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BIMOS/HexaBody/Boneworks reference, Box3D native joint mapping (spherical/motor/prismatic/distance), superseded-as-target note - AGENTS/HANDOFF research pointers Co-Authored-By: Claude Opus 5.5 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>
This commit is contained in:
1 parent
3f912367ff
commit
35fbbf0306
88 files changed
+1203
-2
No files matched your search
@@ -0,0 +1,3 @@
|
||||
# PROJECT TX - Muscle based Ragdoll System! (g84iUSVoQUI, 737s)
|
||||
|
||||
foreign [Music] welcome back to another VR video today we are back in the project TX Test Zone you can see here the new the new body system here we go and the leg system as well this is all procedural legs by the way there's no animated ones right now I haven't upgraded that so you can see here it just sort of float around a little bit when I'm moving around foreign active as well here we go but I can I can switch it on and off you can see there's a little bit of lag on the controllers when I turn my character body that is one line of code but today's video is about ragdolls this is actually the third time I'm recording this each time I forget to fix the eye uh renderer on here it's now fixed I'm just looking at my there we go when I jump you cannot see the character eyes anymore oh God that was annoying but there we go so you can see here we are looking at some new character models just random character models we've got the tiny as usual this skelly's off the uh asset store here we've got skeleton uh skeleton a skeleton and a knight off the asset score you've seen this guy before and we've got this guy who you've never seen before uh he's his name he's called Mario if you haven't heard of him uh then there we go now you have uh yeah so there we go um just a quick test of the new Ragdoll system really uh you can see they are looking at me it's a little bit uh creepy actually especially when the skellies actually look at me there we go look at these many things skellies and they don't look once I'm I'm far enough um so there we go it's just a quick test of the NPC and AI systems they're all able to actually look around and move around and they are full ragdolls so here we go we can actually push them around and you can see this is the new Ragdoll system it's all muscle based right so this is the same Ragdoll as you're seeing on me with a little bit of folding problems there actually I need to work on that that's not normally there actually it's just a matter of scaling this arm oh my nose is Twitchy today there we go Okay carry on um so new Ragdoll system new muscle system as you can see here they are much more natural looking and they're able to actually balance themselves as well this is all stumble balance and everything and you can see if I push them really really quickly they are still able to hold their balance nicely really really cool and it's actually a lot cooler than that as you can see that my character way and these uh these tinies are about the same weight so you can see the usual right so there is this is my actual tracking and you can see here that as usual my my my strength is not not enough to actually lift the player body just like that you kind of have to use the two arms and actually do that there we go and they all start looking up it's really really awkward I need to work on the on the look system a little bit but the cool thing with that is because they're about the same weight as me it means I can actually lift them up but let's see let's see how they they work so there we go we've got a proper AI system going on here if I can push him enough that I can just make him fall down hey can you turn around there we go um this is ridiculous right turn around there we go turn turn your body there we go and let's try and push him down we managed it right so you can see he tries to balance he gets up as well all very very neat but you can see how difficult it was for me to actually push him down right although their head is a little bit flexible uh it's very cool doing like the the kind of Stranglehold very very cool right I haven't got grabs either so nothing nothing like that but as you can see they do balance really really well as a response to that though it means you have to think about how to trip them over so one of the coolest things about this is it becomes much more natural now in combat watch this sweep what's this sweep again there we go that was better right so you can see I can actually sweep the legs and they do fall down and then they kind of stand up like that right so there again this time forward and he fell down really really cool another way that you can actually trip them is as long as you get them off the ground so if you can lift them with with the arm like this hook the arm and then you can just do this very very cool and you can see how difficult it was for me to push him down but with the right structure we can actually do that really really easily these guys are relatively light and you can see the collider shape has changed here very cool so you can just really easily lift them and trip them over really easy I can actually lift his whole body because they're skeletons right so they're much lighter this guy not so easy to lift so with him it's not so easy to actually trip him but I managed to anyway a little bit of lift is good enough here's the cool part though each of these characters has actually got the ability to move so there we go I've actually got a nav a nLine truncated
|
||||
Reference in new issue
Block a user