Project TX video extractions into hugs research; dedupe AGENTS.md grab item; close research phase
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@@ -263,11 +263,16 @@ PropShop, PropGrabber, PhysicsHands, BodyRig, FadeLayer/Fade. Action map: `openx
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wants to pursue a full physics VR body (also as reusable tech for a second project idea);
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the hug should be mostly physics with detection for future interactivity. Research done:
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`research/vr-body-physics-hugs.md` (prior art + phased design; §6 = Nimso's "Hybrid
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Presence", the closest known implementation, closed-source, only videos) and
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`research/vr-body-physics-godot.md` (verified stack facts: no Generic6DOF, hinge velocity
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motors work, PD-follow proven by the hands). Owner offered video-extraction of Nimso's
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deep-dive videos — pending. Recommendation shape: staged torso → 2-segment arm chains
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(chase-driven, Boneworks/Nimso tier, NOT per-bone skeleton sim), test hugging props.
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Presence", the closest known implementation; §7 = owner-extracted video breakdowns of
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Project TX: hierarchical per-joint force budgets, script-relaxation hand adaptation,
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active-ragdoll NPCs with grab anchors) and `research/vr-body-physics-godot.md` (verified
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stack facts: no Generic6DOF, hinge velocity motors work, PD-follow proven by the hands).
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Research verdict: the technique is an independent-implementation match of our existing
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chase-drive architecture; no more video extraction needed now (conditional: Spideriini
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elbow handling if Stage-2 elbow jitter bites; Test Chamber if a locomotion stage ever
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starts). Recommendation shape: staged torso → 2-segment arm chains (chase-driven,
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Boneworks/Nimso tier, NOT per-bone skeleton sim), test hugging props; muscle model =
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hierarchical budgets (hand ≺ forearm ≺ shoulder ≺ torso) scaled from body mass.
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Character model: keep boxes for the physics work (owner asked; see research §5-6).
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2. **Grab points on special objects** — grab is palm-proximity to the prop origin today;
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special objects may want authored grab anchors (see `research/vr-grabbing.md` taxonomy).
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