Project TX video extractions into hugs research; dedupe AGENTS.md grab item; close research phase
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@@ -187,3 +187,55 @@ no written technical breakdown exists anywhere.
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force-clamped chase drives, i.e. the same pattern as our PhysicsHands generalized to limbs;
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"hybrid" = tracked targets + simulated bodies, which is ALSO our layer-3 architecture
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(AGENTS.md). We are not inventing a new technique — we'd be porting a known-shaped one.
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## 7. Project TX video extractions (owner-provided AI summaries, 2026-10-01)
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Owner extracted AI breakdowns of Nimso's videos: "IN-DEPTH VR PHYSICS INTERACTIONS" pt. 1–2
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(`youtube.com/watch?v=tMDmwD1cQPg`, `BTlY8SWLtgo`), plus asks on joint/force model, muscle
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system, hand adaptation, and physics NPCs. Distilled to what bears on OUR design:
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- [S] **Force model = ours, generalized.** Script = "brain" reading tracker data, feeding
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targets; solver executes via ConfigurableJoints in force/acceleration mode with PD-tuned
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spring (Slerp) drives — never infinite force. Heavy object ⇒ spring stretches ⇒ hand lags
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the controller ⇒ weight feel. Exactly our PhysicsHands pattern (90 N chase) and the grab
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weld's philosophy: the solver owns the coupling, the script owns the intent.
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- [S] **Muscle = hierarchical per-joint force budgets.** Base avatar mass 60 kg scales the
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joint drives' F_max. Shoulders get HIGH torque budgets (climb-hangs the whole body);
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wrists/forearms get strict caps. A 12 kg sledgehammer held out straight exceeds the
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wrist/forearm cap via lever arm ⇒ hand buckles; two-hand sliding down the shaft shortens
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the lever ⇒ liftable. Fatigue is modeled as mechanical disadvantage ONLY — no stamina
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meter; strain reads through visual lag and drift. → Refinement for our Stage 2: replace
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the flat 90 N hand budget with per-joint budgets (hand ≺ forearm ≺ shoulder ≺ torso)
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scaled from a body-mass stat; props with attachment coordinates register their mass at
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the attachment point (holstered 12 kg hammer scaled the whole avatar 60→72 kg).
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- [S] **Hand adaptation = script-side relaxation on contact (anti-winch).** When the hand
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hits structural limits, the script temporarily relinquishes axes, SHIFTS THE PIVOT (palm
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→ fingertips against a magazine baseplate), and eases joint boundaries dynamically
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("dynamic radius gripping" tracks a bat's changing radius as the hand slides). The winch
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lesson in reverse: don't fight the solver — reconfigure. Our analog already exists as
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break thresholds; a future nicety is pivot-shift on contact for resting palms on surfaces.
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- [S] **Physics NPCs (the huggee half) = active ragdoll + kinematic grab anchors.** The NPC
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is a live ragdoll driven by internal joint-matching springs (Boneworks-class). Strikes
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compare impact velocity against NPC joint stiffness; enough momentum overrides the NPC's
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balance solver (deflection before hit registration). Grabbing an NPC's hand/head creates
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a TEMPORARY fixed/distance joint between the player's hand rigidbody and the NPC
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hitboxes — the NPC instantly feels the player's weight; you can swing, push off-balance,
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pull close. → For us: hug/touch = contact between player chest/palms and an NPC
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active-ragdoll; grabbing NPCs = our existing ConeTwist weld against NPC anchor bodies;
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squeeze-back = NPC joint-matching drives ramping against the player's budget.
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- [S] **Leg colliders exist but are buggy** (legs lock up, impede crawling) — the dev
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shipped them anyway for climbing/tire-swing play. Validates deferring legs LAST.
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- [S] **Locomotion is physics-native**: stick push at slow speed, natural sway raises walk,
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jog bounce frequency triggers run ("remember your feet aren't tracked"); two-handed
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weapons blend primary-hand rotation with secondary-hand position ("Hybrid system").
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- [S] **Out of scope for VR Messs** (noted for completeness): extended physics materials as
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data wrappers (surface-pair impact audio, density-based stabbing, material magnetism),
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dynamic recoil from muzzle/bullet-mass integration, geometric mag-well sliding with
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ergonomic posing rules, mass-independent buoyancy (surface-area/displacement forces so a
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1 kg box floats a 70 kg body without jitter), modular attachments shifting center of mass
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locally, cross-compatible ammo systems.
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- [I] **What the extractions change in our plan:** confidence only + two concrete design
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upgrades (hierarchical budgets; NPC anchors via existing welds). No architectural
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surprises — an independent implementation converged on our exact shape. Remaining unknown
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= tuning numbers (per-joint gains; published nowhere, must be tuned in-headset) and
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locomotion/balance/comfort (only relevant at a Stage 3+ we may never reach).
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