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BIMOS/HexaBody/Boneworks reference, Box3D native joint mapping (spherical/motor/prismatic/distance), superseded-as-target note - AGENTS/HANDOFF research pointers Co-Authored-By: Claude Opus 5.5 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 - Next Gen VR Presence System is the future! (dEl1M2UK2Is, 699s)
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[Music] it's me NIMH Sony welcome to project TX what is project TX project TX is the codename for the final game that I am making that is the first game I will be using the full hybrid presents physics based system for VR that's what you're looking at right here right now what you're seeing here is a full ragdoll character body and you can see when I pick this box up here a full ragdoll character physics body interacts with everything in the scene including the feet and everything so if I sort of walk into this you can see a feet actually push it along as well so everything you're seeing completely physics let's switch over to first-person view as the camera that you were looking at I know it's a little switch over the first-person view and have a look at some of the new interactions that I've been working on so this system is now getting ready for actually being implemented in a proper game and it's sort of much more stable much more interactive and realistic now and accurate when I look at the actual interactions so you can see I've got a new grab pause system which works properly and I'm able to actually create these grab bosses based on all of the grubby objects like these weights over here like the camera over there that guns over there and these axes of course I have got a full sort of pressure based sliding system that goes along these grabs as well and of course you can see if I switch over to third person you can lean these on your actual body as well you can hit my head and of course not only my head but you can actually hit the table and stuff and of course that's a full physics joint as well so let's grab this and take it out and plunk it over there guns of course do also work which I can reach over you can see that they've got recoil usual business usual business in fact if I go in slow-mo oops you can see the bullet fly in slow-mo yeah that's cool in fact if I turn over to a camera here and try and shoot just past it you can just about see the bullet fly past it really cool you stay there let's have a look at how guns are affected by a full physics ragdoll body now this is stuff you've probably seen before in another project maybe but you have probably not seen it in third person so let's have a look at it in third person first off usual business a gun using one hand of course the recoil is going to be pretty obvious as you can see pretty obvious recoil there however if I lean this on my body you can see it actually leans on my body now you can see the recoil has been limited and of course if I hold it with two hands then I can't actually lean it properly on my shoulder and you can see now how realistic the actual guns work now they function really really well really really well and of course you can sort of lean this on your body and grab it however you want to grab it so if you want to grab it like this you can do so pretty cool stuff pretty cool stuff let's have a go at something else now if we move this camera over to here move out box plonk it there and then go over here and some waves so firstly of course let's have a look at these weights by themselves you can see they are pretty heavy my characters not really able to lift them up well when you have a look at it in third person you can actually see how it impacts the entire character body as he tries to lift it there we go nice and balanced or kind of balanced yeah you can see how it impacts the entire character body because the whole rag doll is doing the pulling and pushing let's pick this up from the end here and you can actually see how it's all drags me along as I move it about it's really pretty cool there we go you can see everything as it impacts the character let's have a look at something a little bit different some pretty simple stuff that you've seen in every game but it's never really done very accurately because we night we like to simplify things like these doors our doors of course they don't work just by pulling you can just you can try and pull it you can see I just detach from the door however of course if I turn the handles down it unlocks the actual door which is a physics door completely physics there we go and it closes and there we go really cool so of course we can do that from this side just walk in and close the door there we go clearly can't even push it open but of course we just have to put the handle down and there we go nice and easy pull brilliant stuff pull really freaking cool well that was the worst throw I've ever done let's pop over to that side now and have a look at some other stuff indoors everything hello right here we've got a broomstick pretty standard stuff let's turn that round and throw it away we've got a nice teapot here I call it a teapot even though that's technically not a teapot but this is the kind of pot I would use to cookie anyway I like to make the on the on the stove so I don't do it in a kettle but here's the thing with the pot is that you can actually do this if I get the 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