Commit Graph
15 Commits
Author SHA1 Message Date
FoxyzandClaude Opus 5.5 84df772f38 Body step 2.5: the camera always rides the body
- one 3D view-follow rule (2 cm deadzone, hard 4 cm limit), no separate
  floor-follow; play-space-relative targets mean no feedback loop
- head guide drives the character's eye to the HMD while on your feet
- slow floor re-centering; Braced ignores the floor; anatomical head box

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 10:38:14 +03:00
FoxyzandClaude Opus 5.5 0b8f2131c1 Body step 2.4: landing, movable ground, playground fixes
- legs brake landings at 4.5 g; vertical support is a rate-limited servo
  (no launch when stepping onto a mantled ledge)
- ground control pushes back on movable ground (seesaw tips under the player)
- playground hinges use absolute paths (joint paths resolve from the joint)
- big props grabbable via surface query; Reset props keeps playground pieces
- spike: landing, seesaw, playground joints/grab, person-like wall climb

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 10:10:38 +03:00
FoxyzandClaude Opus 5.5 b5f598aae9 Body step 2.3: view rides the body, mantling and climbing work
- view follows the body (deadzone, smoothed, hard 8 cm limit); no drift over
  six held poses; hanging keeps the view on the character's head
- hold-back measured at the hips, capped leg push while held, stiffer balance
- sticky legs tuck with free-space check (fixes the mantle shove loop)
- strength asymmetric by direction; structural guide strength push-only
- limb/torso friction set before AddChild (Box3D reads it only at creation)
- new phases: pose hold, hang, human-motion mantle, hand-over-hand wall climb

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 09:25:47 +03:00
FoxyzandClaude Opus 5.5 6006c5de98 Body step 2.2: fix the 2.1 headset instabilities
Spike now runs real input (90 Hz sample-and-hold tracking + jitter under 144 Hz
physics), which reproduced the playtest. Root causes fixed:
- PoseFilter/RagdollDriver: timestamped extrapolation of tracking, one tick
  pipeline shared by PlayerRig and the spike
- low-pass all feed-forwards (ground control amplified jitter by body mass)
- arm muscles back to local targets (physical-frame aim fed chest rotation back)
- structural hand strength only when braced or holding
- no free-path view chasing while grounded (8 m crouch slide); stick hold-back
- explicit inertia for the Legs body (shape-less tuck tumbled the pelvis)
- world grab: Box3D shape queries return a null collider, use collider_id
- new crouch-hold phases; world-grab detection asserted

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 08:37:56 +03:00
FoxyzandClaude Opus 5.5 2aff2b61da Body step 2.1: climbing, mantling, crawling, legs, playground, 144 Hz
- Step rule + lower-body collider: no walking onto tables, steps <= 0.35 m
- Structural hand strength: two-hand mantle/pull-up works, one hand can't
- Arms aim from the physical shoulder horizontally, keep True Body pose vertically
- Crawl pose, crawl carry, 35 deg slope limit, ground feed-forward ignores
  play-space corrections (fixes a runaway feedback loop)
- Grab static world (climbing), procedural visual legs
- Playground sandbox; menu strength slider, spectator (old drag) and turn toggles
- Physics 144 Hz with interpolation; legacy chase-body spikes pin 90 Hz
- RagdollSpike: 27 phases incl. mantle, pull-up, crawl, ledge drop, ramps

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 07:56:08 +03:00
FoxyzandClaude Opus 5.5 d83273dd2f Body step 2: the player is a muscle-driven ragdoll (Project TX)
PlayerRagdoll: 9 bodies, spine/neck ball joints, shoulder drives (girdle + muscle),
elbow hinges, torque-capped motor PDs toward the True Body, chest->hand guides,
implicit balance motor, mass-scaled ground control. PlayerRig: XR driver with
stick move / snap turn and Bonelab-style push-back (eye->camera sphere sweep).
Replaces the chase bodies in main.tscn; RagdollSpike regression (14 phases).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 06:43:52 +03:00
FoxyzandClaude Opus 5.5 3a990c6dbe Body rebuild step 0: Generic6DOFJoint3D on Box3D (fork patch 2) — ball w/ cone/twist + torque-capped muscle motor, weld, drive
- addons/godot-box3d/bin/libgodot-box3d.so rebuilt from fork branch generic-6dof-joint
  (weld patch + 6DOF); .vendor/box3d-generic-6dof.patch exported
- SixDofSpike: type, ball pivot/swing, cone+twist limits, muscle holds 2.94 N·m lever at 10 N·m
  cap and fails at 1.5, tracks moving target, drive follows + push-off reaction, weld rigid,
  live flag toggles — PASS x3; all existing spikes PASS x3 on the new binary
- research/godot-box3d-6dof.md (mapping, units, C# muscle recipe); HANDOFF/AGENTS pointers

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 05:10:45 +03:00
FoxyzandClaude Opus 5.5 329b7bf143 Arm-length research: Nimso shoulder evolution + girdle anatomy; revised decision (True Body -> Scaled Body: uniform eye-height scale + shoulder-based reach remap, passive zero-setup calibration)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 04:34:16 +03:00
FoxyzandClaude Opus 5.5 4c27d68e84 Research: avatar arm length vs real arm length (Porssut 2022, Ponton CHI 2024, fitted avatars 2023, VRChat/Bonelab/Nimso) -> decision: fitted physics body + calibrated arm length, avatars as skins; fix seated-arm wording
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 04:03:30 +03:00
FoxyzandClaude Opus 5.5 35fbbf0306 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>
2026-10-02 03:29:03 +03:00
FoxyzandClaude Opus 5.5 cb518999e5 Body Stage 1 collapse root-caused + fixed: NaN in torso servo math (GetAngle = 2*acos(W) at W=1.0000001), not solver stacking
- BodyMath.RotationError: atan2-based shortest-arc error (no NaN, no GetAxis gain collapse
  inside 0.16 deg); used by PhysicsTorso orientation servo and PhysicsHands rotation lock
- BodyMath.ResetIfNonFinite escape hatch on torso + hands
- PhysicsHands.Drive extracted (static) so spikes run the real hand chase
- CollapseSpike: deterministic repro (slow yaw drift across a parked chest, 7/40 NaN on old
  code) + solver-stacking scenarios (seated chest in table, two-hand-welded 50 kg anvil,
  real PropShop) — 49/49 clean after fix, x3; all other spikes PASS x3
- Failure brief RESOLUTION section; HANDOFF/AGENTS updated

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 23:55:46 +03:00
Foxyz1302 ce1e0e3b0c Body Stage 1 failed first playtest (NaN solver blowup: seated chest-in-table + two-handed anvil weld); failure brief for external agent; docs marked, body track blocked pending diagnosis 2026-10-01 23:20:40 +03:00
Foxyz1302 970b5f1d50 Project TX video extractions into hugs research; dedupe AGENTS.md grab item; close research phase 2026-10-01 22:09:21 +03:00
Foxyz1302 9c676f49d3 Body-physics research (hugs + Nimso Hybrid Presence + Box3D facts), mark grab v5.3.1 validated, note Box3D fork 2026-10-01 21:54:34 +03:00
Foxyz1302 5d2c5bf265 Initial commit: VR Messs workspace (grab v5.3.1, body-physics research) 2026-10-01 21:32:13 +03:00