Body-physics research (hugs + Nimso Hybrid Presence + Box3D facts), mark grab v5.3.1 validated, note Box3D fork

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@@ -153,5 +153,37 @@ Skeleton3D, physics hands exist. [I] throughout this section unless noted.
pin for torso coupling; verify hinge motor max-impulse behavior at 90 Hz before building on
it (the `godot-box3d-weld.md` patch is the precedent for upstreaming what's missing).
7. **Explicitly rejected**: full per-bone simulated player skeleton (§1 — nobody ships it;
comfort + tuning cost), VRChat-style event-only hugs (no mutual force = no resistance = hollow),
Go-Go stretch arms (rejected before in `vr-arm-ik.md`).
comfort + tuning cost), VRChat-style event-only hugs (no mutual force = no resistance = hollow),
Go-Go stretch arms (rejected before in `vr-arm-ik.md`).
## 6. Nimso Studios' "Hybrid Presence" — the closest known full-arm-physics VR body (researched 2026-10-01)
Owner-pointer. Unity, CLOSED demos — no source, no Unity package (commenters asked; refused),
no written technical breakdown exists anywhere.
- [S] Itch: `https://nimsostudios.itch.io/hybrid-presence-samples2` — "The Hybrid Presence
system on the arms only" (Spideriini: web-swinging/wall-climbing with physics arms that
climb ledges, push off walls, slow you down). Dev's OWN admitted issues: "some small issues
with elbows and with stuttering hands" — i.e., the exact failure modes our research predicts
(elbow singularities, chase-gain jitter) persist even in the best-known implementation.
- [S] `https://nimsostudios.itch.io/hybrid-test-chamber-tech-demo` — physics-simulated
interactions (physical hands, grip points, two-handed weapons "using a Hybrid system"
blending primary-hand rotation with secondary-hand position), physics locomotion (sway/jog
detection from natural bounce frequency). Known issues: physics glitches "inherent to the
physics engine", shoulder logic UNIMPLEMENTED (butt stocks have no effect). For an FPS.
- [S] Channel `youtube.com/@NimsoStudios` — the technique lives only in videos: "IN-DEPTH VR
PHYSICS INTERACTIONS" parts 1–2 (`youtube.com/watch?v=tMDmwD1cQPg`,
`youtube.com/watch?v=BTlY8SWLtgo`), "Hybrid Muscle System – Fast VR Physics" (arm
force/strength model), "FLUID VR HAND ADAPTATION + Hand Tracking" (hands deform to fit
objects on contact), "Project TX – physics NPCs". Community framing: Boneworks-class body,
"muscle-like" force constraints driving simulated arms/body from the controllers.
- [S] Godot-land has NOTHING at this tier — the ceiling is XR Tools' kinematic PlayerBody
(`github.com/GodotVR/godot-xr-tools`) + physical-hands templates
(`github.com/jtnicholl/godot4-vr-physics-template`). A Godot full-physics body would be
novel; as reusable tech for the owner's second project that novelty is a feature.
- [I] Assessment feed: Nimso validates BOTH directions — full arm physics is achievable by
one person (samples are free and rated 4.8/5), AND its cost is visible in his own issue
lists (elbows, hand stutter, shoulder logic missing after years). His "muscle" language =
force-clamped chase drives, i.e. the same pattern as our PhysicsHands generalized to limbs;
"hybrid" = tracked targets + simulated bodies, which is ALSO our layer-3 architecture
(AGENTS.md). We are not inventing a new technique — we'd be porting a known-shaped one.