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BIMOS/HexaBody/Boneworks reference, Box3D native joint mapping (spherical/motor/prismatic/distance), superseded-as-target note - AGENTS/HANDOFF research pointers Co-Authored-By: Claude Opus 5.5 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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# rMod Physics Sandbox - Hybrid Presence Sample Demo 1 - Non-VR (DMn0P3K85jE, 957s)
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it's me NIMH Sony welcome back to another video today I'm playing the hybrid experimental sample demo number one so this is the first demo I'm making that's released or is releasing on the ETO page so have a look on there once this video goes up so what I've been doing I've been working on the actual sandbox physics for a while and it is something that I've been sort of wanting to do and had done for well a long while ago I made a working you know physics gun that actually works logically with the rotations working properly and everything it is something I've been done before anyway and I've been working on improving all the sort of physics for the buoyancy system for example and as well as that I have been working on some other physics and mechanics as well and when I say mechanics I'm so more talking about the actual character motion so character movement is something that I've been working on and getting it as good as I can so it's so of as reactive as it should be and the character himself should work as if he's part of the world everything sort of works properly with proper forces coming from every every direction and everything now the other thing you'll notice however is that this character isn't just a standardized character and what I've been doing for a while now and I mentioned the I mentioned in my earlier Twitter posts a while ago about the AI ragdoll systems that I've been working on to make a simplified version of my rag doll character motion for the AI and that's actually what's going on here rather than using the VR present system which is what I'm working on the overall sort of present system as we've seen in the previous video if you haven't seen that do check out the hybrid presents video which shows how all these sort of physics based character movement works in VR what this is however is the player is actually an AI rag doll so this is how the AI ragdoll system works able to actually sort of physically grab onto things and that's exactly how the hybrid system works as well where I'm actually physically lifting my body up and everything like that now there are some heavy objects like for example this or here pull that down II it's actually too heavy for me to pull down really yeah there we go and so yeah you can actually see how my body saw these gets pulled about as I move it however of course we do have a physics car so yeah you can freeze things in the air as well and of course the other thing I can do is actually change the colors of objects yeah let's have a look at the menu here we've got some simple aprox boning here just basic stuff like the boxes they come in different sizes as well and you can actually change the scale of an object that you're lifting before you spawn it sorry and the the actual objects themselves you can remove them as well from the scene so let's let's have a little bit of messing with the actual physics itself now each object has its own base mass but you can actually change the mass I had limited it I believe to 999 yeah I'm probably gonna increase that to 9999 just to just add some sort of fun to the system make it a little bit more easy to play with to actually activate these settings the objects themselves when you spawn them will be default when you click them unless you activate these settings with the little checkbox next to them and you can of course play with the buoyancy as well so let's just show you the basic sort of systems here if I spawn a very very light object so we'll go with a mass of five little box here plunk it on the end it'll probably not even go down there we go yeah I thought that would be the case we'll switch that off spawn a larger box and I'm going to need to get onto that now there's a little bit of problem with the actual grabby system I'm not able to actually climb up on top of things and I'll be working on that just making it sort of work a little bit better but for now you can see for me you can see that that actually works and of course you can actually grab things as well as this off throwing falling about in the app and let's have a look at how buoyancy and stuff works too we can of course roll these objects around - and these are non buoyant spheres by default the sphere is fully buoyant so you can throw a ball in there and you can see that's a buoyant sphere and of course you'll also notice that when things hit the water they actually roll about this is a based on pure physics pure real real world physics so things like this do they actually roll over the top and of course they do actually bounce over the top of the water as well if you really throw them fast so you can see actually rolled over the top now that's based on real world physics essentially what happens is the air friction is obviously much less than the water friction and while the object is half way into the water like this sphere here you get less friction above more friction below so there's more of a force pushing back below and as a result the objecLine truncated
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