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BIMOS/HexaBody/Boneworks reference, Box3D native joint mapping (spherical/motor/prismatic/distance), superseded-as-target note - AGENTS/HANDOFF research pointers Co-Authored-By: Claude Opus 5.5 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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# TINY OPENWORLD / Knights - New Ragdoll System - Physics Sandbox - Unity (8kkeh1RQfUo, 607s)
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[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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