Files
VR-Mess/research/sources/nimso-transcripts/Y8R3VKpiumY.txt
T
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  mapping (spherical/motor/prismatic/distance), superseded-as-target note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
11 KiB
Plaintext

# *Spiderman with Physics!* - SPIDERIINI - Hybrid Presence Sample 3 (Y8R3VKpiumY, 745s)
it's me name Sony welcome back to another video our video today I mean something pretty special this is the first time I've been I've been working quite a bit on on the hybrid present system and it's the first time I'm going to release some of the actual physics based stuff now I've noticed the frame rates not perfect while recording so hopefully this will work out quite well I don't know how well the physics works on very low frame rates but it should perfectly work fine but what I've done in this video firstly let's have a read-through of the menu and just get the calibration step done and I can explain the rest while we're in game so a little bit of a change on the controllers this thing should detect the correct controllers for what you're using any steamvr based equipment will show vive controllers hopefully they should be aligned correctly but it doesn't matter what you're using it will show vive on that also that out later on don't worry so welcome to the hybrid presents spider in example yeah I called a that just because it's sort of suits the tiny character model that I'm using on in general so just whatever name I came up with basically stand straight press the Menu calibrate the head height arm length will be added in the system later on so I am I'm not actually detecting the arm length as usual touch the ground press the button and you're done like usual stuff grips for shooting the rope and triggers to grip walls why because we are running around as spider Eenie so you can see here I'm a character a full character model this time there's no physics on the body and I am working on the IQ interactions so that the actual body will rotate and stuff a little bit better before I release this this should be released with this video but a few update will be happening to the actual code before I actually put the a game up itself so obviously you can physically run around and stuff and you can see that the elbows actually move a little bit wobbly I'm working a little bit on that but right now I just wanted them quite weak because this is the hybrid present system on the arms only so you can see here the hands completely collide with the wall along with the elbows themselves you can see here pretty closely replicating my tracking as well so you can see when I move my hand across the edge there you can see actually leans over the edge there of course you can grab the walls and climb them because this is a spider-man type thing and I just jumped away from it so you can see here and of course you can actually shoot a webbing as well so let's have a look at that now there's no sounds in this demo although I was going to do that it's taken quite a little bit of time to actually get this thing working but you can see here the way this works is a little bit different to a typical spider-man game so what's happening here is the actual joints for the ropes are actually hitting the hands themselves they actually connected to the hands instead of the body so there's actually physics joints on the ropes connected to the hand which is connected to the arm which is connected to the actual body so you can see here of course when I go close to the actual wall you can see I actually I can hit off the wall like that so let me just get close to the hey you can knock knock on the wall and of course I can use this to actually swing myself around as well there is a little bit of footwork I'm gonna work on that before the release but yeah while you're grabbing the wall it kind of slumps on you can see here it sort of clumps on there and of course you can swing around and stuff so here is actually what's really cool when you use this system as you can see the difference here when you climb really close to a ledge and you put your hand over it and you can see the way that your arm completely folds around the ledge around the edge and then you climb up and of course you stand on top it's really pretty cool the way that interacts it really gives you a sense of presence and that goes for going around the corners as well you can see here the arm completely wraps around and of course you can't just go through like that you can't just go through and grab it from there you have to go around and physically grab it around around the edge like that really makes a difference to the way you move in VR and of course Lila like that and climb over the top and of course you can do that without actually grabbing on so let's have a show of that up we go you can see the elbow does have a little bit of problems sometimes well that's okay you can see here if I put my hand over and then let go I can actually slide down while having my hand over the top and that's sort of how it works quite well and you can see here as well the foot tracking as well another thing that I'm little I'm just working on it's it's off in demo phase right now but you can see it doesn't actually clamp on to the wall until there is a wall there to clamp on to and then he's actually stuck to it and as you drop he sort of releases his feet let's see a little bit more before I go swinging crazy around the world and that's in this little gutter I mistakenly made so just placing the buildings and stuff I actually accidentally made a gap here between the buildings this is not supposed to be here as you can see that's not supposed to be there but it did give me a chance to show off a little bit more so if we climb up there first and now we're going to drop down and instead of actually gripping onto the walls because you can see when I grip it's an instant grab it actually gets me stuck to the wall spider-man style right but when I actually drop down there I'm actually just gonna push my hands out like so and you can see actually slowed me down and that's actually happening because of the physics it's really cool if we drop in like this and then just you can see I actually get slowed down and actually stopped because my hands are pushing on the wall and of course that would be something you'd be able to do without the sort of spider-man like scenario well anyways let's have a run of this I did make a few changes to the actual locomotion system which I shall probably show off here as well and that is that it allows for a proper speed system now depending on the game that I'm making so if we climb up here and show you you can see that when I push the analogue I'm moving a standard very very slow speed less than walking speed natural human being walking speed if I walk properly in in my walk walking swaying system you can see I get that sort of standard human speed of a walk pretty standard pretty standard stuff you can see the animation is pretty much a walk but when I run you can see I get some pretty high speed and I can change that completely to whatever I want and that's just using a simple mathematical power as in the sort of mathematical function for power which allows you to have this sort of much higher speed running while still having a controlled walk speed that's very natural to a human being so it's pretty cool that allows me to completely just sort of make any type of game that I want what just happened there hopefully there's nothing going on on my screen nothing that nothing that I can see anyway let's have a good run through of this quite large ish area that I've just saw made of the randomly shaped buildings that I made I really like this and of course you can just sort of grab two points and pull yourself through the center and see a little bit of problems with the elbows all the time let's do some corner climbing you can see here the feet actually switched between the walls depending on where we're climbing we try and get the camera down quite low because what I see in the F in the actual headset the fov is much higher than what you see on screen and you can see of course I can't just shoot over the top as usual let's go over to those cranes there when after yeah no sound effects yet so that means I'm gonna be making a lot of them myself while I play now there's another thing going on here as well because this is entirely a physics based system I can grab on to physics objects so you can see this here Boulder it's clearly well it's not really a boulder but it's it's a sphere anyway it's clearly a physics object in fact if we grab on to a wall and then grab that yeah you can see my hand is clearly far from my actual physics my tracking hand and you can see it's clearly a physics object but it's more than just that because we can grab onto it and we can stand on it as well as it moves which is really cool because it's entirely a physics based system meaning that everything you do is part of the engine it's part of the standards of physics and general all the soil interactions that you get are completely realistic or somewhat accurate to real-world physics which is really cool anyways that's pretty much all this sort of stuff that I've got for you and of course this demo will be released pretty simple stuff but it gives you a chance to play around with some of the basic systems for the hybrid presence and of course this is just arms with a little bit of problems with the elbows but it's just arms anyway you can see there's still some issues with the wrist action as well I'm gonna sort that out anyway that's just purely a visual thing but yeah for those of you who don't really have any VR to try this out gonna keep making these sort of video is quite long ish just have a go running through and you can see here I can't just push off the floor there or I can just actually grip it and climb over now there's no actual sort of zipline type stuff going on in this system so when I do this and pull that's entirely just me forcing the physics to to sort of pull me forward there's no special system that allows me to actually shoot pull like that I'm just sort of figuring out where is the most appropriate place to actually physically do that of course you can't just use both points to sort of push yourself into an expected direction and that's that's pretty much the whole video really I'm just going to do a little bit more because I really have probably spent quite a few hours testing this not for the sake of testing but mainly for the sake of actual fun so of course you can just shoot that and like climb along the wall now I am using a little bit of analog stick motion while I'm in air it gives you a little bit more control it gives you quite a lot of control actually over moving around while you're on the on the wall there and you can see here you can see the difference when I'm gripping onto things and that's so that's that I think that's pretty much the whole thing going on here so I'll probably wrap this video up if you want to play this go ahead and download it on HD IO thanks very much for watching I'll be releasing a little bit more soon and I've got something else that's not presents based stuff coming up as well which is VR hopefully working on a little bit of multiplayer and get that going on as well so thanks very much for watching and that's the end of this video goodbye [Music]