- 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BIMOS/HexaBody/Boneworks reference, Box3D native joint mapping (spherical/motor/prismatic/distance), superseded-as-target note - AGENTS/HANDOFF research pointers Co-Authored-By: Claude Opus 5.5 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>
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# PROJECT TX - ENERGY GRABS + some Hand Posing stuff (iFniqwjspug, 859s)
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[Music] it's me nem sony welcome back to another vr video today we are back in project tx uh today's video is going to be a little bit short because uh it's mostly been functional changes behind the scenes including the hand pose system yeah these are completely different hand pauses because i've really done re-redone yeah re-redone redone everything um on those on that side and i've also got grabbing back into the the game functionality but what's important about that is what comes with it so let me switch you over to my camera and there we go so let's have a look at some grabbing usual stuff you'll notice the lighting's a little bit messed up for dynamic objects definitely gotta work on that but yeah yeah regular stuff all back normal i haven't really fixed the grabbing properly so you'll notice that the the actual pauses are not good uh but let's get over to there and have a look at some fun stuff [Music] it all looks a little bit better than it did before and you can see the lighting is really a bit of a mess but uh here we go we've got um we've got mr tiny over here he's uh hanging around walking around in this space uh penguin over there he's just facing the wall for some reason yeah his uh his uh starting position starting rotation is not very good uh for this area where i've placed him but yeah you'll notice that we've got some uh rather unusual looking objects everywhere these things here are my material testing objects so you'll probably have seen something similar to this if you do any 3d graphics work at all for testing materials usually there's kind of an object on top of a pillar of some sort and yeah really cool stuff and you can see yeah it's just just for testing materials so these are a few materials that come from some of the objects there you can see here the glowing thing from my virtual studio um and some of these are more materials from the objects as well and now there's also some grubbiness on these these these actually are not grabbable but the ones over there oh so there we go we've got climbing back in and uh works well of of course it's not actual climbing it's just a grab and that's about it right it works really nicely there we go but what we have is some cool stuff working on the grabs themselves so here's the regular grab you go near an object and grab it and a lot of people have been asking about pull grabbing um distance grabbing even so let's grab this uh basketball here right and uh throw it over there and then oh actually yeah well you know what you'll stay there stay right so you can see here we've got a basketball rolling around and let's say i want to grab it now normally our pull grab system a distance grab system usually involves either just pulling the object straight to your hand or in in half-life alex fashion sort of flicking it and then it just throws itself at you um which is an unusual statement to make but what i wanted to do was something a little bit more flashy and something that i've been working on for a while when i say working on for a while it's something that i designed a long time ago and tested it a long time ago and then i haven't put it in the game since then because i wanted to get the aesthetics in first right so we have all the um we have all these sort of ideas behind the scenes and this is actually a part of the gameplay systems so here we go we grab it and part of the the sort of project px studio area project tx laboratory is an energy that is going through all of these pipes and it's really cool because it allows you to actually use that energy as well so yeah this immediately you can tell that something's going to go on in this game you're going to be getting a little bit more than just a regular physics-based movement system but there we go it's absolutely brilliant it just pulls in front of you and it holds its position in front of you so there we go and you can do it immediately so if you wanted to just drop it and then pull and grab it works fine otherwise you can pull and then grab and of course it just drops after a moment it's really fun and then it follows the actual chest position so it doesn't just float immediately in front of you right so it can actually follow you as you walk really really cool now i haven't done any limitations for it properly yet um so it kind of pulls any object except for this guy obviously can't pull him he's not a grabbable but uh yeah really really i love this thing there we go so you can see it just it just it just pulls any object right it doesn't even care about the the strength of the player so obviously we have the usual things here which i can't actually lift right so um actually i will not press that button because it will do the thing but you can see here i can't lift this any higher than this right okay with this one i can two hands there we go but even then i can pull grab it anyway right so there we go absolutely fun i love this thing i love it absolutely love it now there's no there's no proper rotation control yet so for now it just slows down the rotation oh i missed and uh yeah there we go it just it looks really really cool i'm loving it there we go oh it's wonderful i've been i've been messing around with this for a while now it's brilliant let's have a look at this in third person there we go [Music] oh it's so ridiculous as well there we go right so let's just drop this and then we need something smaller oh well that was a little bit bigger than i thought [Music] there we go come on out you come there we go right so and then oh wrong thing hey where have you gone come here i love it and you can actually while it's sort of hanging around in air you can kind of rotate as well so you'll see it sort of follow me as well so watch this oh i missed wrong thing oh well i missed it's wonderful i love it i'm loving it oh wrong thing but yeah there we go um that's about it it's a very small change very very little change there unfortunately i spend more time just sort of working on the back end systems getting the grab system to work properly and upgrading my hand pauses this week um so yeah i'll have a look at that in a moment as well so unfortunately not much upgrades beyond that we have the usual stuff same as before here with the with the combat here here let me just go over here and then we can just [Music] oh you can't mess with me i've got butts now oh i love messing around with this guy that's that oh one thing i did notice um even though i can't grab him yet i haven't put grab points because my grab layering system doesn't really work properly with my ground control yet it seems still still walking around and looking around it's really cool there we go um yeah the effects aren't perfect yet though uh no no exactly i mean it's it's similar to what i wanted but it's not perfect yet so obviously you can see that the energy system is is pretty cool there's going to be some really cool stuff going on and really crazy stuff going on in this project but anyways what i was saying is i did notice that i can kind of pick him he's not very heavy so there we go let's try and get him i tried to get him on the shoulder oh lighting problems there we go yeah he looks a little better uh but there we go um brilliant uh so let's let's have a look at the hand pausing system now uh so i'll have to pop out of unity uh well pop out of the gameplay mode and we'll have a look at that so um and here we are so here we are in the editor and um let's have a look uh i've actually rotated mr tiny over here this is just one of those random tinies that was hanging around i've rotated in 90 degrees because the hand post system that i wrote the the actual hand post tester is very simple one and it just sort of has to rotate the hand to exactly zero which is facing that way so i'd rather just rotate him because if i don't uh then you get these uh these sort of arm twist issues so i don't want to deal with that um we'll just have him rotated it's fine right so this is all for just testing some hand pauses no problem right nice and easy so here we go uh what he's doing currently is just test is he's currently tracking the default hand pause you can see just above me here and that's fine but what we should do is we'll create a new one i'll just copy the cylinder one here we'll call it test pause test pause there we go so all i have to do is drag that in to the hand that is currently running and obviously it's going to make the cylinder pose so we'll reset that and there we go this is the default pause the default hand pause here um now i've got three values for each one and these are simply just numbers just floating point values no complexity here for each finger one is the start value which is the first bone the end which is the second two bonds it's actually the entire curvature of the the hand there so let's just move his start down for the thumb it'll look a little bit better uh there we go so nice and easy and then you can see here if i if i move the end value very very easy you can see a nice curve look to that and that handles that and then the splay value is simply an actual display value now for the thumb it actually rotates it there i might need to change the complexity of that a little bit i might need to increase the complexity for most of these fingers anyway but that should be fine right now it works really well so here we go the actual fingers themselves here you can change the start bone and you can see that actually moves the knuckle bone here and then the next one controls the curve there we go very very nice and then if i want to i can splay each one independently right so there we go display this one and i'm going to play the bottom one which you should be able to see if i lean back here there we go there's value here [Laughter] what do you think um so there we go just control display value nice and easy and it's all very very simple right so the other thing i can do is if i just if i rotate this so let's let's reset the display value back to zero and then if i rotate this inward so we'll give it maybe 0.15 and then we'll give it about 0.8 so there we go close the hand and we'll lift the thumb up nice and easy lift it right up there splay it down here so that it looks like it's a little bit forward and then if i just copy element number one and we can copy it over to the other three fingers and there we go we've got a thumbs up pose nice and easy really really easy and of course we can splay this and make it look a little bit awkward just for the fun of it there um yes it's really really easy to work with i absolutely love this it's really nice and and allows me to do things that i i just kind of want to do without any complexities nice and easy to do them and that's that's that really so it's nice a simple system i can duplicate these hand pauses right now you'll notice that there's a there's a right fingers section down here as kind of pointless i now that i've got single values for everything i can just um i can just remove the right hand and just use one hand and mirror them mirror them dynamically it's not it's not difficult and of course if i wanted to swap pauses and test some others you can see i can switch between my different hand pauses that i currently have in the game that's the default one here brilliant and that's that really it's nice and easy and that pretty much handles everything i wanted to show you thanks very much for watching i'll see you in the next video bye [Music] you
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