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  mapping (spherical/motor/prismatic/distance), superseded-as-target note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 / HYBRID Engine - 3-DOF FULL TILT Player System! (D4SfYp2e1oI, 1264s)
[Music] it's me nmo welcome back to another VR video today we are back in Project TX I know it's been a very long time uh since the last video uh there have been many things to be done in the personal world so I got them done yep and uh so here we are now there's not many upgrades that I've put into the actual project uh recently because uh just been up to stuff but uh that doesn't mean that there aren't things that need to be answered uh questions that need to be answered so recently there was a video Woo from a channel called uh mind Palace of M Madness and uh that video led to a lot of people seeing this project and seeing my channel and seeing my work which is brilliant that uh really useful actually and I've seen quite a large uh increase in viewers recently uh which is brilliant there we go now today's video is not just going to be about uh answering questions although that's what I am going to do um it's also got a mechanic that I wanted to show from a while ago um when I say a while ago I mean it had to be implemented right at the Baseline of the of the game systems but before I do that let me just answer a few questions so the first one which is very important is what on Earth is this because a lot of people have been wondering is this an engine is this a game what's going on here so uh I've got these two posters here which are completely pointless there we go we got one over there uh which I can't see there we go that's brilliant right okay so there are two things that you need to know of in terms of names one is the project TX which is the name of the game that I am working on uh that's what this will be this uh these systems will be working in in in this game project TX this is just a temporary name for now I haven't really thought of a name uh well actually I kind of have but it'll be known to you later and then on the other side here we've got hybrid presence engine hybrid is the name presence engine is something that I've been trying to coin as a term for a while since I ever started doing um uh the full ragd doll physics based systems uh for project TX before the first video that says project TX on it actually it it was called present system before um but it's not really one system anymore it kind of handles everything you I've got Locomotion systems I've got full body systems all the body posing and everything you know I'm being able to do this and go into actual crawl all of that I've got the body adaptation systems all the ragd doll all the physics everything right it's all connected it's all there and the ability to actually change and and adapt into different body systems like this body shapes and whatnot you've seen all of this and it's really cool I can become a Mario and it actually moves correctly you know uh if I zoom you out a little bit you can see me actually kind of moving properly and even the jumps and even the feet move in a natural way right which is all brilliant it's all beautiful that's all this what I'm calling the hybrid presence engine and uh some people wanted to know is this going to be is this going to be available to other developers with go on the asset store and stuff like that now what I want to do is I don't really want to put something like this on the asset store this has taken me let's say just under a decade eight years of of VR you know eight nine years of VR work and Innovation all kind of Amalgamated into this one thing which can do all of these things all at once uh so I don't really want to go with the standard method of putting out an engine or putting out some asset it's not really as simple as that what I would like to do is I'm I'm considering the possibility of Licensing uh down the line once I've got a kind of game out here you know uh on once there's there's an actual game going on but that's uh that's for then and now is for now now for those of you who have seen this area before or have watched a bunch of the videos you'll notice there's a few large structures in the background that have been added here that's what I was talking about earlier where there's there's actually quite a few things that were there before but you haven't actually seen them but one of the other questions was about whether this system can handle something like gorilla tag uh so there we go we've got all the body adaptation you've seen the shapes and stuff and I decided Well you know what I'm not going to just answer that question I might as well show you so here we go I'm going to switch into a custombuilt character model it's not exactly it's not exactly a char model it's not an actual Avatar model it's just one that I've built out of the colliders what you're looking at is the actual shapes of the collision and you can see the hands are a bit too small but that's fine they still work and if I just go into a Crouch you can see there we go and now I have actual gorilla tag style mechanics and I can actually grab things right so there we go I can grab things I can liftLine truncated