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  mapping (spherical/motor/prismatic/distance), superseded-as-target note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 - 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 you canLine truncated