need an accessibility version of some sort of stuff like this or if you just sort of need to sit down or you you get tired quite easily I wanted to test this out it in that sort of in that sort of scenario so here sit straight press the menu button to recenter the system currently defaults you to one point five meters one point five five five meters so that's my default height which I work with when I make these things so you press the menu button I'll reset your height now it says here place one hand where you want the ground to be when crouching crouching will move you down so that this high is the ground height this can be any height below your head you feel comfortable with so let's say for example in my case I want to have the height of the ground where I touch my knees so you place your hand or either of your hands on the knee and then press the menu button and that should confirm that now rather than reading this to you I'll have a go at showing you firstly just a little Crouch mechanic so as you can see when I press the Crouch button which is just button button now like a typical game you press it and you can see the ground is now exactly where I placed my hand before in the calibration step so that allows you to comfortably decide where you want the Crouch height to be for any any sort of game now of course the move motion is back to the same thing as before with hybrid there is still a little bit of sway and you can sort of feel like you're walking and that's pretty much what I wanted for this build for the accessibility version of this I wanted to sort of take the the mechanics that we can use take the tracking that we can use so partially the hand tracking partially the head tracking and so I've created some feeling of walking even though you're sort of sitting down and not standing up and that's what I wanted to create so you can see he obviously the ground is not there I am 1.55 meters off the ground now in terms of in-game height and of course when you press the Crouch you can touch the ground and of course you can place that wherever you want to so if you wanted it quite far if you have quite a lot of mobility or if you don't have very much mobility and you want it here then you can do that and that will work with any Crouch height you want to you want to use now the actual idea for motion is same as before except although I am usually against this it does include some hand swinger so unlike usual hand swinging by itself doesn't do much so you can see I'm not really running much right now just by moving my hands however I can't comfortably move quite fast by using both hands finger and there very slight head sway as well so you can see here very comfortably I'm just holding the unlock stick forward now I'm very comfortably able to decide what speed I want to walk up and start running very easily as well just very very easily not too much effort and of course if you want to really sprint you can put a little bit more effort into that and that's including both the head and hand motion so rather than a typical hand swing a system where you're sort of you end up shaking your hands quite vigorously to move to move a lot faster here you can barely move your hands and still feel that speed motion coming in and it's just sort of instant in what's the word I was gonna say in sequence it's not the word in synch with your head motion you want to move your hands so it's just sort of like that and then like that and it's it it really does work quite well and I nearly fell off that there we go now you can see just as long as you're in sync between your head and your hands and it does feel a little bit like I'm actually running now now I'm trying to put no effort into my feet at all 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# PROJECT TX - It's time to CLIMB! (b91SafKV7Vc, 808s)
[Music] it's me named sony welcome back to project tx we are finally back in the project dx it's uh it's been a while uh but you should recognize to a certain extent this sort of area behind me it's actually a replication of one of the areas that i'd built in a previous demo you can sort of swing around in this area in my original locomotion physics demo it's a pretty terrible one in terms of in comparison to this current uh but i decided i'm gonna go back to this as a base for my uh sort of super easy sample demo and uh yeah so there we go let's uh let's get uh get going and have a look around here i'm just sort of playing around with a few random objects right now just leave them in the scene but what i've actually done is i've actually changed the the strength of the arms actually so picking up something like this very very easy and of course even the heavier one even the heavier one no problem and that's so that i can climb but i will be pre placing a button in the scene so that we can actually uh swap between the two strength sets uh so i've got a setting a settings set for each strength mode and uh i can't switch between them dynamically in game yet i can just easily swap them in the in the editor but for now also you'll probably notice there is also a sort of castle in the background there in fact if i switch you to main camera you should be able to see it there we go there's a castle in the background uh i haven't built it fully uh based on the uh the old version yet so i am working on that but in until then let's get you zoomed out i'm going to take these just in case i fail but they should not be necessary there we go um let's get going so here we go bouncing off the first one immediately failing uh yeah so i am using only one tracker today just because i'm lazy uh but i will eventually be not even using a cv one anymore uh so there we go um i've modified the windows design i've i've made everything look really nice this time around now they're not grabbable on any of the sort of regular sides but they are grabbable on the edges like this so there we go [Music] and this is why i have increased the strength now doing this is pretty much impossible without the increased strength [Music] i love ropes [Music] and then of course we've got this uh sort of thing here wobbly ground wobbly ground there we go got it let's switch you over to my camera just for a little bit of climbing there's the camera that you were at before i didn't jump very well there oh stop blocking the sensor oh that didn't work [Music] and then we've got these rollers coming up come on there we go climb it [Music] ah i'm gonna have to stand on top there we go yeah uh i probably need to move the windows inwards a little bit but uh oh well right one two three [Music] yay made it uh we'll switch you back to that camera and uh see how much you can see oh it's a little weird isn't it but oh well let's uh let's do it [Music] see if we can climb nice and fast [Music] camera's being smacked about [Music] [Applause] and this is why you always keep suction cuts with you [Music] but i don't want to cheat so let's wait awesome right okay so we'll put those away now where are you camera ah you're still out here [Music] let's get this sorted oh there's some fun bits coming up now [Music] ah that was nice right i'm up [Music] so this is uh super frictionless like super smooth it's using the same friction settings as like infinite smoothness oh it does also collide with the camera um so you can choose any object or you can literally just use your arms with this unlike before where you had to grab something i used to put them sort of hooks and stuff up here but you can now [Music] take a broom which uh i can't swing around properly because my arms are so much stronger now in this mode that uh that i don't know how it controls so here we go we'll use one of these wonderful right let's get it sorted camera you ready and off we go [Music] so i put these things here because it was impossible to stop at that speed remember that is frictionless so i was basically getting thrown right off the level or at least right off this section but here we go wobbly ladders this time round rather than a simple jump and of course these things if you miss a little bit it's a lot better than before where you would just sort of fall off immediately because now if you miss your arm will collide so you'll get saved by the fact that it's a ragdoll oh i didn't even need the windows oh i didn't need the windows but only because there was a window there that makes perfect sense so these are getting a little bit weird because the lack of control i have zero air control in this uh in this version of project tx so if it starts swinging out of out of the way i have to basically use the weight balance and only that to control it it's impossible to control otherwise yeah i made it right [Music] there we go where are you going to switch back to my camera just for fun 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# PROJECT TX - Vehicles & Contraptions! (cIug4Ok-8e0, 1110s)
it's me named sunny welcome back to project TX I've been working on a bunch of things I know it's been an extra week this time around before I've done another video you can see a bunch of little sort of random objects dotted around but I've changed or not not really actually it's more of behind the scenes stuff once again so yes there's actually an object here that's been added which is completely useless and pointless but you can sit there and now what I've been working on mainly is the sort of extra functions stuff like the actual teleport function not helper function and stuff like this but the tools section you can ignore this label section here unfortunately there's no advanced stuff that can be added in there there are a couple extra props ignore the image versions of this he's actually spawn one being the chair which I haven't made us a photo for and the other being that stealing real object now unfortunately that action doesn't actually work yet I haven't worked on the whole input output side of things for the action stuff however I have worked on the actions themselves now we can spawn goodall balloons and of course you can see that they're using the good ol add-on system which allows them to do their own special function stuff like the actual floaty floatiness they're all they're currently doing is using add force so there's no intelligent friction II Air drag behavior going on on them right now but I do want them to act more like balloons when that time comes now you'll probably notice the good ol big thing over here which is a nice old scooter and this is just straight off the asset store not necessarily straight off obviously I make my modifications to these kinds of objects and give it some nice physics objects and some nice collision and a little bit of joints here there and everywhere however first thing we need to do is have a look at the actual new tools now the first one nice and easy is of course the balloon gun let's grab this here now you'll note noticed when I spawn the balloons themselves they obviously all just spawn with the default look which is the red balloon color however brilliant the first one comes out red they do randomize their color now you'll notice there is no wires actually holding them but they are being held by the rope joint so even though there isn't actually a rope but you can see yeah they kind of pull on each other as well which is nice and cool so of course if we drag this along there we go we've got balloons on that thing there which is great because we can do that on things like this and now you can see them all spinning around as well now of course I'm going to use this section here for settings for those tools and also I'm going to be updating the context menu which I still haven't worked on to actually work in conjunction with this a little bit more as well but before I do that we're going to have a look at some of the action systems themselves so there's actually more going on here I've added some of the more useful tools including something I've got I've called the action debugger ignore that for now that is based off of what I'm calling devices so internally what's going on is we've got something called the device which holds a set of actions and those actions are then controlled by inputs and outputs in our case here I don't I haven't got the input-output stuff done so all I've got is this here action debugger to activate the action systems are on these devices one such device is of course the thruster so as you can see on here ignore the extra functionality text stuff all we have to do is shoot on a object which let's choose something useful I can barely see right now because my screen has steamed up as you can see we've got here a nice thruster now this is actually added to the chair so there's no actual separate physics object for this thruster here this is just part of the chair now I can of course remove it if I wanted to which of these is removed there we go click and that removes that and of course I can remove the chair itself if I wanted so here we'll just put that chair back which one of these is it it's this guy there we go and then if we get the thruster again there we go and put it on here there we go we've got now a thruster now here's the cool part right now because I said like I like I said I haven't actually set up the input action stuff what I've got is an action debugger so all I do is shoot the action thing that I want and now you can see I can activate the action on it so if we sit the chair there and just press the button you can see it falls forward which is great because what this means is we could put some thrusters on this one and then go on the action debugger over there and now I can barely see because of my screens steaming up but if I hold this thing and press my a button my contacts button I can actually add these things onto my debugger right now and then we can have a look and see but all of them activate at the same 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# PURE PHYSICS GUNS in VR w/Walk-O-Motion! (cSzUUit11QA, 388s)
[Music] Nym sunny welcome back to another via our video today I am this random guy that I made in a few minutes now what are we doing here well we're back in the physics VR video stuff so here i've got hands that can pick things up and push things about entirely physics-based however I've added guns now recently I saw video on the North channel which of course is where the stress level 0 team the guys who made duck season showcase their work so Brandon jr. Leigh who is part of that team showcases their work and he recently showcased some cool really cool things that they've done with guns where they've taken the actual guns themselves and they've included entirely physics-based control on them now ignore how everything is not put together very well the guns as you can see do recoil properly but the cool thing about this is if i push my put my hand there you can see that how you get pushed about that's because this gun is entirely physics based right now so I can push it about and I can go in slow-mo you can see the bullets flying out of course they are physics as well and you can see the bullet flying slowly out from the gun now here of course if I hold the hand hold it with two hands you can see it decreases the recoil and of course I can put my hand behind and watch this if I let go on when I shoot it actually flies backwards right back to normal motion as we have some other guns to show here okay you can see that it does have recoil and if I hold it it decreases the recoil it's not very obvious but you can't see it and of course here let's stand here in slow-mo again you can see that it's actually got more weight than the other gun here pushes it back however if we place it on a wall stops it brilliant love it of course you can hold it at any point you can literally hold it at any point and [Music] that decreases the recoil as well so here in slow-mo and then here when you hold me the gun a lot less recoil my left side and of course look really all those bullets flying up yeah brilliant let's go max painting around and then of course we just throw our gun now the shotgun really really really shows this off because of the amount of recoil so you can see it's a really heavy weapon which is why it just so floats about slightly and here we are when I grab it you can see look at the recoil Enda and that's with two hands now with one hand it's just saw flames above that's in slow-mo here's a real real speed and you can probably tell as well that my player is being moved backwards that's because this is entirely connected to the character body as well which is what the node team didn't have now of course they can't do it very easily but he's working on so of perfecting every little bit this entire will this entire demo was created in a day yesterday so watch this point it down and I get shot upwards because there's a force being applied and I'm pumped flying upwards so here we are in slow-mo I'm flying back down to guns watch this I get thrown about quite a lot so if I jump it really pushes me back and of course if you let go of these they really go flying so let's grab some of these Mach tens or whatever they want to call them it's no more of course you can go all Max Payne on it and of course in my games you can jump so let's have some jumping going around yeah Ben got stuck in the wall there and again slow-mo I absolutely love this man let's throw those away and see what we can do with these nice golden oh you know what whatever ones gold ones now let's do some sort of aiming in slow-mo [Music] very boring video I don't care it's very very fun to actually build this stuff and very very fun to play and we have a t-rex just for the fun of it and a video goodbye [Music]
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# Walk-O-Motion VR, Physics Characters on Physics Ships (cets0eIn1HA, 405s)
new Sony welcome back to another via physics video today we will be showing physics on physics yes weirdest thing I've ever said so I'm standing on a ship as you can probably tell nice ship with my own nice sails there right if you're wondering where I got this ship from I don't know it's from some Nintendo game somewhere anyways obviously not gonna be read so don't ask for it yeah this ship is actually sailing these are all physics objects as usual you probably notice the character body as well no walking animation yet but it does have that sort of I came ocean also a little bit glitchy on the hands yeah the animation systems a bit dodgy anyways this ship is entirely physics including this the drive stick that I put over here right so let's some movement and I can actually walk around while this ship is moving this is completely physics and I'm not attached to it in any way this is 100% me standing on the physics ship so let's get moving [Music] speed it up and you can see you are actually moving while I'm standing on the ship all 100% physics will impede our plan of life you can see these ropes that I hung off the edges just to make sure that we can actually get back on if I fall off and well there we go a lot of bullets in there that's the animations by the way look we're gonna crash we're gonna crash and you can see I'm not actually grabbing on to any of this I'm just sort of pushing it including this look I just saw push it I don't need to grab it let's not crash and let's just go nice and slow so that we don't get to the edge real quick I can actually move around the ship you can see it moving over there and we can go through the crow's nest while the ship is moving mm-hmm so you can imagine this entire thing in multiplayer or anything else you want to do like for example if you wanted to build a space game with a ship a spaceship and you can see we're moving while I'm standing on the ship on the crow's nest and I have full physics controls let's get down there right it's extremely relaxing this by the way that's all I've got for this this update today this week's been a bit slow also I'm working on some really annoyingly complicated things which it's not really complicated as much as it is just time-consuming things like these flippin eye care systems I just downloaded this character off the net by the way he's not like he's just sort of an ancient looking character it's just straight of turbosquid or the SS store or somewhere I don't know but you know it fits the purpose I just needed it for testing so you can imagine if we had a full multiplayer game with other people with their own ships and we had sort of cannons here we had this guns like controls all over the place all while moving one guy controlling your shift one guy at the front one guy at the top telling you what's going on I'm sure my had a sword around here and just hit my wall with my controller there I know we're gonna crash we're gonna crash crash slow it down in fact let's stick for this area here let's crash on purpose and I can show you that while this ship is moving I can actually get off it and no swimming yet and you can see it is actually dragging better catch my ship while it's moving oops oh yeah nope coming yep while the ships moving I got off and I got back on I climb in this rope which is swinging about all over the place cuz the ships crashing into that that's if you're wondering if I need to climb all the way up I do not need to do that I can just swing over yeah there we huh oops nearly fell off again [Music] whoops again and we're back on the ship that's about all for this video actually I'm about to fall off the ship so let's just tip it let's tip it let's go full speed ahead and you can see everything will start falling there's everything falling as we dip our ship probably gonna crash everything who cares it's not a real ship this is why they'll never let me be a captain anyway that's what for this video go bang
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# Project TX - Next Gen VR Presence System is the future! (dEl1M2UK2Is, 699s)
[Music] it's me NIMH Sony welcome to project TX what is project TX project TX is the codename for the final game that I am making that is the first game I will be using the full hybrid presents physics based system for VR that's what you're looking at right here right now what you're seeing here is a full ragdoll character body and you can see when I pick this box up here a full ragdoll character physics body interacts with everything in the scene including the feet and everything so if I sort of walk into this you can see a feet actually push it along as well so everything you're seeing completely physics let's switch over to first-person view as the camera that you were looking at I know it's a little switch over the first-person view and have a look at some of the new interactions that I've been working on so this system is now getting ready for actually being implemented in a proper game and it's sort of much more stable much more interactive and realistic now and accurate when I look at the actual interactions so you can see I've got a new grab pause system which works properly and I'm able to actually create these grab bosses based on all of the grubby objects like these weights over here like the camera over there that guns over there and these axes of course I have got a full sort of pressure based sliding system that goes along these grabs as well and of course you can see if I switch over to third person you can lean these on your actual body as well you can hit my head and of course not only my head but you can actually hit the table and stuff and of course that's a full physics joint as well so let's grab this and take it out and plunk it over there guns of course do also work which I can reach over you can see that they've got recoil usual business usual business in fact if I go in slow-mo oops you can see the bullet fly in slow-mo yeah that's cool in fact if I turn over to a camera here and try and shoot just past it you can just about see the bullet fly past it really cool you stay there let's have a look at how guns are affected by a full physics ragdoll body now this is stuff you've probably seen before in another project maybe but you have probably not seen it in third person so let's have a look at it in third person first off usual business a gun using one hand of course the recoil is going to be pretty obvious as you can see pretty obvious recoil there however if I lean this on my body you can see it actually leans on my body now you can see the recoil has been limited and of course if I hold it with two hands then I can't actually lean it properly on my shoulder and you can see now how realistic the actual guns work now they function really really well really really well and of course you can sort of lean this on your body and grab it however you want to grab it so if you want to grab it like this you can do so pretty cool stuff pretty cool stuff let's have a go at something else now if we move this camera over to here move out box plonk it there and then go over here and some waves so firstly of course let's have a look at these weights by themselves you can see they are pretty heavy my characters not really able to lift them up well when you have a look at it in third person you can actually see how it impacts the entire character body as he tries to lift it there we go nice and balanced or kind of balanced yeah you can see how it impacts the entire character body because the whole rag doll is doing the pulling and pushing let's pick this up from the end here and you can actually see how it's all drags me along as I move it about it's really pretty cool there we go you can see everything as it impacts the character let's have a look at something a little bit different some pretty simple stuff that you've seen in every game but it's never really done very accurately because we night we like to simplify things like these doors our doors of course they don't work just by pulling you can just you can try and pull it you can see I just detach from the door however of course if I turn the handles down it unlocks the actual door which is a physics door completely physics there we go and it closes and there we go really cool so of course we can do that from this side just walk in and close the door there we go clearly can't even push it open but of course we just have to put the handle down and there we go nice and easy pull brilliant stuff pull really freaking cool well that was the worst throw I've ever done let's pop over to that side now and have a look at some other stuff indoors everything hello right here we've got a broomstick pretty standard stuff let's turn that round and throw it away we've got a nice teapot here I call it a teapot even though that's technically not a teapot but this is the kind of pot I would use to cookie anyway I like to make the on the on the stove so I don't do it in a kettle but here's the thing with the pot is that you can actually do this if I get the 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# HYBRID Test Chamber - VR Locomotion Tech Demo - RELEASED - (dhTpDjtN930, 1455s)
it's me Nim Sony welcome to the hybrid test chamber this is the hybrid Locomotion testing system uh which I built uh you can see quite a lot of things in this little room here this is just the menu just follow the little instructions there it's the usual uh thing that I do where you just sort of have the little reenter button in this case you just hold the menu button this time around and then click the little button and you can see here as you can hear what that guy says this is the primary test chamber which is test chamber one and you can see quite a lot of things to mess around with all physically based and of course little zones that you can test things out out in let's have a very quick look at the actual instructions menu here um instructions boards uh there's these little in info screens just sitting around around everywhere some of them are actual buttons little panels that you can trigger uh so you can see here uh my tiny um model shows you the the way so this is tutorial tiny over here he's quite chromy so he's very shiny you can see reflections of everything behind you and of course you just follow the little instructions so you can see uh left analog stick just moves you of course and if you sway like he he's doing there you get that little walk motion that I've added which is all to do with the the whole hybrid system and of course the running you just saw of jog like so in place and it all very much Works quite well I've uh worked a little bit on the actual directionality of things so even when you're pushing like this you still move in a direction that makes sense like you can see here you can see panels here for resetting the level and of course switching to the other chamber which is another test room which is a lot more um efficient in in terms of performance as well so this room's quite big it's got loads of stuff in it and a lot of problems problems with that if you don't have a good graphics card so of course let's have a quick test of the guns all the usual stuff as you've you've seen in every game before but this is of course full physics so you can see everything pushes on each other and of course you can see here that I've got a new sort of Animation system as well and you can see slowmo as well I love playing with those bullets so you can see the bullets actually do act as full physics objects this time so you can see and you can hear them as well it's quite fun to hear them um you can see here that I've added a grabby system for the second hand as well which works at that single grab point that you're on so you can see here and if of course if I move my hand too far away it disconnects so you can see here even though I'm holding the grip now you can hold both grips with your trigger and your grip finger and of course that no longer grabs things so you can use that as a sort of punching mechanism okay let's have a look at the recoil differences when you're holding with two hands so here is with one hand you can see and here's with two hands a lot less and that's simply your physics entirely um I've got quite a lot to go through so I'm going to rush quite a bit of this you can see that the trigger system works a little bit uh randomly on on other things as well so it it's actually a grip point and Trigger trigger system for each grip point and yeah there's quite a lot going on here um a lot of Corde going on so you can see here torch lights work and you can hold them on the other end to actually hold them backwards and of course if you hold them on this side you're holding them forwards like that let's have a look at a two-hand weapon so you've got multiple grip points which work quite nicely and they have this sort of uh pull towards the direction that your main hand is facing mainly it it works quite well I haven't got a shoulder system yet but of course you can just place your hand behind them anyway so let's have a look I'll use my left eye for that because I think the recording will be showing the left eye uh the hand tracking on the second hand is not perfect yet um in terms of animations and stuff uh the actual position is pretty good uh but yeah you can actually hold a single point on anything anything that you can grab like the end of that you can grab with two hands anything that you can grab you can grab with two hands so here you can basically hold the gun in three ways um o I forgot to fix this little trigger here you can see is wrongly triggering with the main trigger anyways here you can see the recoil on this gun pretty heavy when you're on a single hand hold it with two hands you can pretty much aim and with with two hands on the correct positions you can aim properly of course you do get a melee actual melee hits as well I've got a not so working oh well that needs fixing works on the oh there we go oh there we go I don't know why it wasn't working just then but it is now so you can see here uh still not working properly okay I have no idea what's going 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# PROJECT TX - LEGS DAY - Exercise in VR! (ecgiV9hFbdQ, 1068s)
it's me named sony welcome back to another vr video today we are back in project tx and actually it's quite nice to be back in this uh in in the old gmod sandbox area as well pretty nice pretty nice now you'll notice immediately that we are looking at two views today one down here uh which is the real me hello um yes anyways and that's for a reason today's video is not particularly about the game but rather about more real world stuff um as you probably noticed by now that i tend to use uh project tx for uh more than just gaming i tend to use it to test things in the real world but real world ideas and logic and mechanics in terms of physics but one of those things is about exercise i've also done a lot of this in terms of accessibility and just general purpose movement now locomotion is one of the things that i focused on in vr from the very beginning and what i did with locomotion originally was to allow me to move around as naturally as possible didn't work out so well and over time it's become something pretty pretty cool where i can actually walk around and jog around in place to get movement speed control um basically what uh what spawned this video was uh i recently went home for um for an occasion and um pretty much 100 of all of my professional wear did not fit i mean trousers shirts jackets waistcoats literally all of it 100 failure rate so yeah i put on one of my most recently bought jackets right where i kind of bought it and it fit pretty well and then i put the button on and as i breathed in the button fell out uh or should i say shot out yes wonderful and as you can see yes unfortunately little bit of a belly here now the weight should look like this but it looks like this so that's a problem and uh that means that i have been missing out on legs day right so let's get some legs day going on uh in vr um wonderful idea i had so let's have a look over here let's see if it actually shows yes so you can see here that we've got a course uh an obstacle course going from this side of the world all the way around to that side actually so let's switch over to my camera mode so that you can actually see the whole course and we'll get running it now i was working a little bit on a small mechanic to make this a little bit more aggressive in terms of intensity uh but um yeah that didn't work out very well let me just show you what it was that's actually the starting point there but we'll skip the run for now i am absolutely tired already because i've been testing this a lot uh but i'll show you the the little mechanic that i had added which i'm not going to keep with so here we go it's called real jump uh it's just a quick test when i originally started making the locomotion system um one of the things that i did was allow for a real world jump mechanic where in order to jump in game you had to reach the actual jump threshold so i'm just going to hold the cable for this there you go so you can actually see how much i jump in in real world in game right so here's my actual jump let me switch this off here you go there you go pretty regular that's me in reality switch it on and watch what happens and you can see in game i actually get a real jump except i'm absolutely knackered from testing this this is excessive and also the the main reason why i didn't actually keep it ever since project tx and more recent more earlier games locomotion system tests was because there was actually a video wherein a certain someone named sam went and took his vive controller and smashed it right into the ceiling corridor digital i am looking at you try reading the instructions next time my friends all right anyway let's get on with it right um now i should be uh mentioning as well the crawling mechanic i'm actually going to try and avoid using the crouch analog stick for this but uh it'll probably work out quite well where i don't actually i can't actually do that but there we go so one of the things to to mention as well there we go you'll notice that i actually have to jog in place so here's me movement uh my movement me movement here's my movement without me jogging without me any movement right here's me walking speed where this is what i have to physically do so for anyone who's new to the hybrid local system and then hears me jogging right so i have to actually jog in the real world now we're not doing the gym style jog where you go none of that right it's just as natural as i could get it right where you would you would sort of jog like this so there we go we'll just do this section again so there we go you just sort of jog jog and very very natural right very very natural so here we go completely failed that yeah one of the things to notice here is that to actually make the jumps you have to put a burst of movement into your real body because in order to jump and i've been doing this from the very beginning from all of the project tx videos is to jump i can't just push the analog stick up right the the 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# PROJECT TX - Muscle based Ragdoll System! (g84iUSVoQUI, 737s)
foreign [Music] welcome back to another VR video today we are back in the project TX Test Zone you can see here the new the new body system here we go and the leg system as well this is all procedural legs by the way there's no animated ones right now I haven't upgraded that so you can see here it just sort of float around a little bit when I'm moving around foreign active as well here we go but I can I can switch it on and off you can see there's a little bit of lag on the controllers when I turn my character body that is one line of code but today's video is about ragdolls this is actually the third time I'm recording this each time I forget to fix the eye uh renderer on here it's now fixed I'm just looking at my there we go when I jump you cannot see the character eyes anymore oh God that was annoying but there we go so you can see here we are looking at some new character models just random character models we've got the tiny as usual this skelly's off the uh asset store here we've got skeleton uh skeleton a skeleton and a knight off the asset score you've seen this guy before and we've got this guy who you've never seen before uh he's his name he's called Mario if you haven't heard of him uh then there we go now you have uh yeah so there we go um just a quick test of the new Ragdoll system really uh you can see they are looking at me it's a little bit uh creepy actually especially when the skellies actually look at me there we go look at these many things skellies and they don't look once I'm I'm far enough um so there we go it's just a quick test of the NPC and AI systems they're all able to actually look around and move around and they are full ragdolls so here we go we can actually push them around and you can see this is the new Ragdoll system it's all muscle based right so this is the same Ragdoll as you're seeing on me with a little bit of folding problems there actually I need to work on that that's not normally there actually it's just a matter of scaling this arm oh my nose is Twitchy today there we go Okay carry on um so new Ragdoll system new muscle system as you can see here they are much more natural looking and they're able to actually balance themselves as well this is all stumble balance and everything and you can see if I push them really really quickly they are still able to hold their balance nicely really really cool and it's actually a lot cooler than that as you can see that my character way and these uh these tinies are about the same weight so you can see the usual right so there is this is my actual tracking and you can see here that as usual my my my strength is not not enough to actually lift the player body just like that you kind of have to use the two arms and actually do that there we go and they all start looking up it's really really awkward I need to work on the on the look system a little bit but the cool thing with that is because they're about the same weight as me it means I can actually lift them up but let's see let's see how they they work so there we go we've got a proper AI system going on here if I can push him enough that I can just make him fall down hey can you turn around there we go um this is ridiculous right turn around there we go turn turn your body there we go and let's try and push him down we managed it right so you can see he tries to balance he gets up as well all very very neat but you can see how difficult it was for me to actually push him down right although their head is a little bit flexible uh it's very cool doing like the the kind of Stranglehold very very cool right I haven't got grabs either so nothing nothing like that but as you can see they do balance really really well as a response to that though it means you have to think about how to trip them over so one of the coolest things about this is it becomes much more natural now in combat watch this sweep what's this sweep again there we go that was better right so you can see I can actually sweep the legs and they do fall down and then they kind of stand up like that right so there again this time forward and he fell down really really cool another way that you can actually trip them is as long as you get them off the ground so if you can lift them with with the arm like this hook the arm and then you can just do this very very cool and you can see how difficult it was for me to push him down but with the right structure we can actually do that really really easily these guys are relatively light and you can see the collider shape has changed here very cool so you can just really easily lift them and trip them over really easy I can actually lift his whole body because they're skeletons right so they're much lighter this guy not so easy to lift so with him it's not so easy to actually trip him but I managed to anyway a little bit of lift is good enough here's the cool part though each of these characters has actually got the ability to move so there we go I've actually got a 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# VR PHYSICS based ARCADE! - Re-Mod - Walk-O-Motion (hnktOL1Idw0, 396s)
mmm sunny welcome back to another via our video today we are doing some random physics in the gmod place yes so what's it called flat lands flat grass who cares it's the one that I rebuilt but we have some cool things here so here is a nice little box it's actually a camera what is it doing it is sending a live feed through this here phone tablet screen whatever anyways you can put this here you can see if I move the camera and what have we got here so here we have some arcade buttons and sticks really cool really cool this video is going to be as random as I can get it you can see a lot of random stuff a bit of water physics going on there if I place this here camera you can see I can move the screen around of course this is all physics as well you can see if I put the camera facing at the screen it gives you that effect that we all love these are all pressable buttons and stuff now then what I'm going to do here is I'm going to take this camera with me and we can see here that we've got a little vehicle it pushes about and I've designed it specifically so that if we take this camera here we can actually fit it in this slot and now you can see that the camera is seeing this hello you can show the director right okay so anyways here we go we've got a moving vehicle and of course our arcade sticks are connected to the vehicle yes these are all physics based arcade sticks as well so here we've got a camera a screen that it's connected in our car which of course is controlled by our sticks a blue one turns him the red one drives him so of course we can now looking at this screen here there we go we can do this and you can see him driver and driving along that can turn him around this is all entirely physics based and I've got a button that makes him jump a little bit you can see in the screen as well let's turn him a little bit get him over here turn him a little bit more come on oh we fell down jump he flips over unfortunately the camera has got let's take this here with us when it's me and of course we can wave to the camera anyways the way you go car we've got more to show is that upside down no it's basically used as a phone so if we were to put this one to the top you can see all the water splashing of it boom right now for something specifically fun take an object like this here ball with the other red ball it's probably fallen down pakia mmm hey mommy yeah oh yeah yeah ha ha right so you can see here these two have the same material clearly the same material same color and everything but let's put on one under the water and we can see here it has gone all pretty cool and I'm pointing my head in right away from the sensor there you can see it even drips water pretty cool pretty cool stuff is here as well everything everything can be done like that everything like this mm-hmm like I said this is gonna be a very very random video who cares I do not now doors of course work very physics see these guns are very specific so usual guns problem you can shoot blah blah and of course they've got a little bit forced pushing you back however these have a lot of force and you can see if I hold them like so and this one here wrong side there we go now I've got them held like so I can fire and we are flying using powered guns mm-hmm remember this is entirely hand grabbing physics it's it's there's no fakery going on here and you can see in the shadow that I am firing guns whoo yeah I gave them some really weird-looking trails and of course because you're firing guns they also create this smoke so if you're flying backwards you can see the smoke trail let's fly forward here [Music] and don't yes straight into this little building whatever yeah all physics home for fun I mean a lot of fun here these don't get all soaked wet but they do bounce the water off yeah just having fun yeah just having fun testing a bunch of random things with just physics um I've got some updates coming from the Slayer game which are gonna be incredibly fun where is the car gone who cares oh there is she can basically flow because the jumper doesn't detect ground drive long oh and he's upside down well that's pretty much the end of this video goodbye [Music]
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# PROJECT TX - Ragdolls & Grab Upgrades (hxU8O5GCnF8, 1019s)
[Music] it's me NIM Sonny welcome back to project TX I have been working a little bit more on the project and you can see there's a little bit of new objects to play with a little bit of things here there and everywhere it's not a big update I know that it's been 2 weeks since the last video but it's not very big update on account of I've spent most of my time cooking or learning to cook actually so yeah anyways let's get on with the video so the first thing that I'd like to point out is mr. ragdoll over here has been updated which means he now flails a little bit more and has a little bit more liveliness when he gets up and when he moves around so here we go let's have a look at him when I saw push him around you can see he tries to balance you can see his hands or activating the animations and stuff are still very very simple this is very prototype level animation I've not spent hours and hours like I did with the Mario project or anything like that but yeah so he's just a little bit of a wobbly wobbly guy who of course has had his joints upgraded as well so now when we used the physics gun this time around when you grab him you can see he's a little bit more lively and you can see him flail his hands about and he does get up again proper he looks a little bit better now when he gets up as well and you could see when he's being thrown about he's a little bit more lively as well yeah you can see his hands properly go down there also when he falls off things like this he no longer gets stuck or at least he shouldn't get stuck anymore also and the most important one here is the hands so you can see here no more of that flinging and randomness going on because his hand joints are now strong enough to correctly handle themselves now that's not an increased setting or anything I'm still using the exact same settings so there's no performance difference it's purely just the way that those joints setup weren't completely done by the way that they should have been they can see him flailing about and then he manages to actually get on to the thing again he they are quite strong in terms of his muscle strength so you can see him really flinging about while I'm holding his hand up and you can see he has a little bit of rotational problems in the air since all of his flailing and motion is quite strong on his muscle strength and as a result he just sort of rotates himself in air suddenly when I like go now let's have a look at the actual update here and that is the grab our own system now this is something I've already been using that is just a random just a completely plain object this is one without any grab add-ons or anything special the way that the guns and everything have been working is there's a trigger there's a grab point of course which is where you can grab it and then there's a trigger add-on which is controlled by the system so if I let go of the gun the add-on is no longer function no longer functioning it's not grabbed nothing is running all of the extra functionality to handle this this weapon function only when it's grabbed is that being run and handled and the trigger value itself is checked by the gun itself and the gun system itself runs from the trigger that it detects when I pull on the handle the same thing is used for how the handled how the remove a gun and the physics gun or handle as well however there is more to it because it's not the only bit of data that it can collect it can get more than just the trigger they can also take all of other all of the other functionality available to the overall game so here we have something that I showed in pictures a long long while ago when I was first showing off the the ragdoll level systems which was a long time ago when I first mentioned the name hybrid presence and it is a radio-controlled or in this case script controlled drone so here we are I pull the trigger on this left hand here and you can see it powers up and I can control how much of its power is handled I can pull the trigger fully and it can go really high up or I can slow it down and try and hold it in the air now it also has if I walk over here you can see you it's facing the other way you can see a camera over here attached to the bottom of it and you can see me in the camera hello so this screen here is active and tracking that camera so it means that we can actually see oh yeah so these are rope together I just didn't or anything visible it means I can actually see what the drone is doing even without looking at it so if I'm over here for example I'm standing over there as you can see and I can still see what the drone is doing now the way I'm controlling this is of course the left hand trigger is activating this however the right hand the way that I actually tilt and roll it is with the right hand but it's an accelerometer based thing I pull the trigger on my right hand to activate the accelerometer in accelerometer and while it's in the air all I have to do then is rotate my 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# SLAYR - Realistic Upper Body IK for VR + Walk-O-Motion Hybrid Locomotion + Physics Tweaks (hzShV7qqbAE, 368s)
[Music] new Sony welcome to a very short video today I was just messing around with a bit of I came ocean I've been trying to get upper body animation quite realistic and I think I'm getting there quite well before you say anything the feet do look ridiculous and they are obviously not working perfectly but they do run if you're wondering what this box is here that is you you can see me on the little main screen on the left on the on the left and you can say hi yeah so upper body animations I can see this on the big screen there and a big screen there behind me as well that's the way I've been testing it and you can see it's pretty realistic you know you put your hand up you can see your shoulder moves up and down you put your other hand up you can turn your body quite nice and easily it doesn't look like I'm just wobbling about all the time it doesn't look like my arms are disconnected from my hands the shoulders actually move quite well the hands move quite well and even when you're running when you're walking quite nice quite nice and it just actually rotates the chest quite well so if I do some punches you can see from side view here [Music] as you can see he puts his shoulders into it yeah and of course you can move around you can see his feet move around as well so if I stand here in front of you also the guns don't actually work but I've been messing around with the physics a little bit and watch this this is not supposed to happen this is just because I've broken the latch system a little bit okay back to the future is nothing to admit magic but yeah I'm a wizard well there we go right hmm so I've got some very basic animations on the feet but the hands are what we're looking at here and you can see even when I do even when I do a Kamehameha it looks pretty realistic the entire body rotates as it should and yeah I haven't even got eye case on my feet go right into the ground but yes it's working much better the other thing you'll have noticed is I'm a little bit weird on the movement system that's because I'm working with a new hybrid system for my Walker motion locomotion system it's not just entirely head Bob motion now I'm literally standing straight right now as you can see it looks very weird and I can control walk speeds with my analog stick which is really cool and of course that's entirely blended into Walker motion so here's entirely joystick motion mm-hmm and here is walking slightly you can see it's a little bit faster so here a little bit of walking nice and easy barely even bobbing my head this time and of course then you can control the runs and the jogs yourself of course if I walk towards you and point this in your face anyways yeah even throwing things you can see how it looks quite real it's because of the shoulder motion and everything obviously I don't have any tracking beyond just the hands and the head so everything is completely based on those three things all of the shoulder motion all of the feet motion all of the body's rotation systems they're completely based on just these three things including the arm elbow points which are not perfect as well I've also been changing my physics scrub system so that's pretty much as much power as you can get in one hand that's as high as I can go with one hand you literally have to have two hands to go higher so there's quite some limitations now all those ridiculous jumps in the castle in the last video or take literally impossible with the new system also if you're wondering why I sound a little bit off somehow I literally suddenly got a flu the weather here in England has been very jumpy it's been extremely sunny which is unusual and then very suddenly in a single day we just got loads and loads and loads and loads of rain it was quite cold in comparison to every other day but yeah I literally got a flu in one day it just happens to be the day and this is the big announcement that I left my job I am now a 100% full time game developer oh I might sound a little bit off because yeah but that's about the end of this video goodbye [Music]
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# NEXT GEN VR Physics - New Adaptive Leg System! (i7F4V9K6SlU, 1959s)
[Music] it's me NSO welcome back to another VR video today we are back in Project TX and we are going to be looking at a new little uh well not new but the proper version of my new leg system uh yeah I just said new again but there we go right um I wanted to look at the leg system today um it's it's the new sort of advanced uh fully adaptive procedural legs yeah what I want you to see throughout this video is that there are no animations at all on anything on the body system like literally nothing the fingers aren't animated the the feet are completely procedural you can see them crossing over I'm going to try and fix that soon but right now everything is 100% procedural it's all just maths and uh sort of uh other systems Going On Here There and Everywhere logic stuff right uh but other than that I did want to talk a little bit about some of the things that the things that were mentioned on the comments in the last video as well um first of a few people mention this a few people a little bit critical but that's expected um some people did say uh this is nothing new this uh this is nothing new in that case uh yes you are correct this is definitely nothing new here's a video from about four years ago where which was the start of this project project TX I put that on my channel uh you can have a look at each of these videos on the channel uh a video from probably a year before that which is uh active ragd doll physics in VR so before project TX but it was Again full full ragd doll physics based character control and uh and a video before that as well which is when I first did physics in VR this is like before before I even had controllers like I did I was using a DK2 at this time um this is the PS2 PS2 controller I'm using in hand and a Leap Motion controller to move my hands for hand tracking yeah so I've been doing this for quite a while those videos all uh I'll put in the links in the description as well I'll put the links and uh yeah they're they're quite old videos but this stuff it took me a long while to actually get it stable so yes you are correct it's not new I've been doing it for years I know you didn't mean that but I'm going to take it as that but there we go um so yeah other than that a lot of people don't fully understand the the physics Concepts here uh so I'm going to switch no not the view mirror I'm going to switch over to my camera view so you should be able to see from my camera view I don't know if you can see the actual oh you can see the actual things right okay so I have this thing called the debug for the for the scale body and what you can see here is the actual in fact I'm going to switch the controllers on is the actual tracking points right if I if I hold this box properly you can see here's the actual calculated tracking uh tracking points that my system is targeting right and uh as you can see it actually tries to match that and you can see the weight of this object is weighing down on my hand so I can't actually hold it as as it as I want it right but if you look carefully you'll see that you can never really see those lines right no matter how fast I move my hand unless of course my controller tracking just completely dies uh but you know you can see here that it's full physics but it's completely tracking like really really fast so it doesn't oh I'm just going to break these controllers at one point uh I'm not not used to using these with the ring above them as you can see in the in the game you can see that I use the controllers from the Oculus cv1 which actually they're on the table there but there we go yeah so you can actually see the speed of the tracking now the way this works is that it doesn't slow things down when you've got a heavy object on you you see if I track perfectly with my hands here you can see that they swing at the speed that I'm actually moving my hand but that's only because my hand is able to actually accelerate at that rate in the game right if I start accelerating much faster you'll see that it it it cannot keep up right so there we go it completely swings out of place so I highly recommend you try this in any little uh world that you've got here in in any VR project you've got where just hold your hand one side and then swing it accelerate it and then stop right accelerate to 90° and stop and see what happens to the object very often you'll see that it just does this which is just un it's just not what I think would happen I'm pretty sure the entire arm will try and catch the weight of this object right and that's because all the strength is in these muscles right so if I drop this here and walk over there whoop you can see here that I'm on a ladder oh in fact I'll not use a ladder woo we'll use this pole so here we go very easily I can just climb like so right one hand easy I can lift my hand really really easy but if I simply put my hand out right and you can see me putting my hand out you can see I can't actually lift it right 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# PROJECT TX - ENERGY GRABS + some Hand Posing stuff (iFniqwjspug, 859s)
[Music] it's me nem sony welcome back to another vr video today we are back in project tx uh today's video is going to be a little bit short because uh it's mostly been functional changes behind the scenes including the hand pose system yeah these are completely different hand pauses because i've really done re-redone yeah re-redone redone everything um on those on that side and i've also got grabbing back into the the game functionality but what's important about that is what comes with it so let me switch you over to my camera and there we go so let's have a look at some grabbing usual stuff you'll notice the lighting's a little bit messed up for dynamic objects definitely gotta work on that but yeah yeah regular stuff all back normal i haven't really fixed the grabbing properly so you'll notice that the the actual pauses are not good uh but let's get over to there and have a look at some fun stuff [Music] it all looks a little bit better than it did before and you can see the lighting is really a bit of a mess but uh here we go we've got um we've got mr tiny over here he's uh hanging around walking around in this space uh penguin over there he's just facing the wall for some reason yeah his uh his uh starting position starting rotation is not very good uh for this area where i've placed him but yeah you'll notice that we've got some uh rather unusual looking objects everywhere these things here are my material testing objects so you'll probably have seen something similar to this if you do any 3d graphics work at all for testing materials usually there's kind of an object on top of a pillar of some sort and yeah really cool stuff and you can see yeah it's just just for testing materials so these are a few materials that come from some of the objects there you can see here the glowing thing from my virtual studio um and some of these are more materials from the objects as well and now there's also some grubbiness on these these these actually are not grabbable but the ones over there oh so there we go we've got climbing back in and uh works well of of course it's not actual climbing it's just a grab and that's about it right it works really nicely there we go but what we have is some cool stuff working on the grabs themselves so here's the regular grab you go near an object and grab it and a lot of people have been asking about pull grabbing um distance grabbing even so let's grab this uh basketball here right and uh throw it over there and then oh actually yeah well you know what you'll stay there stay right so you can see here we've got a basketball rolling around and let's say i want to grab it now normally our pull grab system a distance grab system usually involves either just pulling the object straight to your hand or in in half-life alex fashion sort of flicking it and then it just throws itself at you um which is an unusual statement to make but what i wanted to do was something a little bit more flashy and something that i've been working on for a while when i say working on for a while it's something that i designed a long time ago and tested it a long time ago and then i haven't put it in the game since then because i wanted to get the aesthetics in first right so we have all the um we have all these sort of ideas behind the scenes and this is actually a part of the gameplay systems so here we go we grab it and part of the the sort of project px studio area project tx laboratory is an energy that is going through all of these pipes and it's really cool because it allows you to actually use that energy as well so yeah this immediately you can tell that something's going to go on in this game you're going to be getting a little bit more than just a regular physics-based movement system but there we go it's absolutely brilliant it just pulls in front of you and it holds its position in front of you so there we go and you can do it immediately so if you wanted to just drop it and then pull and grab it works fine otherwise you can pull and then grab and of course it just drops after a moment it's really fun and then it follows the actual chest position so it doesn't just float immediately in front of you right so it can actually follow you as you walk really really cool now i haven't done any limitations for it properly yet um so it kind of pulls any object except for this guy obviously can't pull him he's not a grabbable but uh yeah really really i love this thing there we go so you can see it just it just it just pulls any object right it doesn't even care about the the strength of the player so obviously we have the usual things here which i can't actually lift right so um actually i will not press that button because it will do the thing but you can see here i can't lift this any higher than this right okay with this one i can two hands there we go but even then i can pull grab it anyway right so there we go absolutely fun i love this thing i love it absolutely love it now 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# Random Gaming - GTAiv Ragdoll diving, Crysis Powersliding, general stupidity... (jKuMFHKnAiI, 137s)
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# Basic Ski Physics in VR - Fun infinite skiing made in 1 day! (l4Uxdhe2cR4, 400s)
[Music] it's me nan Sonny welcome to another video today well yesterday I was watching a hot films video one of the so of all the ones just for fun of it I like to watch a lot of YouTube and they were playing a game called snow which is a skiing game but also has a bit of snowboarding I believe and I thought you know I want to do some skiing I've never been skiing in real life I'd fear that if I did go skiing I'll probably end up killing myself because I am a bit of an adrenaline junkie when I get into adrenaline so I'll do the craziest craziest thing first time on slopes and probably break every bone in my body so I decided let's do some VR skiing I couldn't find any good VR skiing games that use prop of skiing physics there was one that I saw which didn't actually use proper skiing physics it was just one of those sort of infinite runner lean a bit to the left lean a bit to the right to move but the only other one was snow itself and that doesn't use actual VR controls as far as I as far as I know so what I decided to do was literally make one and this was done literally in a day because Isaiah pretty much toidy end of yesterday and he uses some actual proper physics so to an extent it uses some logical physics I'm going a bit too much [Music] ok so literally about three or four preset built blocks of of this of map when your sticks skiing stick skiing poles whatever they called touch the ground based on where they touch is sort of controls your controls your friction on them and so they allow you to turn or slow down or speed up as well and let's just have a very quick look and of course you can sort of apply some acceleration on the way up let's turn back in and go through this little key here I think they're turning a little bit quicker than I thought I just increased the speed just now on the turning and it's a bit it's a bit too much but yeah and that's pretty much all I was doing some literally a one-day project this done really quickly just get up in the air and there's another cave in front of me I'm gonna go to the left this time too much too much yeah you probably wouldn't be able to ski up slopes in reality but this was done in a day just for fun so yeah this is one of the blocks that one day in front of us is another sort of kind of valley type thing with more large rocks that you can sort of follow a pathway through these trees were just taken from the asset store the textures were just found on net pretty simple stuff a little bit of clever background work there just over the tree and that's about it really this was just a very quick video very quick build of a game if you guys want to try play or something like that just let us know I probably just make a little bit of Polish in just just build it up it's pretty much an infinite snowing game a skiing game even right into a tree oh no it's just close that it's a little bit of tree dodging here slalom [Music] there's no ragdoll or falling off your skis or or even proper crashing or anything it's literally just this let's try a double how you made it oh I'm falling I'm falling there we go it's literally just this mm-hmm this one because I hadn't made a video for about a week or a little while and I've been spending most of my time working on cubby supercut right now which now has proper swimming and has a lot of upgrades to the world as well now you probably see that if you've been focusing seeing my Twitter feed or if you joined the discord of course be sure to join the discord if you like if you like my stuff if you want to subscribe that do the work as well because you'll see more on you'll see more on the discord I tend to post a lot on there on the showcase you also get to talk to a lot of other people as well on there you see a lot of work on there from other people the showcase section has some pretty cool stuff on there and that's not made by me you'll get to see a lot of other developers not just unity as well you can just talk in unity and do whatever you do whatever you want to make let's try and jump off this rock here it was sort of positioned so that you could oh I'm gonna be too much yes skiing up rocks that definitely works in real real life and land it and that's pretty much all for this video really that's that's all it was it's just this let's go up to this left side of the valley and in the video and let me go eat some there yeah just a quick video this I am quite tired actually it's really hot in here which is funny because I'm playing a song skiing game yeah you can see I just smashed right into the rock that like 300 miles power doesn't matter I'm perfectly fine let's do triple spin landed backwards oh that's a problem yeah boy anyways that's that that's the whole of this video thanks very much for watching you know subscribe like whatever during the discord that's probably the most fun part thanks for watching and good night [Music]
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# PROJECT TX - Control Improved! (lA2_RZ5bPII, 582s)
[Music] it's me named sunny welcome back to protect e^x today's video is a little bit different than than the usual because I'm not in the same places as before and I have cleaned up a little bit of the system and removed quite a few of the grab systems as well I pretty much removed most of the grab system just a very basic rub right now and I'm just walking around and testing my new character control system in this little area so there's actually three main elements that I want to talk about today which are all kind of invisible elements which is the main Pro main problem when trying to build a video when trying to make a video now you'll notice a lot of things here just simple physics objects as you can see when I pick things up the actual grab system pretty weak pretty broken right now and that's intentional I kind of removed anything complex from the crap system the three things that I'm talking about there is firstly ground control my ability to walk around the locomotion system and controls yeah you can see I'm clicking my triggers right now the hands don't animate nothing animates or anything like that now this is all ragdoll of course only little rag doll system the legs are obviously broken I have disabled all leg control like rag doll for now all leg collision because I've been working on this system here now the first thing I'm gonna talk about is the controls obviously the left analog stick moving a raft right and of course the locomotion activates as soon as you move around as well nice and easy right but I wanted to do something a little bit different to anything I've probably like done before where I wanted to remove all movement from the buttons so that means everything for movement is now entirely on analog sticks why because I want to have more context control contextual control over physics objects for example if you're holding an object in your hand you have two buttons on the hand I want both of those buttons to be usable for the actual physics objects now what's the point here the point is that both sides of the hands now left and right both have two buttons now because you're not using a button for jump you're not using a button for crouch or anything like that for your fake Crouch why do I think a fake Crouch is still needed if I was to crouch down right now I would touch the floor there's my actual floor right using the fake Crouch in the game I can actually reach below the ground which is nice and cool there we go trying that the the the VR tracking to see the cool thing here is that right analog stick which does obviously my left and right rotation it also does my crouch but this time it's actually a hold so if I hold the analog stick down I can control how much of a Crouch I want and there's a certain limit obviously this is the lowest you get right and going the other way around pushing the unlock stick up gives me a jump so that's the actual jump button now essentially that allows me to go down and then up using the right analog stick while moving with the left it's really cool because it means that all movement now is entirely on the analog sticks I'm just moving the analog sticks entirely to move all around it's really quite cool let's look at the next thing which is locomotion locomotion has been improved here what I wanted to do was take hybrid and start working towards a less analog feel so you can see here when I saw move there is no sort of slow down this time around it's nice and solid but it still has that smooth motion when jogging around it doesn't go stop stop stop right that's the major major issue here Fuller's had trouble with that so locomotion has been improved quite a lot now for the major improvement ground control you can see here a one major thing that I've changed from anything that I that you've seen before is obviously the way ground control works in this project normally when you do ground control for an object right when you want them to stand on the floor or anything like that you usually use a capsule Collider the problem with the capsule Collider of course is that it hits on short steps like this it hits the ground so you can't smoothly climb over like this leads to a bit of a problem because you're running a function to actually keep your body off the ground you get this looseness to the ground hold wear while you're swinging your hands up and down you can usually see the body sort of push up and down on the ground this happens especially most obviously when you're holding something heavy right like this if I'm holding something heavy you can see even then barely even move is my body up and down in fact I can't tell it's moving me up and down at all it isn't here when you hit on something like the flow you can see it doesn't move my body up and down until of course I push on it with enough pressure at which point I actually clamber over and you can see that really aids in climbing over something like that it really feels quite solid and quite 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# FLUID VR HAND ADAPTATION + Hand Tracking - HYBRID PRESENCE ENGINE (lHgpibsjgek, 1202s)
[Music] it's me n so welcome back to another VR video today we are back in Project TX well at least the makings of project TX kind of be behind the scenes stuff um we are for the first time in a video properly in a proper video I'm looking through a Quest 2 connected on link even though this build will be compatible with PC and Quest when it when it's built um that's for a reason and you will have figured that out pretty quickly uh as well before I actually use it but right now today's video we are looking at something a little bit more advanced than my usual stuff it's a new system uh it's a new system that repl place is an old one um and what I've been doing recently is I've been rearranging a lot of my cord um a lot of my old cord um kind of the the entire hybrid presence engine I'm calling it hybrid presence engine now uh because system doesn't really cover what it does it does everything from tracking to the body physics to the body pausing the elbow ik it's not really ik but it's ik it's inverse kinematic you know at a logical level uh it does all of that thing that stuff the the whole gameplay mechanics and everything and it's all modular and uh that's the new sort of layout is is completely modular it works really really well what we're looking at today though is what you've been looking at this whole time as well which is the new hand pausing system uh this is something I'm calling the fluid hand pause system uh you will have uh my words have just completely died there uh you will have played a game called Born lab uh recently in the past year or you may have at least seen it if you're a VR Enthusiast and uh in that game one of the new systems they' kind of built was the idea of avatars that you can retarget your natural body to match the Avatar's uh sort of structure to try and keep the avatars with their own natural structure rather than retargeting them to make them shaped like Q so for example here with my regular physics hands I could switch to longer arms and you can see that they kind of match my same uh my my natural arm when when my arm is at full extension my my arm is at full extension in the game even if it's longer so here we go regular hand and now for the longer one and it's it's matching that right so same thing as you would see in that game and it's full physics right so there we go but I thought I wanted to take that idea and I wanted to do it for something that you wouldn't really expect to do it for hands hand pausing so the finger posing that you're seeing here let's go back to a regular hand so it matches mine the finger posing that you're seeing here is not built in the way that normal finger pausing systems are built where you have data specifically oh no let's give me a sec sorry about that uh what happens when you tap the controls I'll show you that in a minute um when you have each finger in a regular in regular hand pause system you have each finger as actual data points inside the system and uh they kind of pulled in you kind of set your finger to a certain pae and you apply that to your character model in this system I'm not really doing that it's a little bit more complex in in terms of data I call this the fluid hand pause system and the reason being that I'm not storing specific finger pause data rather it's just sort of a blend right across the board and it doesn't actually care how many fingers you have which is very very unusual in in fact it doesn't even care how many segments you have either so here you've got 1 2 three you've got three segments on each finger um but it doesn't actually care about that that stuff is not part of the system it doesn't have dedicated finger data for each of the fingers right which means you can take these regular poses so here's my my regular poses there's only four pauses in my entire system right which is uh open hand uh grip trigger index trigger and then both triggers right that's that's all of the pauses right and of course then there's the touch sensor data that comes in and and adapts to that and adapt is the very uh is the important it's the word of the day today right uh a word of the night evening it's past 12 it's morning but there we go so what this means is because it doesn't care how many fingers I have on the hand it just it just has the same poses I can switch to different hands so here we go so now I've got three fingers and a thumb on each hand and these pauses are the same four paes that I was using just now it's the same data literally the same data it's all just coming in and applying to the character model now of course you're probably thinking okay well that's very simple you've got three fingers you can just cut one out and and and only use the data from one of them uh uh only only use the data from one of them only use the data from three of them instead of all four that's not what's actually happening you can see here each finger has a different pae right which makes sense because you only have three 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# Unity - Stabilising Fixed Joint Logic - Compound Rigidbodys (nArwDeA2Ko4, 623s)
it's me nem suni welcome back to another physics video today I'm messing around with some joints so not the usual place that I mess around with physics physics stuff but today is a specific demonstration for a specific thing which is about fixed joints I'm just gonna run the game and we'll see what I'm looking at so here I've got a very simple joint based physics gun that just grabs things and moves them about and you can see here two sets of two objects the one on the left here the blue object is a very very heavy object while the one on the right is the red object is a lot lighter so it's actually 50 kg on the right and 4,000 kg on the left the blue boxes both sides so both of these this one and this one are exactly the same where they saw a fixed jointed between two objects the 4,000 kg on the left and 50 kg on the right and the same thing on this side here except you'll notice something a little bit different so obviously here I can pick the pick it up from the blue side or the red side and move it and you can see it works back quite nicely you can tell it's a fixed joint and here same thing again except when I lift it on the red side and the reason for that is obviously it's a quite a standard problem of having jointed objects in a physics engine in any game game engine or any physics engine that you you can use in a game where the light light object very very light object here because it's 50 kg as opposed to 4,000 will always have this wobble whenever you lift lift it and it's all hooked onto something very very heavy and that's what I have sort of well tried to fix here now essentially what this is working as is a compound Collider so essentially just two colliding while colliding shapes that fit together to create one single rigidbody object so the rigid body itself handles the physics here we've got one on the left hand side and one on the right whereas here we've got one rigid body altogether and obviously that means there's only one moving object so it's literally physically impossible for them to split or wobble relative to each other so here if I push down you can see absolutely nothing happens they never split because it's physically impossible for them to do so here obviously if I do that you can see a lot of wobble but that of course creates a problem and this there's a reason we don't generally do that is because obviously it then acts as a single object so if you think over in in something like what's it called Garry's Mod so if you if you were playing carries mod right now and you take a bunch of pieces and then you solve weld them all together you get something like this where the heavy object can you know lift everything but the light object let's say you had a wheel underneath your heavy object always has this sort of sagging behavior just of wobbles a little bit and it's a little bit too light on the object and that's what I wanted to try and solve solve here now obviously if you did this normally your left object here would have a center of mass here in the center and your right object here would have a center of mass here in the center and then obviously when they're connected the heavier one will generally move the center of mass all the way towards itself so what you end up with is when you balance it you get this sort of most of your weight is here on the left-hand side because obviously we've got 4000 kg here and 50 kg here on the right so most of your weight is on the left-hand side that's not gonna happen when you lift something that is all one piece your centre of mass will just be wherever the heck it wants to be in our case it will always be in the centre by default unless you move it and that's what I'm trying to do here I'm actually calculating when I create the joint between them which in actual fact is not a joint it's just a single piece when I create that object I'm actually doing the calculations to position the center of mass appropriately based on what the mass would have actually been so here we got a mass of 4,000 plus 50 so the overall object is 4050 kg except most of that is on the left-hand side so it balances here on the left the same thing here the overall object is 4050 kg there's no separate objects themselves and it's still balances in exactly the same spot if I could position it correctly let me do some flying so yeah I've gone with the standard carriage mode controls here and you'll see here that we do balance basically the same spot so here we've got basically the same you know physics they they both react and move the way that they should as a fixed jointed object same with this simulus except this one is obviously very wobbly whereas this one completely rigid and what I wanted to do here essentially is fix that problem of having those wobbly wobbly joints in everything that we play he reacts and interacts the way that separate objects would do so obviously everything including the center of mass just reacts as if you've got two pieces two rigid 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# Active Ragdoll VR Improvements and Sword Physics update! (nfUb7HWbj9U, 400s)
[Music] now Sony welcome back to another video of physics vr stuff before we start this video today I just make a quick apology about the last video I did say in there something that was completely incorrect which is that this was the only active logged on system in VR completely incorrect that's not actually what I meant by what I was supposed to say but I said it wrong and it was incorrect so ignore a lot what we have here is me messing around with the same system once again as you can see but this time we've got these guys need a bit of rotational friction but you stop messing around but yeah so today I just made a few quick changes this is actually a rebuilt from from the bottom up again project so everything you're seeing here completely rebuilt from scratch except for the character models of course which I reread so that they were more human shape which is why I have a little bit better control over the characters on I also have a little simple system for switching between held weapons and of course it's got two handsome as well but they're not fully latched properly which is fine it's not supposed to stay latched it's just that when you let go it should disconnect the joints but yeah what I wanted to show is a little bit of a change to the actual sword in the short sword talking physics and you can see there is actually more friction this time [Music] there we go so you can see there's actually friction to it if I poke it through here there we go you can actually see I can push it out I can push it in I can grab another one and I can mess with it with this as well which is really cool and that's pretty much all that this video was about I'm gonna be a fun you can of course do review and yeah it was just intended to be a quick very short video about that you could probably yeah keep stepping on the blades bit of a weird problem that you can probably throw it into them if you have some good aim yay that's that's quite fun you can just throw it into them literally and let's try that one more yeah come on it can't be that lousy yay javelin anywho um that's about it really there's not much more that I wanted to show let me say I've rebuilt it from scratch so you can actually see he's a ragdoll now in fact you can see completely that I am a rag doll you can see my legs over here in fact I can play them and look carefully here as I pick up this is the most ridiculous thing ever here we go [Music] there we go and now I can hop around holding my leg brilliant yeah it's quite fun and you can see it's truly physics drop it yeah you think you'll get away well no don't know what happened to you there get yourself fixed there we go good boy pick that up and right through the side there we go you look great brofist cool [Music] perfect that's the end of this video it was just for showing off the little changes they've done to the little sword engine it's literally this was never intended for sword physics in actual fact this was just a way of testing them really a way of testing the physics of the ragdolls so of course you can do the same thing as before and they stay stuck in let me fix the wheels ragdoll joints like I said the ragdoll joints are a bit broken he's a lot of work needs a lot of work but considering this was done in a few days it's really not that bad yep just slide it out there we go hi how's it going you can't so pick them up or you can't pick these up they're grounded but these guys you can literally pick them up up you go and that's the whole that's the whole video goodbye [Music]
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# PROJECT TX - Complex Fluid Logic & Advanced Boat Simulations! (qit0-s63FmI, 20251027)
It's me, Nimsul. Welcome back to another VR video. We are back in Project TX. It has been a very long time since the last one. And yeah, in the last video I'm just going to jump straight in. It's it's absurd. It It's I've been working on so many things on so much things within this world. And yeah, I just haven't had a chance to make a video. There's lots of things going on in life as well, of course. I'm going to try and get back to the normal processes of every week video. I've been thinking about it and I just realized that I can't do it the way that I've been trying to do in the new world of my videos. So, I'm going to go back to the classic style where sometimes I'll just jump over to another project for a video just for the sake of it. Pop back over to here. It's going to help the YouTube channel. It's going to help um it's going to help me cuz it'll keep me focused on making the video and making the stuff that I need to make to to get to a video, right? Um so, there's that. But, one thing I just had to very quickly check. Make sure that it's uh it's working. Oh, it's working. Yes. Brilliant. Okay. Uh yes, so here we are. We are back in Project TX. I'm actually back in a world uh I've recreated um which I've used in the past which is a very very very replica version of a few different places. And yeah, I I kind of feel nice and comfortable being back here as well. Now, last video of Project TX what was I talking about? I was talking about NPCs. I've done so much work on NPCs. They are now moving in a way that you're going to love. There is now a better combat system going on and they move in they're incredible for combat. But, we're not looking at that in this video. Today, we are going to be looking at the classic um the systems that I was showing before the NPCs and that is a few systems regarding fluids. Now, we'll get back to this thing in a min- in a minute. The first thing I wanted to talk about is the way that the fluids worked previously. Now, there's plenty of things that can go on when it comes to fluid systems. But, uh I basically wanted to expand on the way mechanics world work in this world. When you start with adding fluids into objects where you've got a nice pokey-pokey system known as a sword and you start poking holes into things. And then those things start dropping water and I'll switch to my camera here. And uh they start dropping water, right? Then you've got a small problem because you've got containers like this, which some of which have explosive containment inside them. And uh that's a problem. Why? Because if they have explosive content inside, what happens when you spill out the content? Well, firstly, the fluid inside can't be water, right? As we were seeing with this barrel over here. Um with this barrel as well, we can't just use water, right? It has to be something else inside here to make it explode. But, at the same time, it also is reliant on the fluid inside to explode. So, things get a little bit confusing. Um and to fix that, we have uh which you can see right here, a new fluid system that expands on the existing one. And as you can see, there is now a different type of liquid. Which actually expands beyond what you think. So, as you saw earlier, we had a system where I could um do I could poke holes into an object and it would then spill liquid out. All right? If I just grab this, you'll be able to see that. Give a little bit of extension there. You can see here the water is now pouring out of this of this barrel here. Right? And that's fine. That's all dandy. But, of course, with the system that I showed you before, the liquid was able to be filled back into the barrel by dipping it inside the volume of water volume. So, here we go. We dip it inside and it's now pouring liquid again. Right? Great. But, of course, if we had different water volumes, if we had different fluid volumes, then we should be able to do that with any liquid. Right? We're already going a little bit wacky, a little bit outside of the ordinary. Here we have I shall switch you over to my view. Here we have some different fluids. Here we have some different water volumes. They're not water, but there we go. Um here we have plum juice, which I can pop this in here. And these are just test test liquids for now. And there you go. You can see it pouring out plum juice. Oh, it's probably not the right color. But, it's really cool because I've also exte- extended the way that the view and visuals work and you can see that it actually changes the color of the view as well. There are going to be different properties, physical properties for each of these liquids, including one which you will see in a moment. But, here we go. We've got oil here, which if I I jump into here, you can see it's basically pitch black at this point. You can just about see everything, but that's uh that's what happens when you jump into oil. Right? We've got a bottle. 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# PROJECT TX - Wing-Chun in VR - The need for physics arms! (rY0O4IqmB8g, 513s)
[Music] it's me NIMH suni welcome back to another viewer video today we are back in project TX just for a very quick short video I am working on the hand grab system right now so I haven't done much body structure work although the arms are something that I need to look into make sure they're less wobbly and less chickeny as they are in this video here what I am doing I am looking into ohms once again and I wanted to make a little another one of those runs on arms again because I have noticed recently that a lot of people have been somewhat put off from the idea of basic physics in in VR enough people don't really grasp how much of an impact arms make on the physics side now I know I made a video when the when I was talking about property what they call half-life Alex and that was obviously me talking about forums because everyone was talking about forums and that's the thing people still have this idea that for arms and full arms or something to do with pure visuals I'm not talking about visuals I don't care about visuals honestly personally if you have floating arms floating hands sorry that's perfectly fine by me however half-life alex is using physics based hands and you may have noticed from recent projects and recent games that you may have played that having a lack of forearm lack of arm structure can be really impactful in a game where you've got physics hands one of the biggest problems obviously is where you have your hand over there and then you sort of walk through and your hands now on the other side of the object while your body is on this side that is problematic with a full arm that's no longer a problem and a very good way to show this off is something that requires you to really have a grasp of melee fighting Wing Chun function then dummy over here who of course most people and their training with a Wing Chun dummy we'll use mostly therefore their forearms and of course their hands you know so things like the push here obviously that's in the hands but things like this you know and you can see how we actually impacts your ability to move with with something like this and your ability to actually interact melee fighting is what happened there did you see a jump that's that's me using one tracker I don't know why I keep doing this to myself I keep using one sensor it's not a good idea anyways back to what I'm talking about melee fighting is something that really really requires forearms when you're dealing with the physics hand when you're dealing with physics hands in particular having floating hands that go through objects it doesn't matter you don't need those arms you don't need or arm structures whereas when you're grappling something you know having the ability to you know pull on something for example like this I can do this and I'm now grabbed onto it you see I can do this and I can go in from the top I'm just sort of I'm working with one sensor just because I'm lazy and I don't want to put my other sensor there on a chair because I haven't set up my room nicely yet for VR but yeah you can see here so I've just saw been playing around with this I am training in VR obviously I don't have a Wing Chun dummy in reality obviously I don't have a Wing Chun dummy in reality but yeah it's quite fun to sort of mess around with this it's really quite fun but yeah a little bit of training on a Wing Chun dummy that really shows off your necessity for something like forearms and I keep saying forearms in this case because the thing is a lot of people obviously they think that having a full arm can be problematic I'm actually looking through the viewfinder here on the camera this time I added a little a little fear finder to the camera there we go now you can have a good look at the entire thing and yeah a lot of people think that I'm talking about the full arm I don't mind the full arm because this isn't a body connected system we're talking about in most games there are a couple of games where the hands are actually having an impact on the player movement obviously what I'm doing here my ability to climb up on things just by throwing my arms over it and hanging off like that but in other games most games are trying to solve move into physics now while doing so on just the hands not having an impact on player movement because that obviously he brings its own challenges so when you're doing that and this is something that I did in my hybrid present hybrid test chamber demo which was more about locomotion and a little bit of physics that one had physics hands but they were forearms connected to that they weren't affecting the visual model but they were colliding with things and that makes a massive difference in the balance of things that you hold it it has an impact it is absolutely necessary and I wanted to show that in a nice way which of course having Richenda me really makes that difference see I haven't trained women for a long time so I don't really know much I consider me probably 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# HYBRID Presence System - It's not Boneworks, but it's pretty cool! (rk7GC1It7w0, 678s)
[Music] three named sunny welcome back to another via our video today I'm in a little bit of a VR test space as you can see here and that's because for a while now for the past few weeks I've been working on a bit of an animation project not touching VR at all since so if anyone likes the matrix or likes the styling of the matrix do have a look at that project when I finally make a video of it but for now there are some sample shots on Twitter which you get to see but other than that the another bone works video came out of course which means that I got more inspiration to get back into V Oregon and so I am Here I am anyway so this is a quick sample of the physics based system that I've been working on and the entire character body as you can see is a physics body it's a full rag doll it's all active it's even got the legs that I can sort of move and he does kind of step on things as well but I can't push my legs about as you can see here very unusual but everything else you can see I've added this sort of sliding motion to to sort of cylindrical objects do you see I haven't done any animations on the fingers yet the whole character body mesh is a bit of a mess this is a bit of a cheap model that I got it's one of those free ones off the asset store but I do really need to get a good one or actually make one and I will be improving the fingers once I get the index controller set up for this project right now I do have index controllers but I haven't actually got them ready for this project here so I don't want to really mess mess with fingers when I'm gonna have to redo them anyway now the cool things here is was a nice mess English so I've been messing around with the the way that the physics actually impacts things and changes the way you move so here you can see if I walk into this wall my head from their self from moving through even though my camera is soft clipping through anyway but yeah my head stops me from moving through however as long as I go underneath it today it works now of course that changes things for something like this here we have a much smaller space of much lower space as well now let's have a look at what happens when I go real look so obviously I can't move through just go straight into the wall but if I go real low and you can probably hear me now in my microphone just sounding a little bit more muffled you do and I've clumped into the wall there and there we go we got underneath and now we can climb right over the top so there's no actual mechanics involved there it's literally just me crouching and going into prone laying down and fly clambering through that starts about it it's it's as simple as that the physics engine does all the work now let's have a look at what we've got here a little bit of an obstacle course as always to mess around with I have a door here which doesn't open it's actually clumped and locked now of course we can get through it and there's an easy way up here that grab and you'll start noticing there is a little bit of wobble still a lot of work still to do to get this system working perfectly now I do have a new name for this but before we before I say that let's go down you he we opened the door and there we go brought through the door and that was all on the zipline here now I do suggest you don't don't try that at home since your hands will probably melt off from all the friction and what I was saying I've got a saw name I wanted to coin a new term for this kind of system once everyone starts off moving towards physics and and we're also of trying trying new things messing around with a little bit of physics especially when it comes to body interactions and stuff and I thought you know what I'm gonna give it a new name and I'm gonna call it a present system and that sounds quite cool and that means that this one which is named hybrid as per my last locomotion system which is what I'm using right now is called hybrid presence which is quite a cool name I like it if you don't that's fine anyways let's swing around on these things as I always do with my physics systems and this one's going to require quite a swing wait maybe not oh yeah I could have made it actually one more would have swung right off the edge there so yeah a few rotational problems with the hands there and you can actually tell they sort of move perfectly when I'm moving my hand or when they've connected with an object they float quite a bit and that's because the the sort of damping requires a little bit of cleverness and I just have to do the quaternion math and quaternion math is not something that's fun let's just put it that way it's a little bit of thinking well a lot of thinking every goal and then let's go this way so yeah this is this is all a physics body basically every single object that I grab onto is literally just me grabbing onto the object there's no sort of special mechanics or swinging mechanics or anything like that it's literally just think of this 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# PROJECT TX - Physics & Based? - ADVANCED SWORDS! (rkWjbebZiKY, 2145s)
[Music] It's me, Ninso. Welcome back to another VR video. Today we are back in Project TX once more. Now, this is another little test scene that I've been working on. This was one of my other prototype scenes. It's quite nice. It's got a pool behind you, which is actually quite important for this video. Uh, just down here. And, uh, we've got some other test objects. Uh, you can see those trees in the background or floating. I don't know if you can see them, but you should be able to see them. Um, but yeah. So, there we go. We've got a bunch of test stuff. We've got the character waddling about there in the background. He's just going to run past here as well very soon. Um today's video I wanted to talk a little bit about some uh some wordage some wordage that's that's the way to to go with the with with the names nowadays. Um the vocabulary being used in VR. Uh now in particular I wanted to talk a little bit about the concept of physics-based. Oo what a name that is. Um so yeah very commonly in VR games nowadays physics-based has become the kind of uh the norm at the very least. And uh ooh well yeah uh and uh and yeah I wanted to talk about that. So when it comes to physics based more mo more often than not um a developer will use that term to describe anything that is effectively being uh using the physics engine. Right? So this is the physics simulation engine. Frankly it means kinematic physics. an object drops and waddles about, right? And that's that's the physics engine. It's doing the simulation of collision. You move back a little bit. It's doing the physics uh the simulation of collision movement and then you know the impact the reaction to collision causing other movement, right? And I wanted to talk about how that just doesn't it doesn't make sense to me to use that terminology specifically for uh anything using the simulation engine. For me, it's a little bit more complicated than that. It's a little bit more than that. For me, it's the term physics and then the term based. Now, that doesn't necessarily mean using the physics simulation engine. Take this sword, right? In the past, I've shown how I've got some values on on each of these materials, all of the materials that you see around you, particularly this uh set of materials here. And those values such as density affect the ability for the sword to stab into them. Right? So, for example, here we've got metal here, and I just can't stab into it so easily. Right? What I would consider when it comes to physics-based, I would say that these values are something that are based on physics. Now, they're not necessarily using the physics engine, right? They're not actually simulating anything using the physics engine. It's uh it's just a bunch of maths that I'm doing, you know, particularly based on a bunch of values that I added to the system. They're not even part of the system. physics objects and physics materials like the ones being applied here in the physics engine only affect friction and bounce, right? So, the ability for the sword to bounce off the floor, that's the that's the stuff that comes from the physics material and uh the friction of the object as it slides along the ground. That's it. Nothing else comes from the physics engine's uh default setup. I've added these additional values and uh and they're being used. I would consider that to be physics based. Now, another term that keeps getting used in uh uh this this is me I'm going to throw a little bit of shade, but I'm not going to mention who or or what or anything like that, right? One term that I I'm kind of uneen on using, but I I kind of really do often use it is the term next gen. Now in one case uh uh the term nextgen was being used to effectively describe taking a bunch of mechanics from other games that exist already released and just amalgamating those mechanics into a single product and then calling that product nextG. I think that's a bit absurd. What I would say for the term nextgen, right, I would say it's something that addresses some at least some uh concerns in VR as a whole, right? So, problem areas, one of those problem areas being, you know, wibbly wobbly physics, which is what I'm trying to address with my nextg systems. And speaking of that, I wanted to talk a little bit more about swords because one of the other things about physics-based is that I like to actually connect a number of my systems together. So, they don't just end up sitting as independent systems. You stab one thing here and well done, you've got a stab system. Hurrah. Uh, but that has to interact with other things. Now, you've already seen a little bit of this with the very fact that there are actual values for for each material that affect the way that the stab happens. I've actually made massive improvements to that. And this connects to something else which connects to something else which I mentioned just now. How does sword stabbing connect to water? I'm going to show you. Right. So, leLine truncated
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# How It Works 2 A - Half Life : Alyx - Hands & Physics (rqLEL3kE4hc, 1577s)
it's me name sony welcome back to vr today we are back in the uh in half-life alex and we're on the second episode of how it works uh in this video we won't be talking about movement anymore although there is certain things about it which is mantling uh that i could describe uh but what in what we're doing instead is talking about the hands systems uh the the way that the physics hands work and uh well the works the way that the hands work in general now i'm gonna start this uh start this a little dialogue going so that we can open that door very soon uh but the first thing i want to talk about is actually not the physics in itself but rather uh the hands there are actually three sets of hands in the game that might not make any sense but one of them is an inherent element to vr and the other two are necessary for the way this game handles its physics so what are these elements well the first one you can see uh directly in the menus this hand here what you're seeing is the tracking hand so these are actually perfectly following my real world hands and have no physics or anything like that they are never offset from my tracking that is the raw tracking that you're seeing in the menu and of course they somewhat match in game but in game we do have some physics hands that affect things as well that's not always the case however the things that are the main element are the tracking that we're talking about here so tracking always the same you have two of them and they're always there no matter what most of the time your teleport point comes from your tracking unless of course in some cases it actually goes towards the physics so you can see if i push my hand you can actually see the teleport line moving with my hand however if i if i if i pause the game you can see i'm actually pointing directly and my my other hand is actually sticking in to that hand so there we go you can push that and you can see that actually it's being pushed along right so that the teleport line is actually coming from the physics and which i will mention as the second one so the first set we've got is the pure tracking which you see here right the second set we've got is the physics hand now the physics hand actually collides with everything in the scene however the thing with the physics hand is it is always there and it's never actually connected to anything now that may not make sense but we'll get to that in a moment it's never physically connected to anything it is never stopped by anything other than the movement system and i'll explain that as well the third element is well the third set of hands is what you're seeing so the tracking you can see it here you can see it in the menu the the animated hands the actual visual hands you see them all the time of course because they move around and they connect to things and stuff like that and then the physics hand you can't really directly see it but in most cases the visual hand will try and follow it as well right so how does this all fit together well it depends on what you're doing so the game has a certain element to it which is that it tries to make your visuals look a little bit more natural in the game world as opposed to matching your tracking so the first thing it does is actually manipulate your hands uh depending on what you're doing so when your hands are neat near to something which you can see here it actually manipulates the animation but we're going to ignore the animation for now what it does as well is it actually moves the hand position what you're seeing though is not the physics hand being manipulated so here you can see i can push this hand but that's where it actually hits so you can see that the physics hand is actually offset here the animated hand the visual hand is separate to the physics and and you know what the easiest way to see that is with that teleport line like i said that teleport line is actually matching our physics right now so if i put my hand like this you can see how it offsets from that physics and the same thing applies in other situations as well like when you're moving towards an object like this so you can see i'll keep my hand straight like this and you can see it rotates towards that thing now there's a very slight blend so that it tries to match my tracking in reality what i'm doing is this but it's sort of mostly matching the actual point here before i grab it right and again you can see the physics is actually matching the tracking matching the teleport line there and you can see how the physics hand is separate completely separated from the visual hat so this is how we're handling uh the idea of what you're seeing and how it manipulates physics as well they are separated you don't directly attach your hands to the physics systems now me in my own work i actually have done that in my personal work my my visual hands are directly connected to the physics hands so whenever you see that the virtual hands the visual hands doing 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# IN-DEPTH VR PHYSICS INTERACTIONS - Part 1 (tMDmwD1cQPg, 2713s)
[Music] [Applause] it's me NSO welcome back to another VR video today we are back in Project ex once more uh you may notice immediately there's a little bit of awkwardness in the sound uh that's because one I'm using my Oculus Rift cv1 uh mainly because it's just more convenient it's like 100 million times more convenient for me that uh sensor is in an awkward position there we go that's fixed um also I've had a flu so there we go it's been quite a while since the wow my voice just cracked up there it's been quite a while since wow that happened again it's been quite a while since the last video um and actually I want to mention something before the end of the video this time around um I have a patreon and I just want to mention it I normally say at the end of the video but yeah basically been living off savings and patreon right now so uh yeah if you can if you can join in you can join in if you can't that's live right otherwise subscribe subscribe subscribe don't press it twice because uh then it unsubscribed but there we go right so that's that uh but also I want to talk about funding for the project itself so this is Project TX which is the game that I'm working on which is this game uh this is a tech demo for the game and um yeah I've been considering sort of uh official sort of funding in proper investment and stuff and uh I've been talking to people and that's that but also I want to I want to go ahead and and try and get independent funding as well so I am considering a crowdfunding campaign if anyone has an opinion on that go ahead and mention in the comments say what you want to say uh but uh if I go ahead with it I'll probably be build something like a Kickstarter for the release of this Tech demo so when this releases that'll go live right if that's uh if that's something I go go ahead with and that's life right that's just how it is um that's pretty cool right that's that and let's begin the video so here we go this time around wow my voice is going crazy right today's video is going to be about the interactions this is the big interactions update I've been working for the past month or so uh very important stuff I had to get all of these basic things in it was uh was a lot of work but there we go so first thing you'll notice is in fact if I switch to my view you'll see there's a little bit more uh visual Pleasant going on here I've actually cleaned up things rewrote my shaders a little bit because they needed a little bit more speed so things are a little bit more performant you'll notice some bottles and stuff as well and this Shader here in particular well it's not really the Shader that that's doing the work a little bit of clever texturing techniques uh it looks like a bump map it looks like uh you know it's bumping out here this surface but it isn't right so that's happening here as well there we go nice little uh looks like a bump map but it isn't there's no actual bump there in the texturing or anything like that it's just the specula looks really nice but there we go I also have some new uh shaders for bottles really really nice I'm using similar ones on balloons as well and they look pretty good and then there's a special one here which I will talk about in a moment the first thing you will notice is that there are now some proper sounds going on in the in the world right so that's something I want to talk about because it's uh it's it's actually using a new system behind the scenes for properties uh but before we do that I want to talk a little bit about the physics very quickly because it's something that has been that has been mentioned it's been mentioned probably since the beginning of physics be in VR ever being a thing so I've been hearing this comment for years now um but uh oh you know what I could just kind of turn turn you over no you stay there I'll turn over here there we go now I'm looking at the camera as well as the camera right which is it's a bit awkward um but yeah so talking about physics a lot of people always mention this um it's too strong your character is too strong right now one of the reasons that when you're building a physics based VR game you generally have the player too strong is because you want them to be able to climb right but of course as I've mentioned many a time and you can hear my voice going a little bit crackly today um I as I mentioned it's a matter of actual structure that also AIDS you in climbing right because that's what's happening in reality it's not simply a matter of look at me I can climb with my arm stretched out like that so when it comes to stretching your arm out you shouldn't be able to lift a sledgehammer which is one of the biggest comments that I got told uh cuz I kept talking about uh wobbly physics in the last video or in the video video before that or in every video and uh people be like um yeah of course it's wobbly because you can't lift the OB okay yeah you know what yes you can't lift a sledgehammer 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# -aQuickVid- Hybrid Presence VR Physics makes dancing more fun! (us8NAyUzkw8, 102s)
[Music] [Applause] [Music] [Applause] I'll say - okay - closing time I was holding it and the hand was holding my a cold spot smell of smoke whiskey fill up her lungs with the cold air with a knife I walked her home and she took me inside finished in another perfect night she played the fiddle in an Irish band but she fell in love with an Englishman sterling baby [Music]
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# WHY PHYSICS WHY NOT? - Moving in Unity - Physics in Unity - Intermediate Tutorial Series Part 4 (vOBowFNR3HI, 518s)
it's me names Sony welcome to part 4 of my unity tutorial series moving in unity today we're going to be discussing the basics of physics in unity now this is actually a precursor to power 5 where I'm going to be using a physics system to move our object around and we can see here from a previous part that we have movement based on our camera the problem with this movement is that it can go through walls let's highlight that by making a wall so you can move here I've duplicated this cube down here which I'm now going to scale up and we're going to scale it back as well just to make it a wall so here we can see we've got a wall in fact I placed it on the side of our camera oh well camera moves so that's ok so you can see here that because we're moving our object just by its transform and we have no physics on it whatsoever you can just move it right through the wall that's problem of course but we can fix that let's have a look first at what our player actually is it's just a cube with a transform and a script I'm going to move that back now and what I'm going to place in the scene instead is a sphere this sphere I'm going to put it at 0 0 on the x and y are z values but I'm going to leave it at 2 on the Y and I'm going to move it a little bit to the left duplicate it using control D and then move it to the right we're going to give it material here we are and let's make a second material as well again ctrl T ctrl D sorry we can duplicate materials we can duplicate anything in unity using ctrl D by selecting it and then change the material color I'm going to go with a nice blue and we're going to attach that to the one on our right okay let's press play we can see both of our spheres here and they don't move of course we haven't attached a script to them now this one on the left you can see here that we have a sphere Collider of course we have the same on the right but we're going to remove this Collider from the one on the right there's a reason and this video is all about determining which physics system were actually going to use in our game and I'll explain to you why I'm not going to be using a rigidbody first you have to explain to you what the rigidbody actually does so down here in add component I'm going to add a rigidbody to our red sphere and on our right on us the blue sphere I'm going to add a character controller now character controller is a special type of physics object which allows unity to literally move an object with some collision but it's entirely script based it's entirely unity zone construct whereas the rigidbody itself uses the pure physics system of the Nvidia physics physics engine okay which is the physics engine directly from unity from Nvidia so let's press play and see what happens to our X fear automatically you can see that it falls and hits the bottom floor that's because it is quite literally a physics object because it's got gravity as well we can switch it off and on it's got mass and it has as well it gives you the opportunity to add constraints which would allow you to stop it from moving in those specific axes including rotations so you can stop its rotation from being affected by physics directly the one on the right didn't fall that's because character controller doesn't actually perform any physics at all it does calculations when you move it using unities own special movement functions to move it through objects and determine what's in front of it when you move it specifically when you move it and that's very important to understand it means when an object is flying towards this it'll bounce off the red one the red one will roll away but it'll bounce off the blue one the blue one won't even detect anything has happened what we can do with the red one to have complete physical code control scripted control over it is switch it to is kinematic now this gives us full control over the object and you can see here that it doesn't do any of its actual physics internally by itself let's see to moving those objects now here on our player grab our script and we're going to add two objects very quickly one is a rigidbody oops I wish I could spell correctly one is a rigidbody will call it sphere one and the other is a character controller which we'll call it sphere to correct controller there we go right so what we're going to do here in fact is duplicate our movement control and attach it to sphere one which is a rigidbody duplicate that and attach it to sphere to which in fact Nik requires us to access the transform directly because character controllers don't have their own position very very values switch back over make sure that they are attached to our new reference variables so sphere one and sphere two when we press play you'll see something happening we now have full movement on both of those objects the red one lags slightly we'll explain that later on but you can see even now even though they both have physics colliders on them they can still move 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# Walk-O-Motion VR Locomotion + PURE VR HAND PHYSICS! (Preparing VR for ReMod GMod remake) (vaGn4cZsZy8, 442s)
me mmm Soni welcome back to another video today I won't be doing hey love y'all I know you're all here to see the halo VR but hey no update this well today simply because they gave me my days off from my job very very early this week so I decided I'll probably spend the one or two days I mean I've had a day to work and day messing around with the system um working on some physics yes some actual physics so you can probably see here the usuals or pick up stuff yes well done name so you just did what every five user has been doing for the past two years but no this is what you are seeing aa pure actual physics yeah so the transparent spheres are actually the tracking as you can see but the red and blue those guys are physics objects so you can see they even interact with each other they're actually physics objects they simply jointed to that with a bit of tracking as well and you can see they actually have pressure and pick up things now I can pick them up using the little springy joint that I've just designed for the grip triggers as soon as I let go later up but here's the thing the difference is of course and I've obviously thrown Walker motion into here just to move around the difference is of course that it depends on the weight of the object that's how much it affects it obviously so these are really light objects so I can leave literally just soft squeeze them in either these on the other hand and my tracking just died yep let's try and get into a space where the game can handle it there we go these on the other hand are really heavy there we go so you can see the difference here as well this thing really easy trouble this thing really easy ish to wobble this thing call movie at all compare Lee push can barely push the sofa because it is really really heavy yep I can walk into it because my body can push it just a bit but aside from that I can't really move it these things nice and heavy ish I can kind of lift them I can probably stand one up mm-hmm [Music] you can see completely physics-based so obviously you can drop something like this move it along a bit and just roll it yeah right now obviously the other thing is because these are actually jointed to my body as well and you can see it does fear off a little bit they actually have a two-way thing so not only do they get physically stopped by walls they also attached to my body and physically let me push up on them walls so you can see me here actually leaning on the green thing right that is really cool because what that means is let's just move along a bit oh by the way this vending machine really heavy yeah I can pull and just about shake it but really heavy yeah back into the tracking space the good thing is I can then take this come on there we go take this ladder now you can imagine if my grips were actually detecting edges rather than just anything right now I can physically lift the ladder complim place it there and then with the exact same physics so you can see here the same physics I can use to literally lift myself up the ladder so that's the same physics I can literally I can pull the ladder off now there we go I'm falling down there we go see so we can literally like have pure physics in there now these all these objects are the ones that I remodeled for my dream Audrey make remod if you haven't seen those videos I suggest you'd do check them out because seriously I've done quite a lot of work on there I've got a really nice buoyancy system got some really cool systems on there I've got a bit of VR grappling hook all within a gmod system I've got spawning for all of these objects they're actually not part of the game they just simply load in as with a normal property mod and that's really it I mean all I like to do is just climb around I can probably pull this thing down yeah you can see everything's a little bit springy but it all works really really well so yeah yeah I mean that's the whole thing if I lift this thing for example and you can see how the physics just works as proper physics you know I mean we can stand something there like that take this cube and move this up a little bit take this cube and put it at the bottom and then oh yeah we can do that or we kind of course lift this up completely oh yeah I really need to fix the grip system anyway but and then if we put hey you down you go there we go if we put that over there we can now quite literally climb up onto it if I could climb that was a complete mess but who cares and then obviously if we took say an object from down here like so and threw it at the edge over there and then I was to jump on that side that thing would go flying let's see if I can kick at that point really I can't make it I can't climb that high oh well that's about the whole video really just want you to mess around with this system hey I don't want to go inside the thing yeah so you can see them and I can just climb on top of it and you can see the difference in weight on these doors this thing I 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# HYBRID LOCOMOTION - Beyond Gaming (vnJ3bS4MqCw, 648s)
it's me named sunny welcome back to another vr video today you can see me in the vr world along with me in the vr world which is brilliant today's video takes place in this little area which i've built for testing i'm just going to do a quick pause and replay here just because the game is shuddering a bit there we go that's nice and cleaned up the issue uh now what am i doing here well today's video is about locomotion so i've just been working a little bit on the locomotion system but before i mention that i do apologize for my uh nice and messy uh apartment right now it is being lived in so you uh you have to understand it's uh it's not the most uncluttered of spaces now i actually already recorded this video just now um about a 20 minute recording so hopefully it should be shorter than that but even then the microphone on the rift was set too high and i sounded like i was shouting into an old youtube video uh talking about piracy now um now let's have a look at the locomotion system here so uh what i'm doing here is just testing a an amalgamation of all the little the locomotion systems that i've been working on at least the modes that i've been working on this little area is just a simple place to walk around in and as you can see i'm using my regular locomotion system right now which is uh based on the joysticks so here the uh the left hand joystick controls my direction uh you can see i'm putting it fully and you can see i don't move much at all it's entirely based on my movement in the real world as well now i do look a little bit funny while walking like this um on camera but uh that's okay in in game i feel perfectly fine and natural in terms of leaning most of my body weight on my left foot and then on my right foot and that's how it works by doing that you feel a bit like you're walking and that controls your locomotion speed and then as you move into a jog you actually feel like you're jogging and it makes you move faster however that is the base locomotion system that's the hybrid locomotion system by name and the intent there is for it to feel like you're walking or running around in the game world without losing the fidelity of a proper regular joystick based locomotion system so here i can control the direction perfectly correctly why because i'm using the analog stick but i also have more fidelity in terms of precise control of the speed i can choose to go slowly faster a little bit by walking and go into a jog and then go into a full speed jog excuse me i have been drinking a little bit of pepsi right now not sponsored never will be probably but there we go but that itself is is brilliant for games what about if you just wanted to walk around in the game world well i had shown something earlier on in a different in a previous video which was about hybrid exploration mode and the idea with this demo build is something that i'm going to put out this week i'm going to try and put this demo build itself out very soon but i wanted to put in all the little bits and bats to to make sure that all the options are available for you to truly test the different versions of this locomotion system and what i did is i actually amalgamated it here into this build so you can see this blue ring where i'm standing here this blue ring is i've placed it at the center of my play space or sort of the center of my play space and it decides what direction i actually walk in so what i'm going to do for now is actually put my controllers down and press that button to reactivate this hybrid accessibility not accessibility but exploration mode and you can see i can just walk around the same way as before but this time completely hands-free and that's the whole point right if i wanted to jog around this area i can do so now the thing is with this you can see i'm actually starting to move around in my play space into maybe less desirable areas in in my room in terms of just good tracking or safety problems so what i can do here i've added something uh a very simple and it is the ability to rotate uh fake rotate within the game world so all i'm doing is actually looking down tilting down by a specific amount and once below there that's the threshold here and then i simply rotate my head in a slightly sort of quickly quick fashion and that's about all i have to do it's not painful at all don't worry it doesn't feel uh stress on your neck or anything like that it's purely just looking down and turning your head it's uh it's not that not that difficult at all and if you feel like it is a bit difficult then all you have to do is look down and turn your body it's a it's just the same because of course the body's not tracked and that's the intent here the the idea is to be able to move around quite easily and feel like you're walking around without having to have those controllers the the point of not using the controllers is to give you the ability to walk around in this game world but in the simplest way possible 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# PROJECT TX - Back to First Person! (xknNoliE-wM, 1037s)
it's mean and welcome back to another vr video today i am going to go through a number of the things that i've done in the project dx build um just purely in first person as a bunch of people have been asking about uh first person videos i know that there's an element of it looking sort of a little bit more real when you do vr in first person i obviously use the third person camera a lot in my videos purely because i have one it's kind of uh a little bit showy i guess it's like okay i can do vr but with a third-person camera and switch it's like wow uh now in the last video i showed you some uh physics camera so we can just drop the camera on the floor i'm gonna drop it here and then go through the um the course the obstacle course uh in in first person as well as a bunch of other things that people wanted to see in first person things like the sonic ball and everything and i'll explain a bunch of things about that as well so uh let's switch over to my camera view and say goodbye to the camera goodbye camera [Music] oh yeah we should probably bring that back up um i'll drop it here where it won't fall through the ground let's hop down i missed the barrels let's switch the player skin just for some nice uh cool stuff we'll leave speed to normal and have strength strong and you can see his elbows kind of pop out a little bit so definitely a little bit of work still to do on on those things we'll grab our clampy things just to make sure we can uh get back up if we fail whoa [Music] it feels about right uh being a cat and doing a bunch of climbing things yeah all right let's swing and uh [Music] you can do it nice and quickly um with low strength you do have a little bit more trouble with the swinging because of course yeah so you'll notice that i do kind of push myself when i'm throwing my body up like this i sort of pull down uh like that and sort of launch myself again that's a physicality thing um it's a strength uh manipulator if you if you sort of use both of your hands you're gonna accelerate a little bit better yeah so if you just use one hand it'll still work because i'm in super strength mode but if i'm in low strength yeah then it's a problem and just give you a little bit of a show just sort of switching around [Music] glitchy tracking small tracking glitch there whoops oh see this is what happens when you try and use one hand [Music] of course i've become quite fast at climbing anyway but there we go let's grab one of these this time a broom hit okay let's just do it this way [Music] there we go [Music] right [Music] right this gets a little bit annoying if you have a bad start angle oh that was just about and i'm holding the other one there we go okay we're gonna have to swing quite a bit need to get back in my tracking space there we go right okay and a swing fly me time planning time slimy time [Music] and we can just sort of walk straight over this step here [Music] don't know what happened with the hand there it tried to grab onto multiple areas we can climb a little bit faster like this again if i had low strength climbing is still a problem these are all physic boxes cat boxes i love the cat block project caller down you go and up [Music] grab [Music] i have grab a balloon oh i missed bang look at that shot wait ah yeah well let's see what it looks like when you don't power it now when you do power it stepping on balloons that's fine [Music] a little bit of glitchiness when you pull on the hand yeah but uh when you've got the high strength hands it's really cool especially if you grab this for example and then you can do this these are very light objects but if you take the heavier ones you can still pull them towards you you can see i i kind of got pulled a little bit as well it sometimes pushes me forward [Music] it's really cool missed i missed again there we go oh i love doing that really makes you feel powerful and then you can just sort of pull towards the wall as well so yeah [Music] let's uh see how it feels to get boost around in first person grab one of these now you may not have noticed or you may have noticed but uh the color of the power of the boost changes when i power it up when i press the a button so this is the regular boost and then that's the high power boost when i press the button you can see it it's supposed to be a blue flame but i think i haven't modified the colors since i upgraded the project um and actually with one booster at full power you can't push yourself up unless you're on super super powered mode but there's also one cool thing about them which is that they do actually push things as well there you go you can actually use them to push things and now i'm actually actively pushing against them as well so if we go up there for example this is where things get really cool because the force that's coming off the push is actually really good for things like balloons [Music] very cool so let's fly around [Music] and if you use the right buttons at the 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# 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 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# VR SURVIVAL using PHYSICS, and PARA-GLIDING! - Re-Mod - Walk-O-Motion (ySaSe4D7t8k, 744s)
it's me names sunni welcome back to another via our video today we are back in the remod sandbox the physics setups and stuff we are standing quite high up over here as you can see we've got some new water down there and we're down there is where we where the last video took place but today we have something quite cool this here is a hang glider with a lot of force as you lift it up and down you can move it sideways pretty easily though and of course it's entirely physics based so we can of course grab it with both of our hands here as you would with a real paraglider and then we just have to hop over the edge let's have a look one two three point it down and then as I lift it and you can see in the shadow oh I can lift me I actually get some of updraft now if I did a little bit of a boost the engine behind it so I can technically fly with it which is pretty cool let's have some fun it's a it uses the actual updraft that you care as a result to push it upwards and very slightly forward as well at the same time so you can see here I'm using the boost right now but I have also got a button to lift myself quite a bit and of course you can let go of one hand so you can quite literally fly with one or glide with one should I say and with the other crash into something else right so we can quite literally let's say grow up one of these as we know these are the superpower guns and then hold up pointing me backwards and let's go and we didn't really move much but you can see these things shoot as forward well the paraglider itself there's all the flight mechanics and you're probably wondering why is there a bunch of trees down there well that's the next thing we're getting in into today I'm gonna be working on some RPG style elements too well in within VR let's just drop this off over here where's it gone and it's fallen in the water so you can see in fact I'm going to reset while I'm shorter as you know I was testing this with a much lower height so you can see here pretty standard trees to do to do and here we go let's have a look at what RPG elements I'm talking about so here we have some really oversized axe shapes this one is pretty short this one's much longer and heavier and then I know that one this is literally just the axe head so let's have a look now what's happening here is we've got full physics based forces and when it hits the force is measured to create the thus the sort of the amount of damage to the tree so do this and you can see when I hit it hard enough we get a number flying out the top you can see I'm putting by a bit of effort into hitting it and I'm getting threes and fours and that's because of this axe head now if I take the longer axe which of course has the axe head the same mass so this is the same way except on a on a longer shaft and then wonder with what happens now you can see we get higher numbers it's much easier to actually hit and get higher numbers and you can see when we've hit a hundred we've actually chopped the wood itself now let's have a look at those numbers again five four three come on we're gonna get higher than that eleven I got a sixteen there Oh thirteen three so you can see those numbers are around the sort of tens to 20s maximum here with a much longer shaft and a slightly heavier head we got a twenty six out of that quite heavy and we've got much more you know we got much more impact in each hit twenty two and you can see we knock it down pretty quickly now this is really heavy so you can imagine if we have a much much heavier object on the end attached to remember this is a this is a sandbox this is a physics sandbox so we have the ability to attach things once this once it's done properly now I've done it preemptively here and we've attached some actual guns so you can see these are actual guns and you can see I'm shooting it actually does fire the bullets these are some actual guns all wrapped up together four of them with an axe head on the end and this will act as more weight so this is these are physically attached there's actually a physics object here and a physics object here here here here five physics objects all wobbling about right now and they all act to increase the weight of the head [Music] and you can see this act more like the shorter acts rather than just the head by itself even though we are I just hit my controllers together there we are technically using just the head up here but it's attached to some weapons which increase the mass and wobbly about quite a bit now of course we could change the way we do this and increase our speed instead which would probably cause the same results and we can do that by using this there we go we go I have a button that allows me to hover but it doesn't actually speed me up you can see that from that hit there we did actually hit I got an 11 there but yeah it's probably easier just to smack this thing now the idea is that you could technically take a rock a sharp-edged rock from anywhere imagine a 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# Walk-O-Motion VR, Hand Physics, Minecraft Swords, Ledge Detection, Grapple Hooks... (zG-l4fhRRng, 612s)
hey LEM Soni welcome back to another via our physics demo test video thing whatever you want to call it today we will be showing back the collision physics I've gotten thrown back in yes you can actually physically lift labels and stuff if you're wondering what these white things are they are non-existent that is where the Ray casts are being done for something what is that something right let's have a look so I'm holding the triggers right now nothing is happening nothing is happening I'm not grabbing the table however I grab it at the edge I can't grab it that is because I've got edge detection on now yes you can see them they actually clip on there you go clipped on and ignore the set of swords here edge detection isn't necessary for things like this which is a sword so you can actually grab it at any angle I've had a sort of a grabby section here the blade however does not work like that it is a physics thing all complete physics so you can actually swipe with it you can't push this table along and drop it throw the sword let's get this ax over here so you can see that with both joints you get two-handed weapon weapons fling right so we've got a random sorted assorted set of weapons for attack just for fun you probably recognize the place the place is the Tuscany demo the original oculus rift demo except here you can see a few missing sections here except I've done a lot of editing on it to make it work with all of my little physics e things we also have a Minecraft sword just for the fun of it it is a nice diamond shiny color so you can see it here nice and shiny that's a swing swing and of course it's all physics these are all physics things so it actually pushes things and of course the barrels as well I can't grab them from here however I can grab them from the edges right the same applies here so I can't grab these walls look you can see that pushing on them pushes me away but I can't grab onto these pipes oops missed come on so there's no pre-existing grubby sections on any of these things nothing here is set as oh you can grab this or you can't grab this every single bit of this is completely detected by the edge detector I also made the windows physic see if I could reach oh I can't reach that one of course they work on the edge detector as well we let's just climb through the window even though there's a door right there hmm yeah didn't detect ground there the books unfortunately have no back again I did not design this scene that was designed like that the chair of course also physics the table also physics nice and hot right yeah so you can see absolutely everything is physics it's all possible and grabbable the reason the grabby system is so cool is that I don't have to pre build anything everything that is supposed to be grabbable based on real world is grabbable of course that does mean that I can grab on edges like this for now but I will fix that very soon for now it just works oops and I'm failing because all my tracking is going crazy yeah these pipes are quite hard to climb because they don't have they have like a curved edge that's causing a bit of a problem with this but I can't climb them [Music] we tracking is going crazy by the way that's because I'm using one tracker instead of more than one because I don't have much space in my room so using one it's just it's just easier so I can still push on things and climb along them like so but it's just easier to grab onto the edges and walk along so now I'm on top of the roof we've got the nice fountain I could do some water effects and whatnot soon I could easily do that it would be quite fun to see your hands just dripping with water there when you lift them out of course this is just a test scene for the fun of it was testing this here grappling-hook thing does not work out too well so even though you can't throw it over the edge this happens actually worked hmm there we go yeah so you can't pull it more than that I can't go really far oh there we go yeah that's what happens of course we can climb this rope or we can swing on it right so the best part about this is that you can climb this rope and then need to find an edge there we are that's an edge swing right under okay we're gonna have to do from there we go and now we're climbing trees it's already detected as well none of this is set as or you can grab this or you can't grab this so you can saw stacking these things and then just lift yourself and stand if I could track it properly yeah I hit my bed oh well flowers right let's just get through these little crags there go and just for fun I imported a completely random ship from from the net no textures or anything who cares this is all just yeah this is way too big look at the scale of this of course again grab the edges work perfectly I would love to drive one of these I say drive captain one of these I'd love to like work on this kind of thing instead where once I've got this system working perfectly there we go 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