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  mapping (spherical/motor/prismatic/distance), superseded-as-target note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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# *Spiderman with Physics!* - SPIDERIINI - Hybrid Presence Sample 3 (Y8R3VKpiumY, 745s)
it's me name Sony welcome back to another video our video today I mean something pretty special this is the first time I've been I've been working quite a bit on on the hybrid present system and it's the first time I'm going to release some of the actual physics based stuff now I've noticed the frame rates not perfect while recording so hopefully this will work out quite well I don't know how well the physics works on very low frame rates but it should perfectly work fine but what I've done in this video firstly let's have a read-through of the menu and just get the calibration step done and I can explain the rest while we're in game so a little bit of a change on the controllers this thing should detect the correct controllers for what you're using any steamvr based equipment will show vive controllers hopefully they should be aligned correctly but it doesn't matter what you're using it will show vive on that also that out later on don't worry so welcome to the hybrid presents spider in example yeah I called a that just because it's sort of suits the tiny character model that I'm using on in general so just whatever name I came up with basically stand straight press the Menu calibrate the head height arm length will be added in the system later on so I am I'm not actually detecting the arm length as usual touch the ground press the button and you're done like usual stuff grips for shooting the rope and triggers to grip walls why because we are running around as spider Eenie so you can see here I'm a character a full character model this time there's no physics on the body and I am working on the IQ interactions so that the actual body will rotate and stuff a little bit better before I release this this should be released with this video but a few update will be happening to the actual code before I actually put the a game up itself so obviously you can physically run around and stuff and you can see that the elbows actually move a little bit wobbly I'm working a little bit on that but right now I just wanted them quite weak because this is the hybrid present system on the arms only so you can see here the hands completely collide with the wall along with the elbows themselves you can see here pretty closely replicating my tracking as well so you can see when I move my hand across the edge there you can see actually leans over the edge there of course you can grab the walls and climb them because this is a spider-man type thing and I just jumped away from it so you can see here and of course you can actually shoot a webbing as well so let's have a look at that now there's no sounds in this demo although I was going to do that it's taken quite a little bit of time to actually get this thing working but you can see here the way this works is a little bit different to a typical spider-man game so what's happening here is the actual joints for the ropes are actually hitting the hands themselves they actually connected to the hands instead of the body so there's actually physics joints on the ropes connected to the hand which is connected to the arm which is connected to the actual body so you can see here of course when I go close to the actual wall you can see I actually I can hit off the wall like that so let me just get close to the hey you can knock knock on the wall and of course I can use this to actually swing myself around as well there is a little bit of footwork I'm gonna work on that before the release but yeah while you're grabbing the wall it kind of slumps on you can see here it sort of clumps on there and of course you can swing around and stuff so here is actually what's really cool when you use this system as you can see the difference here when you climb really close to a ledge and you put your hand over it and you can see the way that your arm completely folds around the ledge around the edge and then you climb up and of course you stand on top it's really pretty cool the way that interacts it really gives you a sense of presence and that goes for going around the corners as well you can see here the arm completely wraps around and of course you can't just go through like that you can't just go through and grab it from there you have to go around and physically grab it around around the edge like that really makes a difference to the way you move in VR and of course Lila like that and climb over the top and of course you can do that without actually grabbing on so let's have a show of that up we go you can see the elbow does have a little bit of problems sometimes well that's okay you can see here if I put my hand over and then let go I can actually slide down while having my hand over the top and that's sort of how it works quite well and you can see here as well the foot tracking as well another thing that I'm little I'm just working on it's it's off in demo phase right now but you can see it doesn't actually clamp on to the wall until there is a wall there to clamp on to and then he's 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