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BIMOS/HexaBody/Boneworks reference, Box3D native joint mapping (spherical/motor/prismatic/distance), superseded-as-target note - AGENTS/HANDOFF research pointers Co-Authored-By: Claude Opus 5.5 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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# NEXT GEN - No Jank - VR Physics Simulation! (VftAqOUhQsk, 1661s)
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[Music] [Applause] [Music] it's me NSO welcome back to another VR video we are back in Project TX once more now immediately will see that we are looking at a character that now has moving legs these are a very basic version of a procedural leg system we are not talking about that because it's not that good right it's a pretty rubbish system right now it does a few of the things that I want it to do just because it needs to handle certain things especially since they're all physics parts of the body so it's all it's all physics it needs to be perfect so we're not looking at the legs don't look at the legs don't look at the feet otherwise you'll get a kick in the face now let's a go we're going to pop over here because we are looking at physics today physics based VR physics based VR uh I don't actually like it right I don't really like physics based VR as it is nowadays right if you just sort of picture this right you want to let's we'll switch over to my view and uh you want to grab something right you're you're in a physics game you place your hand next to an object and for some reason it's always there's always a DOT that shows up it's it's just always a DOT a DOT shows up or a little ring it's always the same thing yes that rhymes that was on purpose now it's always a DOT that shows up but that's not the point right you try and grab the object and one of two things happens one of one of one two one of two things happens either this happens and the hand kind of goes and it stretches the arm and it just suddenly jumps towards the object right or the uh the more annoying thing happens which in some games is fixed and it kind of does this you've seen it happen right you you have seen it happen don't tell me you haven't it's just how it is right so that's the grab and you look at that you you get that out of your graub and uh and then you're like that was awkward and then so after you grabbed it you picked up something like a sledgehammer and you lift it up and it goes and it corrects itself right and then you move it you move it to the right and it goes and then it would be nicer with the sounds wouldn't it but you know what I'm saying right it wobble Wibble wobbles and then corrects itself and then it it's very springy it slaps into place right slap that's the sound that I I kind of I'm talking about here it's just very right it's slap everything's very Slappy it's either wibbly or wobbly or Slappy right so that's your grab that's your your hold and you're like that was awkward you grab that was awkward you hold it that was awkward and then you want to throw it right and you have your controllers on not that you have your controllers on you you swing your object up and you like that and it goes right that was awkward because it's a hammer for some reason every time you lift it and throw it it just kind of flings out of place right and you're like that was awkward all three things grab hold release everything is awkward for some reason right and I don't know why but that's just how it is in VR physics but I want to change that right so we're going to start primarily with grab right we need to look at all three I want to change all of that and the way that this system has been built I've been I've spent about 9 to 10 years working in VR Innovations experience and and experimentation on building the best of the best for mechanics and especially in physics right in physics I have put a lot of time in and I really want it to be smooth I really want want it to be softer so what I want from physics based VR is I don't want any sloppiness and I don't want it to go whoop whoop and try and correct itself I just want this soft grab properly as I want it to be soft grab it's soft it's smooth and it feels bloody Perfect Right There we go it doesn't matter what you grab it doesn't matter how big it is there we go nice and soft and you have you grab a box and there we go nice and soft nothing jumps nothing throws itself about right you get a a heavier object like this a bigger one with A Wider Circle and you pick it up and it's just just soft it's beautiful and it positions itself correctly as well nothing jumps around so you you grab it and you don't want it to kick things and smack things about you want to place it on top of an object and you want it to stay still so that it doesn't get thrown out of your hand when you release it as well right so there we go just nice and easy right everything needs to be nice and soft and of course that's what I've got here right and of course it with those it's nice and easy but with some something like a cylinder grab it doesn't just let you grab it in any orientation obviously you can grab it like this and it holds it nice and smoothly right but it's not going to let you grab it like this and it has to smooth out right everything's going to start falling stop stop moving calm down calm down wasn't supposed to do that calm down there we go right and you just want this nice o missed Line truncated
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