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  mapping (spherical/motor/prismatic/distance), superseded-as-target note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

4 lines
22 KiB
Plaintext

# NEXT GEN - No Jank - VR Physics Simulation! (VftAqOUhQsk, 1661s)
[Music] [Applause] [Music] it's me NSO welcome back to another VR video we are back in Project TX once more now immediately will see that we are looking at a character that now has moving legs these are a very basic version of a procedural leg system we are not talking about that because it's not that good right it's a pretty rubbish system right now it does a few of the things that I want it to do just because it needs to handle certain things especially since they're all physics parts of the body so it's all it's all physics it needs to be perfect so we're not looking at the legs don't look at the legs don't look at the feet otherwise you'll get a kick in the face now let's a go we're going to pop over here because we are looking at physics today physics based VR physics based VR uh I don't actually like it right I don't really like physics based VR as it is nowadays right if you just sort of picture this right you want to let's we'll switch over to my view and uh you want to grab something right you're you're in a physics game you place your hand next to an object and for some reason it's always there's always a DOT that shows up it's it's just always a DOT a DOT shows up or a little ring it's always the same thing yes that rhymes that was on purpose now it's always a DOT that shows up but that's not the point right you try and grab the object and one of two things happens one of one of one two one of two things happens either this happens and the hand kind of goes and it stretches the arm and it just suddenly jumps towards the object right or the uh the more annoying thing happens which in some games is fixed and it kind of does this you've seen it happen right you you have seen it happen don't tell me you haven't it's just how it is right so that's the grab and you look at that you you get that out of your graub and uh and then you're like that was awkward and then so after you grabbed it you picked up something like a sledgehammer and you lift it up and it goes and it corrects itself right and then you move it you move it to the right and it goes and then it would be nicer with the sounds wouldn't it but you know what I'm saying right it wobble Wibble wobbles and then corrects itself and then it it's very springy it slaps into place right slap that's the sound that I I kind of I'm talking about here it's just very right it's slap everything's very Slappy it's either wibbly or wobbly or Slappy right so that's your grab that's your your hold and you're like that was awkward you grab that was awkward you hold it that was awkward and then you want to throw it right and you have your controllers on not that you have your controllers on you you swing your object up and you like that and it goes right that was awkward because it's a hammer for some reason every time you lift it and throw it it just kind of flings out of place right and you're like that was awkward all three things grab hold release everything is awkward for some reason right and I don't know why but that's just how it is in VR physics but I want to change that right so we're going to start primarily with grab right we need to look at all three I want to change all of that and the way that this system has been built I've been I've spent about 9 to 10 years working in VR Innovations experience and and experimentation on building the best of the best for mechanics and especially in physics right in physics I have put a lot of time in and I really want it to be smooth I really want want it to be softer so what I want from physics based VR is I don't want any sloppiness and I don't want it to go whoop whoop and try and correct itself I just want this soft grab properly as I want it to be soft grab it's soft it's smooth and it feels bloody Perfect Right There we go it doesn't matter what you grab it doesn't matter how big it is there we go nice and soft and you have you grab a box and there we go nice and soft nothing jumps nothing throws itself about right you get a a heavier object like this a bigger one with A Wider Circle and you pick it up and it's just just soft it's beautiful and it positions itself correctly as well nothing jumps around so you you grab it and you don't want it to kick things and smack things about you want to place it on top of an object and you want it to stay still so that it doesn't get thrown out of your hand when you release it as well right so there we go just nice and easy right everything needs to be nice and soft and of course that's what I've got here right and of course it with those it's nice and easy but with some something like a cylinder grab it doesn't just let you grab it in any orientation obviously you can grab it like this and it holds it nice and smoothly right but it's not going to let you grab it like this and it has to smooth out right everything's going to start falling stop stop moving calm down calm down wasn't supposed to do that calm down there we go right and you just want this nice o missed you just want this nice soft grab even if you're not grabbing it in the correct Orient M ation and of course doesn't matter if it's a wider object right it just holds it nice and smoothly there we go very very beautiful and of course it applies to anything no matter what you do and it gets even more extreme when you look at something that is much more specific so even without cylinders get out of the way bins you're all in the way you as well get out of here cylinders those things they have some limitations but not entirely these is guaranteed One Direction right so you pick them up the proper way and that's fine right it's nice and easy and soft and smooth but if I pick them up incorrectly it should still be smooth right I don't want any flip-flopper I don't want any any sloppiness it should just look beautiful and that's exactly what we have here nice and I missed nice and smooth and we slow down the world and even then soft right soft and of course if the finger pausing was done and I've got a very very basic finger pausing system right now it just considers the the size of the object it doesn't care about the shape so if I was to grab something like so to grab something like this off the edge you can see it doesn't consider the shape of of of that object right it doesn't consider the shape just the size which is fine oh sorry Penguins sorry Penguins you're all going to fall off now yeah so there you go nice and soft and it just corrects it nicely into the hand smooth smooth as butter is butter smooth I don't know and of course you can see it even more extreme with something that's larger right so there we go you correct it and there's just there's no jumping around none of that that is the grab smooth smooth as anything that's grabbing right so that's part one two holding we go over here and we go there we go again nice smooth and soft grab that's how it should look and now we've got a hammer right and it should feel really really nice again no wibbly wobbliness let's run over to there and you can switch over to viewing me externally there you go right so now I can see kind of a reflection of me as well and that'll help you can see here if I switch the controllers on as well you can see now there is no wibbly wobbly actually I'll keep the controllers off there's no wibbly wobbliness right it's there's none of that swinging the hand around and constantly bouncing and and going and that is down to a lot more complexity than you might think let me explain in a in a regular VR physics system what you would have in in a regular any any type of VR system what you have is a hand and it is floting it's positioned here because that's where the controller is you see the controller is floating it's over there right and so of course if you're holding a heavy object that object points the vertical on the vertical axis it weighs you down woo and you get thrown your hand gets thrown downwards right vertically but that's not realistic that's not how it would actually be in reality in reality you've got a muscle holding this I was going to say ankle holding this wrist here and that's the wrist right there right and that's what would happen if you pushed down here the first thing that would happen is that would rotate but if that muscle holds then the next muscle here would also rotate right so now you would get something that pushes down it shouldn't do that because what would actually happen is it would do this right it would rotate from the muscle downwards and if that one holds so there we go it hits that that end strength if that holds then from here it would drop but it still wouldn't go vertically right it would go round because the arm round right and I just went through my body there um it would go around right so all three of those in fact not three shoulder chest spine hip all of it matters every single part of this is um every single part of this is involved in making sure that that structure works properly right and that's why when you go like this you end up with no Wibble wobble no matter how how awkwardly I move the object right so even if I swing it right round I went all the way around I swing it right round and you can see it just kind of gets stuck there right there's none of that that the hammer is not going all over the place there's no swingy ding ding right it's not swinging around it's not Slappy it's not correcting itself suddenly when it gets back to the center it doesn't go and then slaps in none of that it's it's just beautiful oh it feels so good when you're swinging the hammer around naturally right and because I have all of that structure you can see that there's a little bit more strength One Direction this direction here than there is that direction you can see the controller no matter what it can't lift so easily but this side easier because it's actually holding at the limits of the arm right and then when you swing it about it's very very nice and smooth and it's just it's just so much better on the physics right it's beautiful it physically works the way that you want it and of course if I was to hang this over here you'd be o sorry went a little zoomy there you'd be able to see that very very easily I've shown this in the past but it's nice and easy way of showing this right which is with the one hand I'm able to lift my body but only up to here and and that's because that's these two muscles here holding together but if I was extended here I can't actually lift that high right it's because I'm leaning off the end of a of an arching object right so just doing that I can just about lift it if I give it enough momentum and then it it collapses again right I'm supposed to use two hands or alternatively I might be able to use my my body position and momentum and swing s and swing and I might be able to swing myself over otherwise the natural way of doing things you just clamber right there we go absolutely beautiful it is all in the muscle structure it's absolutely wonderful but of course it gets a little bit more extreme than that if you look from my viewpoint here you can see one of the things that is a real sticking point for for physics based VR when you're grabbing an object when you slide on the panel because there's so many Corrections going on to actually make the object rotate and position itself correctly you usually have a little bit of wibbly wobbly when the hands get a little close together right but I'm not doing any corrections at all other than the tilt of the hand which tells the object to actually correct itself based on how far out I go so here if I held it straight out in the sort of uh in the sort of Samurai pae you can see here in the in the in the katana pae you can see it goes straight out and yet if I lift it back here very very nice and easy it just levers correctly so for example uh if I was to go into the golf pose and then swing it you can see it keeps that correct structure as it rotates but like I said beyond that right there are no additional Corrections going on to position the object based on the two hands which results in this and this should surprise you a smooth slide between the two hands without any jumping or flipping of the object no problems at all no matter how quickly I slide past them right so both hands sliding at the same time no trouble absolutely nothing no flinging no nothing and both hands can hold at the same position no problem right it's absolutely beautiful that is in the physics right there that's what I'm saying next gen right here missed bang There we go beautiful absolutely beautiful now that's the second thing that's grab that's uh that's uh grab that's hold and now for release so here we go usual business I've got the controllers and just throw the hammer up try this in any little demo that you have you throw the hammer up and you'll see that it actually flings itself crazily right there's none of that none of that right it's just and it throws nice and naturally right it's beautiful it's absolutely beautiful see directly it just goes straight up that's what I want want from my physics based systems it's beautiful and of course this applies to everything all of the objects here no matter what you grab no matter what you're doing it always feels really really nice and smooth and soft and everything just looks better by doing it that way let me have a a showcase here of the new penguin this is the Penguin a right these are the little grenades uh from the previous uh version of project TX they've been scaled down they a little bit more rounded now so they look a little cuter and they're just as explosive We There we go boom and there we go right but of course you're waiting for it all of this is as it is I wrote a simple pausing system it's a relatively simple one right now it it just looks at the size of the object not the shape it just looks at the size of the object but that alone the cool thing here is I built all of this I I recreated all of my basic systems without ever testing in hand tracking at all I tested in hand tracking the first time today today was the first time I tested in hand tracking so of course I have hand tracking you're looking from my viewpoint that's good and I forgot to recenter again that let me uh try that again and there we go we recenter and that's going to allow me to local properly right so let's just move over to here and it always jumps the first time for some reason all of these systems are inherently just working with hand tracking no matter what I do anything I do in terms of the game mechanics with the hand systems the grabs will always just work inherently with hand tracking nothing has been designed ever since the original FL fluid hand paing system nothing has been designed dedicated to hand tracking at all and look how smooth it looks look how beautiful and of course you can lift your fingers you can still control your fingers all while you're holding this thing right no problem it's just beautiful of course it doesn't mind and you can slide along a barall like this you can slide along a bar if if my tracking could actually see my hands there we go you can slide along a bar no problem beautiful right and because it keeps jumping my tracking because these systems just work from the simulated hand tracking systems right based on the old hand tracking all the usual stuff right absolutely wonderful where's that sledgehammer it's somewhere right let me pop over to there I'm pretty sure it was down there where's my sledgehammer I lost me Sledgehammer oh dear oh dear oh dear there he is over here hello Sledgehammer right I feel like a real prit and you can see again it's just so beautiful and smooth and my goodness this looks incredible you can imagine if we have better tracking Hardware that can actually do the fingers properly and I mean properly not just sort of a an up and down value like you'd get on the current in index controllers for example once we have really good tracking Hardware this is going to look impressively amazing right and again I can slide on the surface of this using different fingers of course and it's just it's just soft and it's beautiful and it's exactly how I would want hand tracking to work it is absolutely wonderful of course I can pick up these heavy heavy objects as well there we go try and walk over here and drop it on on the box I could just grab the box over here and break that box wonderful I can take this and let's see if the tracking can handle this yay I can put it on my head and here's the best part the shoulders are and the ceiling light as well can uh can then throw the object off beautiful everything's physical everything's natural it just works as you want it to work it is absolutely beautiful I love this all of the little little all of the little inherent systems that come with try try and release properly there we go that come with this system it just it's just absolutely wonderful and and of course I can jump off of a surface exactly how I did in the previous video it is absolutely beautiful I am so glad oh actually I want to show you how because it's simulating based on the fingers right it can of course use things like guns right so there we go hand tracking and I can do uh hold hold together with two hands come on come on come on break it break it break it break it break it break it break it how much shots do it does it take woo Let's uh let's go around the around the corner here I'm walking over things we'll just take this and this there we go that's better that's better right and that's with hand tracking that's with hand tracking it's beautiful we can just take this and we can blast everything out of here that's with hand tring it's absolutely wonderful now of course there's more to it than that we can still use all of the old systems that I had in the previous build so there we go I've added almost everything let's just pop over into the water here yep we got swimming back in and of course I also have the physics and the ballistics of the bullets as well so there we go again underwater firing uh weapons and if I slow down the world you'll be able to see you'll be able to see the bullets actually you can't see the bullets very well on those but that's okay you can see how they're very much affected by water they just can't they can't move properly in water right absolutely awkward there we go right and I'm swimming in water in VR now somebody asked me somebody asked me about accessibility let's get the camera back on wo somebody asked me about accessibility they said okay well I use the analog stick to pull it down and I can pull it down and Crouch right but in this game I'm able to crawl right because the physical body is there it allows me to crawl and you can see the legs are going through the ground again so they were wondering how on Earth do you handle that well I had a really good idea which I implemented a while back uh but never actually made a video on it and it's just a very very simple method what I do is instead of just pulling the analog stick down one if you double tap it like you would with running for example you can flick it double flick it down and now I'm not actually pulling the analog stick and you can see my character is in Crouch and now because I'm in a Crouch lock I'm able to pull the analog stick down further and lower my body even more again this is still unlock right and I can lower all the way to a crawl so there we go now I'm crawling wonderful right and of course I can push up slightly to unlock the uh the Crouch lock and I can do this straight into a lying prone by just pulling double flicking but on the second flick just keeping the unlog stick down so there we go I go straight into Ling prone which allows you now as a seated player to play and still have all of that control over your crouching and everything right and of course that means that you can perform a dive like I was doing before and of course I was doing it by lowering my body after a Crouch right so crouching and lowering my body but you can now do that without having to physically lower your body so there we go nice and easy a dive without lowering my body absolutely brilliant it's wonderful and of course all of these systems work fine no matter what character you're playing as and of course the hands the scale of the hands is affected as well and is managed by the scale of the hand uh by the scale of the object when when you're grabbing so if I switch you back to my view right and we look at something like these spheres here now that Sonic has bigger hands than my real world hands even then he still pauses your hands correctly because everything is relative to the size of the character hand as well and there we go the same thing with the larger sphere is just correctly held it's absolutely beautiful that is that so here we go you get to see me now just a quick run you're seeing from all the way over there wonderful I know Sonic doesn't look really good because his feet are moving a little bit dodgy dodgy but the egg Pawn egg Pawn he is uh he's he's capable of looking a little bit more accurate when he's uh when he's moving around grab that there we go and there we go it's wonderful it's wonderful if you want to have a look as well uh someone did want to see eggy boy doing a dive so there we go we do a quick [Music] run old Eggman performing a dive right and we also have Kirby here who looks absolutely insane when he's uh when he's holding weapons so uh and and there we go he can pick up a pick up a gun and he just a kby firing a little a p pellet gun or whatever the heck gun it's a little nerfy type gun unbelievable there we go that's this uh that's this build um I that's enough that's enough right I've got more to show What's happen in me hand I've got more to show I'll show you that in the next video thanks very much for watching check out my patreon for now but I've got more more to come very very soon thanks very much for watching I will see you in the next one this this is the next generation for physics in VR and and VR in general and I'm hoping to really really Implement and improve the world as we go by I am really hoping to improve VR as a whole thanks very much for watching I've said that a number of times I will see you in the next video [Applause] [Music] goodbye [Applause] [Music] a