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  mapping (spherical/motor/prismatic/distance), superseded-as-target note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:
FoxyzandClaude Opus 5.5 committed 2026-10-02 03:29:03 +03:00
1 parent 3f912367ff
commit 35fbbf0306
88 files changed
+1203 -2

No files matched your search

@@ -0,0 +1,3 @@
# PROJECT TX - Scalable VR Body & New Ragdoll System! (yPsCuuNM3lM, 1117s)
foreign [Music] welcome back to another VR video today's video takes place in sort of the the basics of of project TX but it's not actually project ex what you're looking at is a new VR body rig so um recently of course PornHub came out from stress level zero and as I was working on a random sort of test last week on body scaling and all of that good stuff um I decided Well it kind of inspired me to finally do the things that I was putting off which is getting an anatomically correct let me let me let me pronounce that correctly anatomically correct uh character body going which also rewrite the entire VR body system because mine was relatively it was getting old right I was I was annoyed by the lack of shoulder control and all of that good stuff and this one is the new one now you'll probably notice every now and then there's a kind a bit of stutter and that's because this is running entirely in fixed update right now I've just turned the rate up a little bit High just so that it looks a little bit smooth but in reality there's no need to run it at the regular render rate because fixed update is when my physics will be running which we're going to see a little bit of right here now what you're looking at right now is a scaled version of me so there's actually two sets of rigs this one here which is the one that I'm actually playing as so you can see here the the shadows of it and this is this is me this is the actual pure user body the real person using my metrics right so my actual character metrics which is my own personal profile based on my actual scale of my my human body in reality that one there however is a different profile which is scaled based on this one to a different character which of course in this case is just my own personal self so it's it's the same values in that one so that means you can kind of use it as a mirror right which works really well not a perfect mirror it's a right hand left hand mirror and then you've got the actual same thing going on here and there in in scaled mode right so there we go you can actually see a little bit of an upgrade as well to my my system right so firstly let's look at the actual motion of it I don't know if you can have a look from this end you might be able to see a little bit better but um let's just let's just get get this review first you can see I've actually added some hip motion as well compared to what it was before it was very straight back earlier and this one looks a lot better now with a little bit of velocity and acceleration control on the hip yep really nice right it just it feels like it actually moves naturally you can probably kind of sense the feeling of legs even though I don't have like right now in the in the actual track rig right so this is all derived from the two points the controllers and the head and of course the the scaling is done relative to to my natural body now I haven't done any offsets as well so here when I touch my controllers together on my end that's fine on my my natural body shape but you can see that the shorter one can't actually make the make the scale um and the the taller one as well his arms are not big enough and of course these characters are scaled like this on purpose I've tested this with many many different shapes including like sort of wide shoulder muscles and very skinny thin and super tall and then super giant as well I've just sort of oversized I've tested it with all of the sizes like I showed in the previous video however of course this one is completely Rewritten from scratch over the past week I rewrote the um character body system I'm calling it The True Body because this is the actual real world human being tracked and and derived and calculated and then the second version which is the scaled body which is all of these three in fact uh are the scale body and then after that I've Rewritten the Ragdoll entirely as well which is now using a little bit more of an advanced system than it was in Project TX which is already pretty much super Advanced right so it's already kind of the Forefront on on the Ragdoll side but uh we'll see a little bit more so here we go you can see the shoulders are much better now right where they actually care about where the elbow is and the the arm is just about sort of pushing on the on the limits of the shoulder there right instead of as you could see in in sort of project TX when I do this the shoulder just kind of says stays straight and the arm becomes very folded up and then things get really awkward right so here we go this is now much much better right and then of course you can see it's still very fast right which is being able to control the elbow is very very important yeah there we go yeah very very important right if I switch to this camera you can just kind of see how quickly it is to to sort of uppercut you know round and then straight forward as well uh very very important that the elbows are quite direct right now they're not perfect yet I wanLine truncated