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  mapping (spherical/motor/prismatic/distance), superseded-as-target note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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# ADVANCED BODY ADAPTATION - Pushing The Limits of VR! (WGgPrne7Ctk, 1632s)
[Music] [Applause] it's me NSO welcome back to another project TX video we are back here in the in the testing ground that I've been working with and today's video is an extension from the last video it's been a while of course because this everything I'm working on right now is all let me get rid of the controllers is all about getting a final polished version of all of my systems everything's been Rewritten cleanly to work with the new new stuff you can see the elbow system is a little bit wrong it's a little bit broken very very broken and uh yeah that's a little bit of work left to do with that but the rest of the body posing system is working quite well in fact it's a little bit better than quite you know what let me move the camera here so that it's in line with the real one there we go now you are exactly where I'm looking right um so today's video is about Avatar adaptation and of course it is something you've seen before I did a little uh test of it once I saw that it was something that happened in in another game you know what game that is that is born lab uh and uh yeah so they have a brilliant system of allowing your character to adapt from your natural user the actual players's height and stuff like that and uh having that adapt let's uh walk down here uh adapt into different character sizes and whatnot and of course that applies with the arms and everything now you know that I had already done a little bit of work on that uh and uh of course I I actually added that to the let me face you again I add I I added that to the to the last build which was just the arm adaptation but it's been written properly now all completely polished and of course here long arms as were as per before but now it has been upgraded to fully adapt every part of the character body of course in the last video I was talking about the fluid hand pause system yeah I've added my watch back in so that I can actually control things a little bit better and to this video we're going to be showcasing different characters as you can see here we have a bunch of characters in front of me which I've been using for testing and um let's go right so here we go first off just a little bit of height adaptation we've got uh you'll notice my hands are a little bit a little bit small uh they're a little bit smaller than they should be that's that's using the normal characters um hand size and I never scaled the hands up when I was just throwing them onto this this is a separate character model essentially from that one from the the regular Nyo sized human being which is this one and and then this is regular Nimo with long arms and this is a different character entirely as well each of these is a different character right and what happens is I'm actually adapting from the user metrics that I've got uh to to whatever we're we're looking at whatever character we're looking at let me Zoom you out again because some of these characters have trouble but of course simply adapting the height is not enough right each of the body shapes needs to be adapted because this is a full Collision system which means I Collide here and of course my arm as well collides and the Hand collides as well uh let me back to normal height and you can see here obviously the hand collides and of course I've got the little hookie hookie um uh physics on there I still haven't finished the finger control there but obviously when you're moving around like a character like this you you you sort of have to adapt a little bit more because the height obviously is scaled down but then the problem is that the shoulder positions are much wider so a lower height with much wider arms you've got a problem there with much wider shoulder AR sorry uh and even then the arms are longer than the body actually you know it's not a normal character so obviously when you switch to something like that you should be expecting um the arms to be a little bit awkward and squeezed in uh that's not happening of course so I scal the arms correctly according to the actual metrics of the character and of course the finger pause system works as well and we'll talk about that in a in a moment as well uh but there we go we've we've actually got a scaled character model here and there is more to it than that right so obviously we can also move around as a regular character let me just pop you over to here you'll notice the legs aren't animating there is no leg animation system yet I am going to write that properly uh later down the line right now it's just the very basic stuff and uh and that's all but I do have the regular Crouch system in so this is all controlled I can jump right but I actually have it a little bit simpler than than your regular sort of game I don't need to crouch in I can just jump very very easily that is full physical it is entirely based on the actual ground as well so here we go let's just uh move this box here and you'll see here that it can actually weigh the character here that 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