Files
VR-Mess/research/nimso-project-tx.md

388 lines
35 KiB
Markdown
Raw Permalink Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# Nimso Studios — Project TX / Hybrid Presence Engine: complete transcript study
Purpose: the owner wants Nimso's VR physics player recreated as faithfully as possible (and possibly
packaged later). This is the exhaustive record of what Nimso himself says across his videos —
chronological per-video notes, then a topic synthesis and a recreation spec. Companion:
`vr-physics-rig-hexabody.md` (Boneworks-family/BIMOS reference + Box3D joint mapping).
**Sources**: `research/sources/nimso-transcripts/` — YouTube auto-captions for 82 videos of
`youtube.com/@NimsoStudios` (physics/TX/Hybrid/Walk-O-Motion era), pulled with
`yt-dlp --skip-download --write-auto-subs --sub-langs "en.*"`, de-duplicated to plain text.
`_index_by_date.txt` = upload date, id, duration, title. Auto-captions are noisy ("IKEA" = IK, "Sony" =
Nimso, "rag doll" = ragdoll); quotes below are lightly de-garbled. Re-pull/extend with the same command.
Status (2026-09-08 video): Project TX entered full-time production; focus moved from physics systems to
gameplay → the body/physics design shown up to 2024–2025 is effectively his current design.
Legend: [S] he said/showed it (video id), [I] inference.
## 1. Chronological notes
### 2018 — Walk-O-Motion → first active-ragdoll VR player
- **7I3Jb7bqW1A (2018-07-20, Stabilised VR Physics)** [S] hands physically connected to the player body →
climbing, ladders, ropes, zip-lines "all physically connected to the player"; conveyors/moving ground move
the player. **Grab looseness control**: the grip can be loose (object swings) or solid, needed so pulling on
a physics ladder doesn't launch it.
- **hzShV7qqbAE (2018-07-31, SLAYR upper-body IK)** [S] upper body derived from head + 2 controllers only:
shoulder rises when the arm lifts, chest rotates with reaches/punches ("puts his shoulders into it"), elbow
points derived "not perfect". Hybrid locomotion = stick sets walk speed blended with head-bob walk. Grab
strength capped: one hand only lifts/throws so high, "you literally have to have two hands to go higher".
- **Ov1CUo4Y4YM (2018-08-04, lower-body animation + jump)** [S] arm strength limits make climbing need two
hands; weapons share the same physics limits.
- **SwQFkzBIczY (2018-09-01, "Accurately tracked pure active ragdoll in VR")** [S] "everything is 100% rag
doll — not the old system where you've got floating hands connected to the body"; force limitations; pushing
a wall pushes "with my arm, not just my hand"; hips force-limited so they don't track perfectly; the enemy is
the same kind of ragdoll driven by ANIMATED TRACKING ("he's basically another VR guy") → "would work
perfectly in multiplayer".
- **nfUb7HWbj9U (2018-09-07)** [S] rebuilt from scratch; whole body is ragdoll (can grab own leg and hop).
- **8kkeh1RQfUo (2018-10-26, Tiny Knights ragdoll, non-VR)** [S] active ragdoll where the JOINTS rotate to match
an animator — "no position forces"; all joints limited. Balance: "very simply a joint holding him up" to "an
invisible object"; "nothing holding him off the ground — that's done by just applying a force whenever he's
grounded". Loses balance control in the air (flails), stands back up. [I] = upright-joint-to-kinematic-anchor +
grounded support force: the ancestor of TX's ground control.
### 2019 — HYBRID locomotion → Hybrid Presence (full ragdoll body)
- **9DzzrAoc4so (2019-01-23, HYBRID locomotion)** [S] stick alone = very slow walk; tiny standing SWAY adds walk
speed; jogging in place = running with quick "bursts"; jump moved to a plain BUTTON. Physics hands rewritten
with a full FOREARM on a joint (forearm stops at walls) — but hands NOT connected to the body in this build
"for reliability" (pushing a wall doesn't move you). Grab points on guns.
- **Kh678PsP-5Y (2019-03-17)** [S] sneak peek of the full-ragdoll body: objects lean on your SHOULDER (heavy
hammer carried on the shoulder, easier to lift), slide-along cylinder grab (grab the heavy end, slide to
lengthen the lever), hands deliberately "realistically weak" (can't fling yourself around like climbing
games), grapple rope attaches to the physical hand.
- **Fg7fPRWe8Bw (2019-04-06, seated vehicle)** [S] physical fingers on a wheel; vehicle wheels = smooth
non-rotating bodies on spring joints with internal "rolling" variables (Unity WheelCollider rejected). Not
body-related.
- **rk7GC1It7w0 (2019-06-09, "Hybrid Presence — it's not Boneworks")** [S] entire body a physics ragdoll incl.
stepping legs; the HEAD body blocks you at walls ("my head stops me from moving through" while the camera
soft-clips), so crouch/prone lets you pass under obstacles and clamber over — "no mechanics, the physics
engine does all the work". "think of this as a VR Human Fall Flat". Hand rotation drift → "damping requires
… quaternion math". **Forearm colliding with the grabbed object caused rotational weirdness** (to be fixed —
same issue VR Messs hit). Heavy objects balanced on the shoulder. Coined "presence system" → "Hybrid Presence".
- **DMn0P3K85jE (2019-07-01, rMod non-VR sample)** [S] the same body as an AI ragdoll for the non-VR player;
feet moved "by mathematics"; **"the feet themselves don't actually hold the player up"** (support is not
through the legs); jumping kicks the ground body backwards (real reaction); slight head bob emerges from feet
hitting the ground.
- **Y8R3VKpiumY (2019-07-23, Spideriini)** [S] CALIBRATION: "stand straight, press menu → head height; touch the
ground → floor"; arm length "will be added later". Arms-only Hybrid Presence: hands AND elbows collide; arm
wraps around ledges/corners; pushing hands against a wall while falling slows you (pure physics). Rope joints
attach to the hand → arm → body. Speed curve: stick = slow, sway-walk = human walk, run = much faster via
"a simple mathematical power function". Air control via stick.
- **Ah9sDKwfpZw (2019-08-02, cross-platform)** [S] calibration = menu button standing straight + touch the
ground; hands-only build with a "body changing mechanism" to clamber further past a ledge edge; feet now KICK
floor objects instead of auto-stepping onto them; uses SteamVR action bindings.
### 2019-08 → 2019-12 — Project TX begins
- **dEl1M2UK2Is (2019-08-18, "Project TX — Next Gen VR Presence")** [S] full ragdoll body; feet push objects.
New per-object GRAB POSE system; pressure-based SLIDING along grabs; weapons LEAN ON THE BODY (shoulder brace
cuts recoil; two-handed holds can't also brace); heavy weights pull the whole body ("the whole ragdoll is
doing the pulling and pushing"); door handles must be turned; crawl under low ceilings; "no IK, no animations".
- **9IDhcrzJtY4 (2019-08-23, IK-Less Control)** [S] see §6 of `vr-physics-rig-hexabody.md`: physics joint
chain with limits instead of IK; elbow steered from hand twist; elbow blocked by a wall while the hand still
reaches its target.
- **L9E8NIdVf7Y (2019-09-01, Trespasser)** — inspiration only (1998 physics hand), no tech.
- **PSOV2vX5MrM (2019-11-27, "Do we need arms?")** [S] with physics hands, FOREARMS change gameplay: the wrist/
forearm blocks reaching behind objects; elbows used to clamber; "PRESSURE GRAB" = hold a box between arms /
against the body without gripping. Floating hands are fine visually only when they don't affect physics.
- **IunRs2U1n1A (2019-12-08, Strength manipulation / "Crysis mode")** [S] normal human strength: one hand can't
lift the body when climbing, two hands add acceleration; ONE strength value scales everything — "all I needed
to do was change a single value and the whole game has changed" (lifting, throwing, climbing, recoil control,
even aiming in slow-mo because acceleration is higher).
- **LhbmofaHkIk (2019-12-15, rewrite "Super Stable Ragdoll Body")** [S] see hexabody doc §6: hands "super nice
and soft"; climbing balanced, no bounce; camera itself is a physics collider; stands on objects stably;
"it should never feel like a rag doll".
- **rY0O4IqmB8g (2019-12-22, Wing-Chun — need for physics arms)** [S] arms at this stage "wobbly and chickeny";
the core argument: with physics hands but no arm structure "your hand is on the other side of the object while
your body is on this side" — a full arm prevents it (= the VR Messs anvil-clip complaint). Forearm/arm contact
essential for melee, grappling, balance of held things.
### 2020 — control, ground control, AI ragdolls, hands
- **lA2_RZ5bPII (2020-04-21, "Control Improved") — THE ground-control explanation** [S] Three invisible
upgrades: (1) CONTROLS: all movement on the sticks so both hand buttons stay free for held objects — left stick
move; right stick X = turn, right stick HELD DOWN = proportional "fake crouch" (lets you reach below the real
floor), right stick UP = jump. (2) LOCOMOTION: "less analog feel" — solid, no slow-downs, smooth jog. (3) GROUND
CONTROL: "normally … you use a capsule collider; the problem … is that it hits on short steps … you're running
a function to actually keep your body off the ground [and] you get this looseness to the ground hold where
while you're swinging your hands up and down you can see the body push up and down" — his version does NOT bob
even holding something heavy; an obstacle at the feet doesn't lift the body "until I push on it with enough
pressure, at which point I actually clamber over". Full-body ragdoll collision "from the head down to the
ground" yet you can clamber into tiny gaps/cups, even from mid-air. Run doesn't auto-launch after a crouch-
clamber. Push yourself along walls while standing on a physics object (Human-Fall-Flat style). Leg control and
leg collision DISABLED in this build while ground control was reworked.
- **TpEzyoWMFZs (2020-05-18, AI ragdolls)** [S] NPC = literally the same ragdoll as the player, driven by an AI
controller instead of the player controller; balances; "if he accelerates too quickly he falls down"; slow
pushes he resists, fast pushes trip him; weak legs = can't get up under heavy objects.
- **hxU8O5GCnF8 (2020-06-07, Ragdolls & grab upgrades)** [S] NPC hand joints fixed by correct joint SETUP, "not
an increased setting … no performance difference"; grab add-on architecture (trigger add-on runs only while
held). Design value: physical limitation = fun — "it only feels cool when you can feel that pull back"; flying
is boring, rope-swinging with limited strength is fun.
- **UZVgfOtjD1E (2020-06-14, Physics upgrades & hand poses)** [S] **the hand is "a full physics hand with a
physics joint and no additional motion … applied to it externally — completely based off a limited physics
joint"**; tracks position and especially ROTATION very fast; with weight hanging off one side, twisting no
longer makes the hand bob up and down — "it's simply relaxing and relying on the actual rotation" (strong
angular drive vs weaker linear). Calibration moved into the menu. Custom hand-pose editor (pose library,
mirror left↔right, poses attached to grab points with handle radius).
- **rqLEL3kE4hc / TOmVCvpq5QM (2020-07, "How It Works 2 — Half-Life: Alyx hands & physics design")** —
analysis of Valve's design, not his, but states his own principle by contrast [S]: Alyx keeps THREE hands
(raw tracking, an invisible physics hand never jointed to anything, and a visual hand animated/placed by
traces from the head + soft "magic" zones; weight limits are pure design flags, not physics). **"In my own work
… my visual hands are directly connected to the physics hands — whenever you see the visual hand doing
something, the physics are doing that."** I.e. TX never fakes visuals: what you see IS the simulation.
(Ebp600yzSHA, 2020-10, is his Unity recreation of the Alyx hand trick — not part of TX's body.)
### 2021 — the full rewrite, climbing, feet, strength presets
- **9f7Bq_R_wHs (2021-03-01, "New Physics, New Control, New EVERYTHING")** — everything rewritten; see
hexabody doc §6 (True-Body input layer with trig elbows + shoulder logic + chest + hip; ragdoll rebuilt;
ground control rebuilt; avatar-to-ragdoll link rebuilt). Extra details [S]: hands hang naturally at the sides,
reach limits match real reach "almost perfect"; elbow strength now high — "it's no longer just a floating hand
with an elbow stuck onto it, this elbow has actual impact on the game world"; leaning on a wall with the arm
holds until the arm extends ("the elbow is no longer pushing … because of the wrist strength"); a weight too
heavy one-handed far out can be lifted close, held over the shoulder, held overhead one-handed only while the
elbow is under it; ground control: slopes beyond an angle can't be run up "no pre-made slopes … just working
based on that angle"; small obstacles stepped over; legs are ragdoll legs but "just don't have collision at the
moment" (clever ground work instead). Hand-directed movement with head fallback ("hybrid directionality").
Systems decoupled from the character model via a PROFILE system (moddable characters). Inverse wristwatch menu
placed using the derived elbow/forearm frame.
- **b91SafKV7Vc (2021-11-28, It's time to CLIMB)** [S] two strength SETTING SETS (normal / high); high used to
make the climbing course possible; "now if you miss … your arm will collide so you'll get saved by the fact that
it's a ragdoll"; zero air control in that build (weight balance only); frictionless slide surfaces.
- **DxOV9wNglzk (2021-12-05, Foot upgrades)** [S] feet track the ground properly, also animate with the hands
while climbing; legs "have always been ragdoll but now I've changed the looseness of them so that they bounce
around quite a lot while still having a lot of control"; ground detection still glitchy when objects pass under
the body.
- **4yQdbjT1Auk (2021-12-19, Customisations)** [S] strength and SPEED modifiers switchable at runtime (watch);
normal strength: "much more difficult to climb … impossible for me to fling myself … I have to use two hands";
a heavy barrel liftable only by crouching and resting it on the shoulder; skins swap mesh pieces (cosmetic
"chubbiness" doesn't affect physics); the body could NOT yet tilt on rotating/looping ground → Sonic "spin ball"
workaround (fixed later by Full Tilt). Over-strong arms + stiff vehicle-handle springs made vehicles twitchy —
natural strength fixed it.
- **xknNoliE-wM (2022-01-02, Back to First Person)** [S] high strength makes the elbows "pop out a little"; normal
strength ("still a little stronger than me in real life"): climbing needs both hands and controlled
acceleration — "you sort of pull down … and launch yourself" (body moves from arm acceleration); running = jog
in place.
### 2022 — rebuilt "super stable" body, calibration, crawling, scaling prototype
- **ZCTAEobBEds (2022-05-02, New Menu & Advanced Body Control)** — a rebuild for stability [S]:
- CALIBRATION SETTINGS: floor offset (corrects a mis-set VR floor), height (calibrate button measures standing
height incl. floor offset), **ARM LENGTH = "the length between the wrist point and the end of the shoulder —
literally where the arm itself begins — these two bones"** (upper arm + forearm, NOT clavicle). His natural
value ≈ 0.51 m ("five one"); "works pretty fine until about 0.6"; set so full stretch in game = full stretch
in reality. Changing it rebuilds the arm colliders; too long → can never reach full stretch / clips ceilings.
- Legs: on turning in place the legs don't snap round — "as you walk, that's when they catch up".
- Crouch: body leans forward a lot; lower = CRAWL ("it feels legit because it is legit"). When the body rests
on the floor, "there's no ground detected" → stick locomotion stops; crawl by pulling with the hands.
- "no fake capsule … me moving around is literally the actual collisions of my body"; walking into an object
= your body (and arm) hitting it; crouching under something pushes you forward.
- **Hip collider: a capsule, ~27 cm diameter** (fits 30/40/50 cm gaps when crawling; 40 cm = minimum gap he'll
design levels with). Real-world head sideways tilt needed to fit a 30 cm gap.
- **Derived-body trick for ledges**: as you lower your body the HIP KICKS OUT further back → you can lean far
out over an edge; lift up and you drop. (Standing at an edge otherwise makes the derived body try to step
over.)
- Standing up in reality while under an obstacle: the body is held down "just because of the strength of the
actual joint" → small view offset (to be fixed). Tall avatars walk over 1–2 m boxes; speed not scaled by size.
- Stability milestone: "doesn't break when you teleport … doesn't shatter into pieces and crush the engine".
- **ecgiV9hFbdQ (2022-07-24, Legs Day)** [S] hybrid locomotion = stick + jogging in place (natural jog, not gym
knees); right-stick UP jump gives little height alone — he always CROUCHES then pushes up with his real body
("I have been manually controlling the jump mechanic in every single Project TX video"), Boneworks-like;
crouching slows locomotion so jumps need a burst. A "real jump" (must physically jump) mode existed but was
dropped as dangerous. "one hand pulling down … will lift you within the muscle strength … you have to use both
hands to get full height". Fake crouch (stick) only goes so far — a real crawl needs real lowering.
- **NNHXKJLjzDo (2022-09-27, 3-day prototype: Ragdoll Avatar Matching, Bonelab-inspired)** [S] scales the
ragdoll pieces' COLLIDERS individually ("not using local scale") from a per-character profile: waist,
shoulders, stomach, hands, arm length, head, neck; view height scales; **arm reach scales "the distance from
your body to your hand"** so a long-armed character is at full stretch when you are; strength scaled by size;
mass scales → "the grounding has to be stronger as well, so the leg strength is stronger"; big characters feel
floaty (gravity is slow at scale). Physics gets wobbly at giant scales.
- **POQ_Wm_ZK2o (2022-08-22, Breakables & Advanced Loose Grabbing)** [S] "reactables" (impulse/explosive/
bullet-driven breakage, material-dependent). LOOSE GRAB: the held object's rotational joint loosens with grip
tightness — thumb/finger pressure controls how loosely it hangs, and it tilts under gravity (cylinder/linear
grab only so far); secondary hand still rough. Ground detection uses the objects underneath the body — falls
through when a detected object under you is deleted.
### 2023 — engine modularised, RoomWalker, fluid hands
- **PN8h4rGf1IM (2023-11-21, RoomWalker)** [S] locomotion variant: stick sets a direction; you physically walk;
backward room motion is remapped forward. Lists his modes: Hybrid (walk/jog in place + stick/controller
direction), Exploration (playspace-position steering), plain joystick, RoomWalker. (Out of VR Messs scope.)
- **lHgpibsjgek (2023-12-07, Fluid Hand Adaptation + Hand Tracking)** [S] now "HYBRID PRESENCE ENGINE":
modular — "everything from tracking to the body physics to the body posing to the elbow IK — not really IK,
inverse kinematic at a logical level". Bonelab-style arm retargeting (full extension maps to the avatar's full
extension). FLUID HAND POSE: only 4 stored poses (open, grip, trigger, grip+trigger) blended + capacitive touch
data; adapts to ANY finger/thumb/segment count; wrist extension stretches the fingers; random "micro stutter"
twitches so held poses are never static; OpenXR hand tracking converted into the same pose space; finger
colliders are physical (hooked hands can climb). Quest-compatible build.
### 2024 — "Next Gen": no-jank interactions, adaptive legs, full tilt (the current design)
- **VftAqOUhQsk (2024-02-02, NEXT GEN — No Jank)** [S] goal: GRAB, HOLD and RELEASE with zero jank.
- GRAB: "soft" — the object is eased into the hand pose, never a jump/stretch toward it, never a snap, even when
grabbed in a wrong orientation (cylinders/one-way grips smooth into a valid orientation); finger pose (then)
only from object SIZE, not shape.
- HOLD — the key mechanical statement: "in a regular VR physics system … the hand is floating … at the
controller … if you're holding a heavy object … your hand gets thrown downwards vertically. That's not
realistic … in reality you've got a muscle holding the wrist … the first thing that would happen is that would
rotate, but if that muscle holds then the next muscle here would also rotate … it would rotate from the muscle
downwards … it wouldn't go vertically, it would go ROUND because the arm [is round] … shoulder, chest, spine,
hip, all of it … is involved." → a sledgehammer swung around doesn't wobble, bounce or "slap" back into
place. Strength is ASYMMETRIC by direction ("a bit more strength this direction … because it's holding at the
limits of the arm"). One hand lifts the body only to a certain arm angle; extended, it collapses.
- TWO-HANDED: "I'm not doing any corrections at all other than the tilt of the hand" — the object levers
naturally (katana pose, golf pose); both hands can SLIDE along a shaft simultaneously, cross, or hold the same
spot without jumps/flips.
- RELEASE: throws go where you threw — no fling ("throw the hammer up … it just goes straight up").
- All grab systems built only against simulated hand-tracking data → real hand tracking "just works".
- ACCESSIBILITY CROUCH: double-flick stick down = crouch LOCK; pull further = lower to crawl; double-flick and
hold = straight to prone; push up = unlock. Lets seated players crawl/dive. Hand size follows the avatar.
- Legs "a very basic procedural leg system … all physics parts of the body".
- **tMDmwD1cQPg (2024-04-04, IN-DEPTH VR PHYSICS INTERACTIONS pt 1)** [S]
- **BODY MASS 60 kg** ("my character is 60 kg"). Answer to "your character is too strong": strength is not
inflated to allow climbing — STRUCTURE makes climbing possible (arm angle). A 12 kg sledgehammer can't be held
outstretched one-handed; "if you just let your structure correct it you can then lift it"; swing works.
"the actual values — the structure of your arm — need to be as accurate as I can get". Wrist/forearm "muscle
here does most of the work" (fast) vs lifting via the shoulder "has to lift the whole arm" (slow). Slight motion
of the object WITHIN the hand (grip compliance) on top of the arm chain. Use the shoulder as a lever; slide the
hand down a handle for power swings. Light objects still throw your hand off on sudden stops; enemies can push
your weapon/arm out of the way (accurate weakness matters for combat).
- PHYSICAL PROPERTIES extend physics materials (not objects): impact sound by SURFACE CATEGORY (soft/hard/metal/
rock…) of the two materials; sparks metal-on-metal; STABBING decided by material DENSITY + insertion friction +
tool sharpness + applied force (a strong character stabs concrete); MAGNETISM flag (magnetic grabber).
- Visual model is positioned exactly at the physics parts (tiny offsets visible when rotating the head).
- "Force-based pull" (distance grab): hovers objects in front of you with a FORCE LIMIT — heavy things only drag.
- **ATTACHMENT SYSTEM**: objects holstered on the back/hip/leg are PHYSICALLY attached (no collision) and add
their mass to the body — 60 kg → 72 kg with a 12 kg hammer, 84 kg with two; affects landing and climbing
("weight balanced to be able to climb at 60 kg"). Retrieval needs a button held (no accidental pocket grabs).
- **LEG COLLISION is a TOGGLE**: "the legs are now fully collidable if I should choose to"; it interferes
(legs cross and lock up, impede climbing and crawling through gaps) → normally OFF; leg holster points live on
the leg colliders.
- DYNAMIC GRAB RADIUS: a curve along the object (bat widens, bottle neck bump) instead of fixed-radius grabs.
Always allows two-handed grabs on anything ("no need for me to say you can't hold that with two hands").
- **BTlY8SWLtgo (2024-04-20, IN-DEPTH pt 2 — guns)** [S] mostly weapon mechanics: magazines are PHYSICAL SLIDES
(not snaps) and the grab pose rotates the hand to push them in with the fingers; slide racking is a physical
grab; one-handed reload against a table works; recoil computed from bullet mass × acceleration over the barrel
length (not a set value), so "because of structure the hand gets thrown back" naturally; pocket buttons pick
gun vs magazine vs grenade; magazine/bullet property types (rubber, plasma, balloon…). New buoyancy that floats
even very light objects without bounce. Attachment points also work on objects (containers): mass is added AT
the attachment position. Body: "my player currently is about 70 kg" (cf. 60 kg in pt 1 — the value is tuned).
- **D4SfYp2e1oI (2024-07-29, 3-DOF FULL TILT)** — see hexabody doc §6: "the entire player system is a full
ragdoll — no collision exists outside of the ragdoll"; whole character can rotate/tilt to the ground ("full
tilt" setting, designed in from the start: legs and every system must expect a rotating character); corrects
upright in mid-air; NPC uses the exact same player ragdoll/strength setup; avatars (gorilla, Sonic, Mario) swap
the physical body.
- **i7F4V9K6SlU (2024-02-24, Adaptive Leg System)** and **WGgPrne7Ctk (2024-01-12, Advanced Body Adaptation)** —
see hexabody doc §6 (procedural flight-phase gait; tracking as a guide; 1100 N stand / 5000 N jump ground
force; per-avatar pose profiles, strength, speed).
### 2025 — NPCs on the same muscle ragdoll (states the core ragdoll principle)
- **0R8Q96ukYeo (2025-04-24, "Possibly the most advanced physics NPCs")** [S] **REJECTS the "animated ragdoll /
partial ragdoll" approach: "all of your bones kind of pinned in place in the world space … when you push an arm
… the hand stays in pivot position … all of the bones individually are trying to get to their positions, which
is very, very awkward. That's not the case with my ragdolls … driven by muscle systems, which means each and
every bone here is actually driving itself."** Locomotion: the NPC follows a target and "drives himself … the
feet aren't directly driving his motion, but they are holding him up" (pushable, stumbles, tips over). BALANCE
is "more than a simple upright check — it's checking the matching value of how close he is to what he wants …
his overall tilt"; balance keeps running DURING get-up animations (can be held down mid-get-up). Physical state
machine (balanced / stumble / fallen) under an action state machine under a goal state machine; memory-based
perception (memory time), "breathing space". Stairs: lifts feet higher and lowers the body; reacts to its own
velocity when dropped.
- **_ByrqrCSh2w (2025-05-19, NPCs get even better)** [S] NPCs RUN as fast as the player while staying full physics;
a mode that reads step height and slows on stairs (decisions affect physics, no magic stability boost); roles/
teams; FATIGUE/"stumble bar" — hits (scaled by object mass, material, body zone) weaken the muscles ("his bones
have kind of weakened … limped out"), recharges; dodges/leans away from incoming swings via the posing system.
### Remaining videos (keyword-scanned for body content; locomotion/vehicle/weapon/fluid-focused)
- **TdFni0DjqN0 (2020-01-12, SLAYR older physics)** [S] an upper-body-only ragdoll build; "his ground SPRINGS
[are] too strong" (ground control is spring-based); the earlier IK-arm Hybrid build had "my elbow rotate
randomly and wrong" → the reason he moved to "full arms right from the structure of the shoulder down the upper
arm, down through the forearm"; head physically collidable (step aside / crouch under).
- **LMKmyLXGVv0 (2021-03-22, Guns & Holsters)** [S] holster points on body parts (pockets, shoulders, head);
recoil depends on arm STRUCTURE: arm outstretched or gun turned sideways → much more recoil ("lack of strength
behind you").
- **0nP-4SatYVQ (2020-06-21, Seats)** [S] sitting = the player body JOINTED to the seat with a true physics joint
(no body collision while seated); "full physics on the ground detection".
- **WYMygKXI0vA (2021-05-17, Hybrid Garden)** [S] movement direction = blend of HEAD direction and a HIP
direction "calculated based on the two controllers"; calibration "recenter"; accessibility: move with the stick
without leg effort. **_jPfasWzUpU (2019-07)**: accessibility calibration places the crouch "ground" where your
hand touches (e.g. knee height).
- **RTUJ2JzZnT0 (2019-07)** [S] calibration: stand straight → menu; touch the ground → menu (floor).
- **2vuQ0HFxEO8 (2017-11)** [S] earliest hands: a physical limit — "you can't actually move further than your
shoulder arm length"; objects physically jointed to the player.
- **7JDJe_PjeXk (2020-05)** [S] "legs are quite strong right now so … grab things from the bottom" to lift heavy
objects; heavy barrels (~20 kg) carried on the shoulder.
- **iFniqwjspug (2022-05)** [S] energy grab follows the CHEST position; grab layering didn't yet work with ground
control on NPCs.
- **rkWjbebZiKY (2025-07, Swords)** [S] physical-property extensions; "we've reached the limit of what is possible
with this character's strength"; simulated liquid in containers shifts mass/COM.
- Walk-O-Motion era (2017–18: S9uPWiKTbWo, vaGn4cZsZy8, zG-l4fhRRng, cets0eIn1HA, cSzUUit11QA, hnktOL1Idw0,
ySaSe4D7t8k, YaHLBF3JZ9Q), HYBRID demos (dhTpDjtN930, RVYF2dChsgQ, GfwdUns1nLM, vnJ3bS4MqCw), vehicles/boats
(cIug4Ok-8e0, qit0-s63FmI), Quest (7Gup4b1Sqow), combat (PWAeqfuaTM4), Alyx recreation (Ebp600yzSHA), misc —
scanned: no additional body-architecture content beyond the above.
## 2. Topic synthesis (what to copy)
**Architecture (stable since the 2021 rewrite, refined 2022–2024; NPC proof 2025).**
1. TRACKING (head + 2 controllers, or hand tracking) is a GUIDE, never the final pose; only the camera is 1:1.
2. TRUE BODY: derived pose from the guide + the user's measured metrics — chest position/rotation (incl. crouch
lean), shoulder logic (lift with arm raise, put into punches), trig elbows steered by hand twist, hip with
velocity/acceleration lag (sways), hip kicks back as you lower (crawl, lean over edges), hip direction derived
from the controllers. "Not true IK — a bit of extra trigonometry".
3. SCALED BODY: True Body retargeted to the avatar profile (proportions, per-character pose profile). [Back-burner
for VR Messs per owner.]
4. RAGDOLL = the player. Every bone "drives itself" with MUSCLES (joint-local drives toward the pose) — explicitly
NOT world-pinned bones. Joint limits = anatomy (replace IK constraints). Hands pulled to the tracked targets
through the chain (a "limited physics joint", fast rotation, weaker linear). Colliders are anatomical shapes;
hip capsule ~27 cm Ø; camera/head is a collider; legs ragdoll but collision OPTIONAL (default off — legs cross
and snag). Mass ~60–70 kg; attachments add mass. Visual mesh = physics pose (no visual faking).
5. GROUND CONTROL: ground detection under the body + a STIFF support ("ground springs") that holds the pelvis up
with no bob from arm motion, yields only under sustained pressure (clamber); strength ∝ body mass ("leg
strength"); slopes beyond an angle unclimbable; small steps stepped over; when the body rests on the floor
no ground is detected → no stick locomotion (crawl with hands). Feet hold the body up (2025 NPC wording) —
procedural legs place feet; flight-phase gait.
6. STRENGTH: one global strength scalar (normal ≈ human: one hand can't lift the body or a 12 kg sledgehammer held
out; two hands can; close-to-body/shoulder leverage works). Asymmetric by direction near joint limits.
Fatigue = temporary muscle weakening.
7. INTERACTION: soft grab (eased into pose, never snapping), hold without wobble (the muscle chain absorbs load
in arcs), clean release; two-handed holds need no corrections beyond hand tilt; grip compliance (object moves a
little in the hand); loose grip from finger pressure; per-object grab poses + fluid 4-pose hand blend; magazines
and holsters physical.
8. CONTROLS (TX): left stick move; right stick turn + HOLD DOWN proportional crouch + UP jump (jump needs a real
crouch-push to be big); double-flick crouch lock → crawl/prone. Buttons free for objects.
**VR Messs scope (owner, 2026-10-02):** copy 2, 4, 5, 6, 7 and simple controls (thumbstick move Boneworks-style,
snap/smooth turn, stick crouch); NO hybrid/sway/jog/RoomWalker locomotion, NO jump for now, avatar scaling (3) on
the back-burner, NPCs later (same ragdoll — keep the player rig controller-agnostic so an AI driver can replace
tracking, as Nimso does).
## 3. Proportions & calibration (answers the owner's arm-length / shoulder questions)
Nimso's practice [S]: calibrate HEIGHT (stand straight → button), FLOOR (touch ground → button), and ARM LENGTH
= glenohumeral (shoulder joint) → wrist, i.e. upper arm + forearm, NOT including the clavicle; set so that full
real stretch = full in-game stretch (his ≈ 0.51 m; system fine up to ~0.6 m). The shoulder is NOT fixed: "as you
lift your arm the shoulder moves up and down, it lifts … you have to figure out all the mechanical structures …
in order for the limit of your arm to be accurate" (i7F4V9K6SlU). Hip capsule ~27 cm Ø.
Default anthropometry when only height H is known — **Winter, Biomechanics and Motor Control of Human Movement
(4th ed.), Fig 4.1 (Drillis & Contini 1966) and Table 4.1 (Dempster), verified from the figure/table scan**:
- Heights: eye 0.936H, chin 0.870H, shoulder (acromion) 0.818H, elbow 0.630H, wrist 0.485H, fingertip 0.377H,
greater trochanter (hip joint) 0.530H, knee 0.285H, ankle 0.039H; head 0.130H.
- Widths: shoulder (biacromial) 0.259H (neck→shoulder 0.129H), chest 0.174H, hip 0.191H, foot length 0.152H,
foot breadth 0.055H.
- Lengths: upper arm 0.186H, forearm 0.146H, hand 0.108H (arm GH→wrist = 0.332H). Contini 1972 gives 0.189/0.145/
0.128 — definitions differ slightly.
- Mass fractions of body mass M: hand 0.006, forearm 0.016, upper arm 0.028, foot 0.0145, leg (shank) 0.0465,
thigh 0.100, head+neck 0.081, thorax 0.216, abdomen 0.139, pelvis 0.142, trunk 0.497. COM from proximal end:
hand 0.506, forearm 0.430, upper arm 0.436, thigh 0.433, leg 0.433, foot 0.50.
- Worked example H = 1.75 m (eye ≈ 1.64 m): shoulder joints 0.227 m each side of centre, shoulder height 1.43 m,
upper arm 0.326 m, forearm 0.256 m, hand 0.189 m (grip centre ≈ wrist + 0.06 m), hip joints ±0.167 m at 0.93 m,
thigh 0.43 m, shank 0.43 m. With M = 65 kg: upper arm 1.8 kg, forearm 1.0 kg, hand 0.39 kg, thigh 6.5 kg,
shank 3.0 kg, foot 0.94 kg, head+neck 5.3 kg, thorax 14.0 kg, abdomen 9.0 kg, pelvis 9.2 kg.
- Recommendation [I]: derive everything from the calibrated eye height (H = eye / 0.936) by default; let a
T-pose/max-reach calibration override arm length (armLen = (wingspan − 2·0.129H)/2 − grip offset); model the
clavicle as its own driven segment (sternoclavicular → glenohumeral, 0.129H) with elevation/protraction limits
so reach "beyond" the arm comes from shoulder lift/protraction + chest lean, exactly Nimso's "the shoulder moves
up as you lift your arm". Arm length must come from a saved calibration, never from the current head height
(the placeholder rig derived it from head height ×0.46, clamped to ≥ 0.50 m — the owner's "arms were just short").
Full decision + sources: `vr-avatar-arm-length.md`.
## 4. Still unknown (must be designed/tuned by us)
Exact ground-control force law and gains; muscle drive gains/torque budgets per joint; the elbow "simple
calculation" from hand twist (we have our own clamped/flip-proof version); gait math; how room-scale walking into a
wall is reconciled with a ragdoll player (he only states "camera is always 1:1"; VR Messs uses the owner's
Bonelab-style push-back requirement).