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BIMOS/HexaBody/Boneworks reference, Box3D native joint mapping (spherical/motor/prismatic/distance), superseded-as-target note - AGENTS/HANDOFF research pointers Co-Authored-By: Claude Opus 5.5 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 - New Physics, New Control, New EVERYTHING! (9f7Bq_R_wHs, 1307s)
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[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 flopping and woLine truncated
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