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BIMOS/HexaBody/Boneworks reference, Box3D native joint mapping (spherical/motor/prismatic/distance), superseded-as-target note - AGENTS/HANDOFF research pointers Co-Authored-By: Claude Opus 5.5 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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# IN-DEPTH VR PHYSICS INTERACTIONS - Part 2 (BTlY8SWLtgo, 1946s)
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[Music] hey before we begin the video I just wanted to quickly say I have been surviving almost entirely of patreon and YouTube at the moment so if you're able to join in uh please go check out the patreon it's in the link in the bottom there and the current patrons are written here on the board thank you tubby for that uh also subscribe subscribe subscribe as usual and when the I am planning on doing a crowd fund for this actual project as well although looking for other funding methods as well so when that's up I'll be showcasing it and I'll I'll explain that and I'll talk about that as well when it's done uh that's all for this and let's get onto the video let's go you can you can stop now we're done it's me n so welcome back to another VR video today we are back in Project TX uh this video is going to be the interactions video part two uh two um last week well actually last video it wasn't really last week last video I was talking about a lot of the interaction systems that I had in the game and um yes I am being a little bit quieter today because I still haven't figured out what is wrong with all of my audio being overly boosted and over Amplified my microphone is is is really messing up as well my Oculus Rift cv1 microphone is is being boosted for some reason so the audio is just hitting those uh those those uh very very extreme thresholds and you're getting a lot of quality de degradation this is not how the cv1 usually sounds right I've got previous videos on this channel where the audio does not sound this bad uh now today's video is about guns and other types of interactions that we weren't dealing with last week mainly because uh last week was kind of talking about the overall systems like the attachment system and all of that good stuff and this one is more using those systems which does also mean that there is not as much polish in this stuff as there was in the last uh video and the stuff with that before we begin I just want to show you something that I was going to show you in the last video yes it's a this is really fun thing I'll take a bouncy ball and it get back here it's this it's this it's this pipe over here just just for fun just for fun right just for testing we've got a we've got a Mario pipe because of course right just some form of transportation I absolutely just love having little random physics things in my games but there you go go yeah you've got a nice transport pipe uh but there we go woo heyo so yeah you can just press the button and you get transported up uh but there we go some ridiculous stuff uh there is also some uh removal zones but I show you one down there there's one over that side um that side over here uh no I don't want to take a a ball but there we go look if we take one of these explosive GS blanket here and 1 two three kabo it's gone wonderful beautiful right there we go yeah I I wasn't able to actually push his sword out of the way um but there we go right beautiful right let's have a look at this stuff here uh I have made a mistake and not corrected the things here uh let's talk about a bit about the attachment zone system uh well actually we'll look at guns first so switch over to my camera thank you and uh here we have guns of course uh we've got a few just test guns we've got some none of these models are mine I haven't done any custom work I need to do some custom work they've there's performance issues right now um but there we go right um you get all the the usual stuff so we've got the the nice sort of Mac 11 whoes we've got a little toy version of that uh we've got the toy versions of the 1911s we've got the 1911s themselves and a longslide version of that too and then the Glock names uh will be replaced of course uh in reality um the thing with guns is they are a little bit overly mechanical in comparison to basic sort of grab grab stuff and that means that their interactions are going to be a little bit more complicated and it won't be as polished as I mentioned just now um one of the things that I was going to I felt that I would probably have trouble with though is is the actual like physics of them right so outside of the view for now we'll look at that in a moment but the actual physics of them having an outstretched hand actually you know recoil about right I'll talk about The Recoil actually it is uh it's not set it's not a set value which is really cool uh what's happening is it takes the distance from the from the actual section where the bullet will start accelerating and it performs a calculation up to the end where the muzzle is and it bases that on the actual uh the mass of the the mass of the bullet and it applies a force in accordance with how much that acceleration would have happened right um but it did end up with a pretty good result on uh and you can see because of structure of course as I mentioned before the hand gets thrown back in ways that you're not used to uh with with guns right uh with the guns in other games maybe rLine truncated
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