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BIMOS/HexaBody/Boneworks reference, Box3D native joint mapping (spherical/motor/prismatic/distance), superseded-as-target note - AGENTS/HANDOFF research pointers Co-Authored-By: Claude Opus 5.5 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 @@
|
||||
# NEXT GEN VR Physics - New Adaptive Leg System! (i7F4V9K6SlU, 1959s)
|
||||
|
||||
[Music] it's me NSO welcome back to another VR video today we are back in Project TX and we are going to be looking at a new little uh well not new but the proper version of my new leg system uh yeah I just said new again but there we go right um I wanted to look at the leg system today um it's it's the new sort of advanced uh fully adaptive procedural legs yeah what I want you to see throughout this video is that there are no animations at all on anything on the body system like literally nothing the fingers aren't animated the the feet are completely procedural you can see them crossing over I'm going to try and fix that soon but right now everything is 100% procedural it's all just maths and uh sort of uh other systems Going On Here There and Everywhere logic stuff right uh but other than that I did want to talk a little bit about some of the things that the things that were mentioned on the comments in the last video as well um first of a few people mention this a few people a little bit critical but that's expected um some people did say uh this is nothing new this uh this is nothing new in that case uh yes you are correct this is definitely nothing new here's a video from about four years ago where which was the start of this project project TX I put that on my channel uh you can have a look at each of these videos on the channel uh a video from probably a year before that which is uh active ragd doll physics in VR so before project TX but it was Again full full ragd doll physics based character control and uh and a video before that as well which is when I first did physics in VR this is like before before I even had controllers like I did I was using a DK2 at this time um this is the PS2 PS2 controller I'm using in hand and a Leap Motion controller to move my hands for hand tracking yeah so I've been doing this for quite a while those videos all uh I'll put in the links in the description as well I'll put the links and uh yeah they're they're quite old videos but this stuff it took me a long while to actually get it stable so yes you are correct it's not new I've been doing it for years I know you didn't mean that but I'm going to take it as that but there we go um so yeah other than that a lot of people don't fully understand the the physics Concepts here uh so I'm going to switch no not the view mirror I'm going to switch over to my camera view so you should be able to see from my camera view I don't know if you can see the actual oh you can see the actual things right okay so I have this thing called the debug for the for the scale body and what you can see here is the actual in fact I'm going to switch the controllers on is the actual tracking points right if I if I hold this box properly you can see here's the actual calculated tracking uh tracking points that my system is targeting right and uh as you can see it actually tries to match that and you can see the weight of this object is weighing down on my hand so I can't actually hold it as as it as I want it right but if you look carefully you'll see that you can never really see those lines right no matter how fast I move my hand unless of course my controller tracking just completely dies uh but you know you can see here that it's full physics but it's completely tracking like really really fast so it doesn't oh I'm just going to break these controllers at one point uh I'm not not used to using these with the ring above them as you can see in the in the game you can see that I use the controllers from the Oculus cv1 which actually they're on the table there but there we go yeah so you can actually see the speed of the tracking now the way this works is that it doesn't slow things down when you've got a heavy object on you you see if I track perfectly with my hands here you can see that they swing at the speed that I'm actually moving my hand but that's only because my hand is able to actually accelerate at that rate in the game right if I start accelerating much faster you'll see that it it it cannot keep up right so there we go it completely swings out of place so I highly recommend you try this in any little uh world that you've got here in in any VR project you've got where just hold your hand one side and then swing it accelerate it and then stop right accelerate to 90° and stop and see what happens to the object very often you'll see that it just does this which is just un it's just not what I think would happen I'm pretty sure the entire arm will try and catch the weight of this object right and that's because all the strength is in these muscles right so if I drop this here and walk over there whoop you can see here that I'm on a ladder oh in fact I'll not use a ladder woo we'll use this pole so here we go very easily I can just climb like so right one hand easy I can lift my hand really really easy but if I simply put my hand out right and you can see me putting my hand out you can see I can't actually lift it right I'll show you tLine truncated
|
||||
Reference in new issue
Block a user