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  mapping (spherical/motor/prismatic/distance), superseded-as-target note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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# VR Hand Physics, but it's a Seated VR Experience! (Fg7fPRWe8Bw, 534s)
[Music] it's me n Sony welcome back to another VR video today we are back in uh well we're in a different project unusual project today um I'm looking at something that I've been working on which I mentioned I am working on a um seated experience so this is actually the one that we're talking about here and uh it's actually physics based um sort of character movement again uh so it's a little bit of an unusual one it's a vehicle project obviously uh but it's going to be a bit of one one of those sort of tricky type of games where it takes a little bit of tediousness and a bit of skill to sort of play a little bit uh one of those sort of Rage games uh anyways so the way I'm controlling everything obviously they are physics based objects so you can see here I can just push the steering wheel with my fingers and these are actually physical fingers so you can see how they get pushed about and stuff like that so I can actually sort of clamp onto the actual steering wheel and hold it tight like that the same thing applies to the mirror here which is a little bit too loose and will sort of drift as you drive around and you can see in fact it's already doing that as I turn uh you also have the gear stick which is simply two gears it's drive and it's um reversed so that's about all it is right now there is going to be more uh complex it to the game but for now this is what it is so let's just have a look at the sort of game play of it and how it all works out like I say these are pure physics hands as well as per usual and you can see here there's a there's a window here that I crash into when I move my uh hand there I can however lean my head through the window and that's something that I'll be working on as well uh but for now this is what it is now the other thing I should mention is the way that I'm handling the wheel physics in this uh video video in this game and oh my God there's a knocking sound I don't know whether you can hear that but it is what it is anyways so the way I'm handling Wheels here obviously you can see how they turn when I turn the wheel here you can see the wheels turn those wheels are not actually uh real Rolling Wheels so uh normally with unity the way you handle Wheels is you use the uh wheel collider that thing is pretty terrible uh for anything that isn't sort of a a sports car it works great for a sports car where you've got very little suspension anything with a lot of suspension when you drive over an edge that uh let me just not turn it so much when you drive over an edge that uh is sort of quite a quick change in altitude the wheel colliders are pretty horrible in terms of the way they handle suspension and that's because they're not even wheel shaped they're literally just a rare cast downwards with a lot of uh physics logic now unfortunately have having very quick rolling objects is also pretty bad in this in this physics engine so the way I'm handling it you can actually probably see that is when I actually drive you can't you can see that they're not actually rolling at all so that's because they're pure smooth uh physics objects that are on a spring joint which obviously connects to the vehicle however the difference is um instead of actually rolling I'm uh sort of I have internal variables that make it act like it's rolling um so it physically works as if it's rolling so I've got sort of internal variables like uh uh revolutions per minute and stuff like that or it's actually in per second and uh I sort of work from there and I have friction based on how fast the wheel is you know calculativeness it's not actually that easy it should be very easy and they give you a wheel collider to do that it's terrible I absolutely hate the wheel collider as with most Unity physics components anything that Unity tries to do in its own sort of version of physics that isn't based on nvidia's physics engine and I think the wheel collider is based on their own uh nvidia's physics wheel collider but it's not the same obviously because this one's made by un but what whatever it is it's uh it it it doesn't work the way you sort of always want it to and it's really pretty bad for a modern modern day game anyway uh so that's that um a great uh great start there I ended up landing on the side let me just uh restart the game there and I'm back and of course let me just reset my mirror you can see that the mirror is always sort of drifting and you can see my brake brakes are quite powerful as well a it's a bit of one of those games but you can see it's it's quite easy to actually handle everything it really does work properly you can see I can just sort of switch to reverse and sort of reverse suddenly and switch back to drive I don't know whether you're seeing that on screen I have got a sort of different field of view on screen than usual um that's uh only when it's a simple project I can have a sort of secondary camera for the recording uh but anyways that's all this is just a sort of test area tLine truncated