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BIMOS/HexaBody/Boneworks reference, Box3D native joint mapping (spherical/motor/prismatic/distance), superseded-as-target note - AGENTS/HANDOFF research pointers Co-Authored-By: Claude Opus 5.5 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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# 3-Day-Prototypes - RAGDOLL AVATAR MATCHING (NNHXKJLjzDo, 941s)
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foreign welcome back to another VR video today we are in not project ex actually this is a prototype that I was just working on since uh since Saturday and right now it's it's Monday so this is a three day prototype really really quick um quick turnaround as per usual it's called The Avatar scale Zone and this is just a quick test of of Avatar scaling so uh on on Friday I believe the bone lab trailer the the latest Gameplay trailer came out and um yeah they have some really cool scaling mechanics in there where the character can literally embody any character size and I kind of wanted to try it out I can't wait until Thursday on release so I just rebuilt the whole thing myself well just a very prototype version of it just to test how the Ragdoll system would work with that um in fact my Ragdoll system was already kind of half half able to to handle some of that this is a completely Rewritten from scratch the the face body so it's very very simple there's no crouching mechanics you can see you can't crawl or anything the the physics is very wibbly wobbly and the elbows kind of go all over the place a little bit but that's fine right it's just it's just a very simple simple way of doing things but what this is is all to test scale look at the size of King Kong so um the system actually in itself it scales the character but also scales the Ragdoll pieces all separately independently and then strength as well so there we go here you can see these boxes here just for testing are all physics objects and they are ranging from a nice 50 kg box over here which is very easy to push around by myself uh all the way up to 10 000 kg so 10 000 kilograms right there there is no way I can push that you can see here even Simple Things become a little bit difficult to push and then the larger objects are impossible even if I run into them full so let's have a look at how the scaling system works look at the scales that we can test so here we go um I'm actually acting as this dude so there we go here you can see a mirror of my of my Ragdoll and there we go it pretty much matches matches this guy so this is a guy that kind of matches my natural height now the scaling system what it does is it takes your waste it takes your shoulders it takes your stomach it takes your hands uh arm length so there we go this is this is a full extension but obviously it's not perfect right now because this is a this is a simple project it takes your head size it takes your neck all of that and scales it according to the profile for a different character let's say for example um let me just reset my default I switch to Mario right so what it'll do it'll scale my view down it'll scale up the collision and the Ragdoll and the shoulders and the size of the waist and everything to match Marios so there we go you can see it matches Mario right and I still have all of my ragdoll physics so this is let me go I can hit the ground and I can jump uh now in terms of strength scaling I haven't given their profile strengths instead I've just um I've just scaled it according to according to the height right so these guys you can see Mario can't jump very high which is ridiculous and then of course we can switch to Luigi there we go nice and Luigi sized and you can see the arms are a bit wobbly but uh yeah these are all the Ragdoll pieces separately scaling um and they're not using local scale or anything like that they're using the actual colliders or changing size and the length of my arm is also changing size this is where things get really cool so if I switch back to default you can see that I'm actually taller now at my standing position but when I crouch I can actually touch the ground it's all very much the natural size right watch what happens when I become DK watch the controllers very carefully I'm not going to move my hands notice how they're further away that's because I'm actually scaling the distance from your body to your hand meaning that we can actually match the length of the arms of a character like like DK and now I naturally have that length so even when my arms are stretched out they're actually stretched out with DK despite the fact that it's far longer than my arms are relative to my body now you can see his head matches as well so this is kind of me match moving to Donkey Kong right so and you can see his jump is much higher because his body is just bigger and this is really cool so if I switch off the physics mirror you can see he just he just has his arms able to just climb over things right so this wall which is now almost one arm in length right I can just kind of climb straight over with one arm used to be very difficult I needed to actually jump that high to get to it you know as this guy so here we go I needed to actually jump much higher and then with DK who can just reach the top right a little bit of a hop and I can just reach the top wonderful let's switch to the next one which is the Hulk so again here we've got the size 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