# ADVANCED BODY ADAPTATION - Pushing The Limits of VR! (WGgPrne7Ctk, 1632s) [Music] [Applause] it's me NSO welcome back to another project TX video we are back here in the in the testing ground that I've been working with and today's video is an extension from the last video it's been a while of course because this everything I'm working on right now is all let me get rid of the controllers is all about getting a final polished version of all of my systems everything's been Rewritten cleanly to work with the new new stuff you can see the elbow system is a little bit wrong it's a little bit broken very very broken and uh yeah that's a little bit of work left to do with that but the rest of the body posing system is working quite well in fact it's a little bit better than quite you know what let me move the camera here so that it's in line with the real one there we go now you are exactly where I'm looking right um so today's video is about Avatar adaptation and of course it is something you've seen before I did a little uh test of it once I saw that it was something that happened in in another game you know what game that is that is born lab uh and uh yeah so they have a brilliant system of allowing your character to adapt from your natural user the actual players's height and stuff like that and uh having that adapt let's uh walk down here uh adapt into different character sizes and whatnot and of course that applies with the arms and everything now you know that I had already done a little bit of work on that uh and uh of course I I actually added that to the let me face you again I add I I added that to the to the last build which was just the arm adaptation but it's been written properly now all completely polished and of course here long arms as were as per before but now it has been upgraded to fully adapt every part of the character body of course in the last video I was talking about the fluid hand pause system yeah I've added my watch back in so that I can actually control things a little bit better and to this video we're going to be showcasing different characters as you can see here we have a bunch of characters in front of me which I've been using for testing and um let's go right so here we go first off just a little bit of height adaptation we've got uh you'll notice my hands are a little bit a little bit small uh they're a little bit smaller than they should be that's that's using the normal characters um hand size and I never scaled the hands up when I was just throwing them onto this this is a separate character model essentially from that one from the the regular Nyo sized human being which is this one and and then this is regular Nimo with long arms and this is a different character entirely as well each of these is a different character right and what happens is I'm actually adapting from the user metrics that I've got uh to to whatever we're we're looking at whatever character we're looking at let me Zoom you out again because some of these characters have trouble but of course simply adapting the height is not enough right each of the body shapes needs to be adapted because this is a full Collision system which means I Collide here and of course my arm as well collides and the Hand collides as well uh let me back to normal height and you can see here obviously the hand collides and of course I've got the little hookie hookie um uh physics on there I still haven't finished the finger control there but obviously when you're moving around like a character like this you you you sort of have to adapt a little bit more because the height obviously is scaled down but then the problem is that the shoulder positions are much wider so a lower height with much wider arms you've got a problem there with much wider shoulder AR sorry uh and even then the arms are longer than the body actually you know it's not a normal character so obviously when you switch to something like that you should be expecting um the arms to be a little bit awkward and squeezed in uh that's not happening of course so I scal the arms correctly according to the actual metrics of the character and of course the finger pause system works as well and we'll talk about that in a in a moment as well uh but there we go we've we've actually got a scaled character model here and there is more to it than that right so obviously we can also move around as a regular character let me just pop you over to here you'll notice the legs aren't animating there is no leg animation system yet I am going to write that properly uh later down the line right now it's just the very basic stuff and uh and that's all but I do have the regular Crouch system in so this is all controlled I can jump right but I actually have it a little bit simpler than than your regular sort of game I don't need to crouch in I can just jump very very easily that is full physical it is entirely based on the actual ground as well so here we go let's just uh move this box here and you'll see here that it can actually weigh the character here that I'm that I'm standing as obviously that is adapted as well right let me put your camera there we go obviously that is adapted as well right so you'll see that the actual ground if you if you look at the force on the screen there if you look at the force on the screen there in fact why don't you look through my eyes right you look at the force on the screen you'll see when I jump there was a very sudden moment where it actually increased in in in Mass uh in Mass yeah obviously so I'll slow down the time and then you can see there did you see 500 kg in fact if you look at the forces you can see that I'm pushing down 1, 100 uh Newtons and if I jump suddenly it hits 5,000 Newtons for a moment that's because my actual Force pushing up is about 5,000 right so that's me pushing up off the ground and reaching my my uh uh Zenith of the jump but it gets oh wait hold on but it gets uh it gets a little better than that because obviously I can actually control my body as well right so same as you would expect and of course all of this is the actual Collision for the character model things are going to get really confusing when we're playing as one of those characters what this means is I can not only just Crouch and and hardly reach underneath this thing this is obviously a physical object and I will collide into it if I try and move but if I crouch low enough I can actually I can't move with the the analog stick when I'm too low cuz I'm actually squeezing off the ground I can actually cwl crawl I can actually crawl by doing that now you can do this fully physically if you want but of course you can lower your body first and then lower your real body in in the game as well and that makes things easier but if you were to look from this camera view you'll see that it looks even cooler than you might expect it's actually very very natural how it just has there we go very very natural right and I can see on that screen obviously I'm just using a little simple camera screen to to um to view myself moving one of the annoying things with open XR is that when you go in the Oculus desktop uh virtual desktop by pressing the Oculus button which I can do right now if I want it stops tracking the hands which I I just really hate that it carries on tracking the head in the game but the hands stop tracking is really annoying of course this system still uses the old fluid hold on you're on yeah you're on the camera this system still uses the previous stuff that I wrote Into the game which of course is hand tracking I did I did not do that hold on let me try that again there we go which is of course hand tracking right so now you're looking at my actual tracking here we go uh I can't control the camera now because my my actual watch hasn't got any hand trck uh system stuff but I can of course move around there we go I just I just hopped and that's actually part of part of something that I didn't want to show yet but I needed to switch to to that Locomotion of course I can locom mode right so there we go and uh that's using the previous exploration mode as well so let's switch that off grab me controllers get them back to normal and there we go I can move around the cool thing is of course I can adapt to any character first and then use the hand pausing system so here we go I can switch back to in fact we'll switch to Eggman this time there we go which of course is robotic because uh I hope I didn't pronounce that in a weird way now I'm actually seeing his mustache as well let's see if you can see it in uh in in the other camera mode uh there we go let's see can you see the mustache I don't know if you can see the mustache but this is you viewing from eggy boy's um uh point of view and of course if we switch back to camera mode there and we can bring you over and we'll Zoom you in and of course the coolest part of that is we can switch off the controllers and now I have the full adaptation system working with hand tracking this is really really fun right this is absolutely cool uh and there we go you've got the hand pause system as I mentioned in the previous video and now with a very big belly as well but there's a bit more to it than that because it's not simply moving the shoulders out this this position here needs to touch right there the quest two battery is low that's typical right these points here because the shoulders have extended would not naturally actually hit the each other of course in something like bone lab they had a system to to adapt that as well where what they would do is as your controllers get close the the game would would scale the movement so that your hands actually touch when oh I I went and Switched Off the controlers again so that your hands actually touch there we go this is now real so that your hands actually touch when when they touch in reality right but I don't want to just do that I didn't like that system much because when you're actually holding a gun and you move your hand towards it it kind of scales the other hand away it gets a little bit annoying but you'll notice that it still works here so where I have the controllers wide up out here uh I'll Stand towards the camera here you can see as I move them together they actually touch in the game right I'm actually scaling from the wrist so I'm doing this uh that's that's wrong I'm going to be scaling from the grip position later but uh I I've got work to do right but you'll notice that it isn't as annoying when when you're actually moving inwards that's because it doesn't actually adapt too much when you're moving the hand towards it right and the way I'm doing this is actually i' I've got a center line from the chest and I'm actually scaling from the shoulder point there so this feels a little bit more natural uh where your hands aren't being pulled around when the other hand is moving right so you can actually move that and and you don't get pulled around there I haven't done any vertical scaling and and any body scaling so I can put my hand through the body if the belly is a bit too much but there's even more to it of course this system doesn't just adapt the overall um character shape or anything like that so for example if I was a humanoid shape like the master chief here right much bigger than a regular human and much heavier as well in fact if you have a look now you can see I'm actually 430 kg it's uh it's jumping around a bit because the more I move the more Force I I apply onto the ground right so if I if I do this now you can see it it suddenly hits 17,700 kg because I'm putting so much force just to jump right and of course I can do a jump like that the cool part is of course that the chief can actually crawl under that it's this is a really easy box to move now with the chief's strength but he can actually crawl under this uh under this thing which is really a little bit awkward let's move you over to the side there you can see a little bit awkward to see the master chief be crawling there but there is of course more as I was mentioning mentioning when you're working as a humanoid character we'll Zoom you in a little bit actually when I crouch the body of course pushes the hip out a little bit and then pushes into a crawl right but if you were to try and crawl let me Zoom you out again as um as someone like the eggy boy over here that would be a bit of a problem right you can't really crawl with a character like this so what I've done is I've actually had pause adaptation for every single character as well they each have a custom profile for that which means now when he crouches he doesn't Bend his chest and Spine and hip because that would create a really awkward fold here on the chest uh well here on the belly right so instead he just works as you would want him to naturally work I going want to be able to see it myself but you should be able to see it from that side so you're now seeing a mirror as well and as you can see when he crouches instead of trying to fold the spine quite a bit he pushes the hip out and tries to keep a rather straight belly right so there we go and then he's kind of rolling on his belly when he gets too low obviously can't really crawl uh like a normal human being he's just kind of leaning on his belly uh but there we go yeah it's really funny just having eggy boy rolling on his belly I've fallen and I can't get up I look ridiculous in the camera right now I'm sure but there we go it's really cool and you can see obviously the feet kind of work and O something uh something happening on screen there and of course oh I think my audio just died I hope it's still recording is it still [Music] recording let me check that very quick hello yay okay so the audio hello there we go the audio seems to be working fine but uh but there we go as you can see I can actually crouch in air and you can see he kind of tilts his body as well if I switch to a grunt as well much smaller character but I can't really crawl right and you can see actually that when I go underneath I can't actually fit notice when the grunt is standing High his body has his hip pushed oh I'm I'm hitting something his body has his hip pushed out quite a bit right rather awkward shape for a character in fact the way that this character is the the the chest kind of leans outwards and then the hip kind of leans outwards as well and the spine is back it's a very very awkward character model and character structure but let's get it really really cool by having this adaptation system I can become any shaped character because the pausing actually adapts to it as well boom oh let me try that again boom so now I can be a Kirby here we go zoom over to here you should be able to see me properly can you see me probably you might need to zoom out a little bit oh oh that is the zoomed out okay so you're zoomed out I'm going to have to drop the camera oh there we go and now you can see me as a Kirby it's a little a little bit annoying it's a little bit unusual but there we go and of course my movement speed has been adapted as well and the forces and everything this character is only 30 kg a rather light character compared to the regular Joe's over there but there we go it's really really cool it gets better because as you can see with Kirby he doesn't have hands although I can actually still move his arms around right his head is his body and it still works perfect perfectly right and of course you can Crouch as a as a Kirby and he looks quite funny when he kind of Squish squishes in onto the ground he hits the ground quite easily and the colliders the colliding shapes here actually match the character we're playing as even though he's not really a humanoid shape it's something completely unique right Bo let's pop up here but it gets even better because not only am I adapting all of the regular movement systems the strength of the legs has Chang changed as well so if I'm playing as a Mario I can actually jump like a Mario whereas even though I'm shorter than the oh even though I'm shorter than the grunt over here my jump is pretty high and I can't actually reach the top of this so I have to jump I have to jump and but even then the grunt is actually quite a weak character in terms of his leg movement so the jump is very very low right so his jump relative L low in comparison to a Mario Mario's got the highest jump relative to his body size but of course someone else has a little bit of a different movement on him Sonic over here I know I'm using Sonic Boon Sonic but here we go right Sonic has a highspeed movement on him again forces absolutely physics everything is legit and he is able to move around rather fast and it's even cooler when you've got the running system and then you can jump as well and I've just shown you accidentally the thing that I didn't want to show you yet but it gets cooler than this of course because I can adapt the actual pae structures of the character we can adapt to something that really isn't very humanoid at all right so here we are as a Sonic I I can't actually reach the button so I have to jump and it's a little bit of a pain so I'm going to switch to this guy again but because the PO structures can be adapted and this this is going to look a little bit awkward because the legs aren't working properly and they kind of Wibble wobble and the arms obviously Wibble wobble but the arms work quite well on this guy right because I can adapt the the porse structure I can become something that doesn't actually match any sort of humanoid pore structure right and of course with this character my hip is just positioned in some really random place so now I actually I can run around and my jumps are massive but I can I can kind of step right over here move the camera around where where's the camera hello camera oh there you are hello so I can now step right over here and my hip is like below me is is the the surface and my hip hasn't gone past this at all right so there we go and it's really cool because now I'm actually I can't tell where my hip is it's kind of far behind me but there we go adapting to something like this requires the entire character pose structure to change you can see I'm trying to walk over on there and I I don't even know where it is of course if I were to crouch things get a little bit awkward because now the character actually changes his post structure based on this shape when when uh old eggy boy over there crouches and I don't have arms right the arms are visible to you but I'm not even able to see them they're just not far enough ahead of his head for me to actually see so the best way for me to actually change character now is to do it like an actual dinosaur there we go right so when when you actually Crouch as one of these characters it changes the shape and the pore of everything right and his movement system is limited and his strength is changed and everything like that everything just works in the way you would want it of course it gets even cooler when you've got no controllers because it's all adaptive and works with my my uh exploration Locomotion system but I've adapted that I've extended that as well in a way that I really wanted to right which is let's assume we are playing as a much more humanoid character it's a little bit easier no you know what no I'mma play as a Mario right so now now I've got fingers right they don't really work bril brilliantly I need to work on the pause adaptation for that uh and of course all of these characters they can stand on moving ground and all of that and it just works well and they can crawl underneath they can stop the stuff and all of that but it gets really cool when I'm able to actually move around as one of these characters properly um yeah what there we go right so now in hand tracking mode I'm going to trans stand in the center of my play Space there we go that it's about here and now I can move around right as I was doing so before what did I just walk into oh it was that uh moving surface ble right and now here's the cool part I know there's a there's a cupboard here but I'm just going to run around over here I have added something to this system that allows me to actually jump I can do this no no jump I can lift my body no jump but if I want to I can jump like so right so very easily I can just control the body now while I'm walking around I can just jump whenever I want to it's so beautiful it's just so beautiful so let's just go over here oh yeah we'll have to do that again by controlling by just looking at the actual data here I'm able to jump whenever I want to right uh let's try and switch over to another character that is much more normal and human here we go we'll just switch that off I'm going to try and climb this Mario's hands aren't super strong uh for his uh springiness it's a little bit a little bit awkward oh I pressed that button there we go that's better and now I'm a normal human being I'm able to walk around and this time I have the ability to actually jump and therefore things get really cool because now not only do I have no controllers in my hand oh let me try that again there we go still got to get used to it I have no controllers in my hand and I'm able to actually move around quite well in control while you know just full adaptation everything's just beautiful and of course if I was to do this while moving I can also jump while moving as well so there we go that didn't work at all I didn't lower my body enough right so I can move I can run and then whenever I want to just jump and I of course my hands go up to be able to do that as well so there we go an absolutely crazy amount of random stuff going on let me just switch over to here oh I forgot to switch that off uh we'll switch local system to hybrid there we go so yep so yeah absolutely crazy I'm able to switch to any character with different structures po structures and I can use the the entire handpost system and everything like that the fluid handpost system of course there is something really cool this is an accident it's not supposed to be like this but of course when I'm crouching and performing a a a crawl pose this actually works in air as well because like I said I haven't done the leg system so of course when I'm climbing on something I can actually lower my body enough that I go into a crawl and the legs are strong enough that they can actually push themselves out this is even cooler when you [Music] jump so of course when I'm running around it looks like I'm diving in fact I am technically diving right so I can do this it's so bloody stupid let me slow down the world a little bit right so I can jugg around and then jump and Dive Right forward it's just beautiful it's just beautiful it's absolutely ridiculous so I've been I've been enjoying this I've been absolutely loving this right so you can just dive as you want it's even cooler when you're playing as Mario right so you play as a Mario and then you can run around you can jump around and then of course as you're jumping you can you can just you can just dive it's just as expected it's absolutely beautiful it is absolutely beautiful each of these characters will have the ability to have different uh systems that are just so adapted to to a completely different character that you feel like you're playing as a different character in a different game right it is about completely EXT extending all of the game systems to the point that it just doesn't even feel like the same game anymore right it is beautiful it is absolutely beautiful the battery on the headset is very low it's time for me to end this rambling ridiculous video please have a look at my patreon of course because I'm going to continue trying to put more Dev stuff up on the patreon um thanks very much for watching K I will see [Music] you kill the I will see you in the next video again please check out my patreon I I I need the cash I'll make the next video soon and uh it'll be sooner than this one actually was more systems to be polished off I need to get this demo done as quickly as possible thanks very much for watching I will see you in the next one [Music] goodbye [Music] h