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BIMOS/HexaBody/Boneworks reference, Box3D native joint mapping (spherical/motor/prismatic/distance), superseded-as-target note - AGENTS/HANDOFF research pointers Co-Authored-By: Claude Opus 5.5 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 - Physics Upgrades and Hand Poses (UZVgfOtjD1E, 1041s)
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[Music] it's me nem Soni welcome back project TX today we are looking at a somewhat short video hopefully hopefully anyways and this video is about hand poses and a few little itty-bitty things that I've done mostly behind the scenes so firstly the hand poses I actually had a four-day weekend this week so as such I did something that I've been meaning to get in properly again for a while which is hands and as you can see here we also have a little bit of an extra bit here which is because this video will actually be a two-parter when I say two part is actually two parts in the same video so no skipping or anything like that and that's because I will be showing you the editor as well as the actual VR system right now you'll have to ignore any sort of jumping tracking issues because I am using one sensor because I'm lazy and I don't want to put the other sensor on the table and move things about as you can see I actually am not using the knuckles controller or anything special like that this is just the oculus touch controller and you can see it's actually quite impressive it's actually quite expressive in terms of using those touch sensors because that's the one one thing that I wanted to do was get the the use of those touch sensors in so you can see here touch on the finger and thumb sensors and then of course the triggers yeah and there and then using the triggers and using the touch sensors at the same time you can see here makes that little bit of a difference and then you can do that and you can also pinch pinch pinch as well as a fulcrum and then of course there you go yeah it's pretty cool I really like that the oculus touch controller has all those useful sensors for for like emotion which is the best bit about it of course it doesn't have a bloody oculus a touch sensor on the one most important for function which is grip button but hey that's not my problem is it and that's that so you notice actually that some of the grabs well most of the grabs still use the kind of default hand pose that's because I just haven't got around to doing all of that yet I've added a couple of random objects here and there and of course some of these objects have good horses on them and this one's quite important because the other thing that I've been working on is getting the hand tracking to be improved now the main thing you'll notice here let's just put this on the floor nice Unni is the actual tracking speed on these Red List so if you look at what these lasers actually are these are the things that are handling the menu and as you can see they are actually based on my actual tracking not on the physics which means that if I'm holding this handle here you can see the red lines come off the actual physics object there but you can see how closely these things are tracked so this is a full physics hand with a physics joint and no additional motion is being applied to it externally it's completely based off of a limited physics joint and you can see it tracks the the motion of the object very quickly which is which is something that you've seen before in it on this channel but the rotation is more important here you can see with these lasers that actually the rotation is very very quickly matching the actual tracking here which is what I'm looking at here because when you actually do the twisty thing here that I'm doing on this hand one of the things that is normally a problem with physics systems and I had the same problem as well which is what I've been trying to fix is this sort of softness here but what the ends up doing when you've got waves on the other end is you end up when you're trying to do this you end up with your hand moving up and down because the weight is over on this side so you get this weird motion but as you can see that's actually not happening here I can still twist it quickly on on the one axis where there's no real weight but on this side instead of moving my hand up and down it's simply relaxing and relying on the actual rotation which is really useful when you're actually trying to aim it somewhere so you can see here it's actually much easier to handle if it doesn't hit you in the face the handle where it's going to hit especially even without using your shadow there because you can sort of manage the the motion of it and you know exactly what it's going to do just because your based on it's based on so of things that you've done in reality quite a lot in your life now these guys here a tiny little bit of a problem with them hey come down here little you get up so there's a bit of a problem with his head as you can see I've been messing with the ragdoll physics a little bit but that'll be fixed very soon the main thing is in the menus so what I've done behind the scenes is I've been working on the actual systems so the actual programmatic systems and I've moved calibration from all these buttons on life on my controller over to the menu which is really useful I'm not going to do it 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