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BIMOS/HexaBody/Boneworks reference, Box3D native joint mapping (spherical/motor/prismatic/distance), superseded-as-target note - AGENTS/HANDOFF research pointers Co-Authored-By: Claude Opus 5.5 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 - SEATS! VEHICLES! and other updates! (0nP-4SatYVQ, 1034s)
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[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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