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  mapping (spherical/motor/prismatic/distance), superseded-as-target note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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# 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 do that Line truncated