Files
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  mapping (spherical/motor/prismatic/distance), superseded-as-target note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

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# TINY OPENWORLD / Knights - New Ragdoll System - Physics Sandbox - Unity (8kkeh1RQfUo, 607s)
[Music] Samee new Sony welcome back to another video it's been a while since I've done a video actually and it's been an even longer while since I've done a tiny project video the tiny project is well there's not one project but I have a number of projects whereby I use these characters here this project here is actually the tiny Knights project but it's something that I'm using the same system for the open-world game that I'm building that is basically called tiny open-world pretty simple name pretty simple idea anyways so what you're seeing here of course I have control over the character using the mouse I can look up and down and of course I can walk forward and walk backward left and right and the usual stuff this correctly here actually though is is a full rag doll so it's it's something that I've done in the past obviously active rag dolls and stuff and that character there is actually the animator and what I've been working on here is a different method not the same one that I've used for the VR tracking to actually get the animations to much using only the rigid body joints so this here character is obviously built out of joints and there's no extra tracking on it or anything like that so there's no position forces or anything making him move like this and animate all of that is done by the joints that are rotating according to what that thing does so if I jump over here and look you can see I can have control over everything and whatever the animator does the rigidbody here the rag doll actually tries to match it using usual forces and of course they all have limits as well so the other thing you'll notice here I've added it's very similar to a human fall flat or gang beasts in the way that controls but I've added an extra control which and you can see from there that allows me to manually force one of the hands down each one separately controlled and that's useful because here grab things this here balls very very heavy let's grab the light one and you can see I can grab things moving about the usual physics see stuff I can of course use my feet to kick it and this is 100% active ragdoll there's no there's no extra rigid body holding the character up or anything like that he's simply using a joint - well it's - an invisible object the way I've done is a bit weird but anyways well it does it does actually balance him there's no sort of clever work going on with the balancing he's very very simply a joint holding him up but there's nothing there holding him off the ground that's done by just applying a force when whenever he's grounded and of course here going you can see he just flail about that's again that's animation so you can see here what the actual animation is and what he's actually doing it's all false based unfortunately I haven't done a very good climbing system yet so it doesn't actually climb properly unless of course you've gone high enough to just soft jump on top but beyond that that's basically what this character model is doing and as well I just made a worldly sort of mess around with it for example here if we grab a bowl and we can of course go up this ramp here or we can take it the easy way which is this here quick so this is the medium weight ball and here I can show you how I can throw things so obviously you look up to grab it up and then press the top button I didn't work very well but let's just see and here we have some 20 pin bowling 20 pin bowling two lanes and I've just put some super smooth ground there which will for all the things back into place down here at the end so we can get the ball back and everything as well then you can see a green one there that send it up there you can grab onto these things of course they smack you about and you can see he's always in ragdoll it makes it really fun to see how it looks especially when he's in because once he's in ere he loses all of his clown balance and he could just be flung about like that of course I can grab on to them with infinite strength and you can see him flinging about and of course we can do the same thing on here so obviously it smacks me about fine but I can grab on to it and I'm going crazy I don't know why his heads facing the opposite way but one two and let's go and missed it and you can see he's always able to just stand back up but yeah everything sort of force based everything's an actual joint and stuff like that and he does flail while he's in air until he lands of course this is this is sort of the basic system underneath the tiny games as it's going to be anyway he has trouble climbing up ramps though so basically I'm gonna use this for the tiny open world project his jumps are gonna be a little bit more controlled and that's basically what I wanted to do I wanted to build a fully controlled system way feels almost like playing a platformer in a way it's it needs to be that balanced that it feels like playing a platformer but you're always inactive rag doll I can't try and get this one up there in fact let's see if we can get it onto this thing instead of going to rumble yeah I would have to take it off the ramp it's so heavy yeah so I'm using this obviously for the tiny open world project which is it'll be similar to you know like what's it called amazing frog something something similar to that where you always have a sort of rat dolly feel and you still have a lot of control that was the worst shot I've ever taken in bowling you still have a lot of control over the character and I'd actually started this as part of the tiny Knights project and that's what I'm going to do with it the character does have a bunch of animations where he actually swings the sword and stuff and of course the sword is based on the VR stuff dad shown before which uses a joint just to hold the sword in his hand and everything is physics based so the sword itself can have all of its usual physics and stuff and of course it's stuck in his hand physically rather than just you know a part of the model or anything like that and of course then you've got forces and everything to handle what counts as a hit and whatnot and that's awesome because I can do this now and what I want to do with the main main project which is tiny open-world is I actually want to get the vehicles and stuff to keep the ragdoll active so you get to sit on a bike or something and actually stay active with his hands grabbing on to the object like so and obviously you'd be basically riding a bike with his hands grabbed onto the actual handles his butt would probably be a joint onto the bike itself and even that you could handle using the actual animations I could handle using animations but yeah it's basically that's basically idea of this here I wanted it to look very very much like it's it's actually solid and you can see the animations are pretty pretty accurate to the original thing up there it's very very close to the original he has enough strength in his hands and everything to actually handle it all properly but at the same time he's still a physics body and you can still get hit at any point his joints are completely controlled by the world of physics anyway so it's it's a lot of fun have messing around with this and so that leads me to the announcement basically I wanted to start demoing out these things so what I'm going to do for the early versions of everything I'm probably gonna start putting these on patreon as patreon rewards I don't know what the soft tears will be whatever it doesn't really matter the idea is I'll be putting these demos on to patreon very soon and the first thing that they'll go on is on patreon and then after that whenever there's a big update to be to the projects themselves that update will then go onto patreon and then the current version on patreon will become available to everyone so realistically I still get to give it to everyone but a patreon reward will be sickly mean you have it you have the demos earlier than than anybody else and that's basically the the thing that I'm going with so this demo here I'm gonna turn into more of a sandbox I'll add a few more things probably fix a few animations add a few random you know taunt animations just for him to mess around maybe do a few things I can even do a backflip here if I jump while flipping it over there so yeah there we go do a backflip yeah so I'll add a bunch of things like that into this and give it out as just a sandbox demo to test out the engine very much a tech demo as is really let me do a backflip over the top here 1 2 3 whoa I actually landed it perfect absolutely brilliant anyways a bit of and yeah that's the that's the whole video thanks very much for watching and look forward to some demos very soon where you'll get to play as a tiny and mess around with all of these projects the tiny Knights project will be updated soon as well good bye [Music]