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  mapping (spherical/motor/prismatic/distance), superseded-as-target note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 - Vehicles & Contraptions! (cIug4Ok-8e0, 1110s)
it's me named sunny welcome back to project TX I've been working on a bunch of things I know it's been an extra week this time around before I've done another video you can see a bunch of little sort of random objects dotted around but I've changed or not not really actually it's more of behind the scenes stuff once again so yes there's actually an object here that's been added which is completely useless and pointless but you can sit there and now what I've been working on mainly is the sort of extra functions stuff like the actual teleport function not helper function and stuff like this but the tools section you can ignore this label section here unfortunately there's no advanced stuff that can be added in there there are a couple extra props ignore the image versions of this he's actually spawn one being the chair which I haven't made us a photo for and the other being that stealing real object now unfortunately that action doesn't actually work yet I haven't worked on the whole input output side of things for the action stuff however I have worked on the actions themselves now we can spawn goodall balloons and of course you can see that they're using the good ol add-on system which allows them to do their own special function stuff like the actual floaty floatiness they're all they're currently doing is using add force so there's no intelligent friction II Air drag behavior going on on them right now but I do want them to act more like balloons when that time comes now you'll probably notice the good ol big thing over here which is a nice old scooter and this is just straight off the asset store not necessarily straight off obviously I make my modifications to these kinds of objects and give it some nice physics objects and some nice collision and a little bit of joints here there and everywhere however first thing we need to do is have a look at the actual new tools now the first one nice and easy is of course the balloon gun let's grab this here now you'll note noticed when I spawn the balloons themselves they obviously all just spawn with the default look which is the red balloon color however brilliant the first one comes out red they do randomize their color now you'll notice there is no wires actually holding them but they are being held by the rope joint so even though there isn't actually a rope but you can see yeah they kind of pull on each other as well which is nice and cool so of course if we drag this along there we go we've got balloons on that thing there which is great because we can do that on things like this and now you can see them all spinning around as well now of course I'm going to use this section here for settings for those tools and also I'm going to be updating the context menu which I still haven't worked on to actually work in conjunction with this a little bit more as well but before I do that we're going to have a look at some of the action systems themselves so there's actually more going on here I've added some of the more useful tools including something I've got I've called the action debugger ignore that for now that is based off of what I'm calling devices so internally what's going on is we've got something called the device which holds a set of actions and those actions are then controlled by inputs and outputs in our case here I don't I haven't got the input-output stuff done so all I've got is this here action debugger to activate the action systems are on these devices one such device is of course the thruster so as you can see on here ignore the extra functionality text stuff all we have to do is shoot on a object which let's choose something useful I can barely see right now because my screen has steamed up as you can see we've got here a nice thruster now this is actually added to the chair so there's no actual separate physics object for this thruster here this is just part of the chair now I can of course remove it if I wanted to which of these is removed there we go click and that removes that and of course I can remove the chair itself if I wanted so here we'll just put that chair back which one of these is it it's this guy there we go and then if we get the thruster again there we go and put it on here there we go we've got now a thruster now here's the cool part right now because I said like I like I said I haven't actually set up the input action stuff what I've got is an action debugger so all I do is shoot the action thing that I want and now you can see I can activate the action on it so if we sit the chair there and just press the button you can see it falls forward which is great because what this means is we could put some thrusters on this one and then go on the action debugger over there and now I can barely see because of my screens steaming up but if I hold this thing and press my a button my contacts button I can actually add these things onto my debugger right now and then we can have a look and see but all of them activate at the same 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