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VR-Mess/research/sources/nimso-transcripts/UZVgfOtjD1E.txt
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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  mapping (spherical/motor/prismatic/distance), superseded-as-target note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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# PROJECT TX - Physics Upgrades and Hand Poses (UZVgfOtjD1E, 1041s)
[Music] it's me nem Soni welcome back project TX today we are looking at a somewhat short video hopefully hopefully anyways and this video is about hand poses and a few little itty-bitty things that I've done mostly behind the scenes so firstly the hand poses I actually had a four-day weekend this week so as such I did something that I've been meaning to get in properly again for a while which is hands and as you can see here we also have a little bit of an extra bit here which is because this video will actually be a two-parter when I say two part is actually two parts in the same video so no skipping or anything like that and that's because I will be showing you the editor as well as the actual VR system right now you'll have to ignore any sort of jumping tracking issues because I am using one sensor because I'm lazy and I don't want to put the other sensor on the table and move things about as you can see I actually am not using the knuckles controller or anything special like that this is just the oculus touch controller and you can see it's actually quite impressive it's actually quite expressive in terms of using those touch sensors because that's the one one thing that I wanted to do was get the the use of those touch sensors in so you can see here touch on the finger and thumb sensors and then of course the triggers yeah and there and then using the triggers and using the touch sensors at the same time you can see here makes that little bit of a difference and then you can do that and you can also pinch pinch pinch as well as a fulcrum and then of course there you go yeah it's pretty cool I really like that the oculus touch controller has all those useful sensors for for like emotion which is the best bit about it of course it doesn't have a bloody oculus a touch sensor on the one most important for function which is grip button but hey that's not my problem is it and that's that so you notice actually that some of the grabs well most of the grabs still use the kind of default hand pose that's because I just haven't got around to doing all of that yet I've added a couple of random objects here and there and of course some of these objects have good horses on them and this one's quite important because the other thing that I've been working on is getting the hand tracking to be improved now the main thing you'll notice here let's just put this on the floor nice Unni is the actual tracking speed on these Red List so if you look at what these lasers actually are these are the things that are handling the menu and as you can see they are actually based on my actual tracking not on the physics which means that if I'm holding this handle here you can see the red lines come off the actual physics object there but you can see how closely these things are tracked so this is a full physics hand with a physics joint and no additional motion is being applied to it externally it's completely based off of a limited physics joint and you can see it tracks the the motion of the object very quickly which is which is something that you've seen before in it on this channel but the rotation is more important here you can see with these lasers that actually the rotation is very very quickly matching the actual tracking here which is what I'm looking at here because when you actually do the twisty thing here that I'm doing on this hand one of the things that is normally a problem with physics systems and I had the same problem as well which is what I've been trying to fix is this sort of softness here but what the ends up doing when you've got waves on the other end is you end up when you're trying to do this you end up with your hand moving up and down because the weight is over on this side so you get this weird motion but as you can see that's actually not happening here I can still twist it quickly on on the one axis where there's no real weight but on this side instead of moving my hand up and down it's simply relaxing and relying on the actual rotation which is really useful when you're actually trying to aim it somewhere so you can see here it's actually much easier to handle if it doesn't hit you in the face the handle where it's going to hit especially even without using your shadow there because you can sort of manage the the motion of it and you know exactly what it's going to do just because your based on it's based on so of things that you've done in reality quite a lot in your life now these guys here a tiny little bit of a problem with them hey come down here little you get up so there's a bit of a problem with his head as you can see I've been messing with the ragdoll physics a little bit but that'll be fixed very soon the main thing is in the menus so what I've done behind the scenes is I've been working on the actual systems so the actual programmatic systems and I've moved calibration from all these buttons on life on my controller over to the menu which is really useful I'm not going to do it right now because I've already calibrated of course and then I've got some additional things like teleporting here we go click there we go we can jump straight to the top of the base I also have the ability to move the actual menu which just sort of matches my head and then I can just leave it where it is which is really cool these are just basic systems it's just because the behind-the-scenes setup was improved somewhat to be able to do this because now that I'm not using the buttons I can do what I wanted to do in the first place which is manage the way that I'm using these these objects here so back to the spawn point which is this is the main object here so as you can see it's still a physics gun that can throw things about including this guy off you go but the cool thing here is that it's actually showing something on this little screen here so you'll notice it's actually showing the mass of something object of the object that you're holding the cost of position and the rotation of the object as well so this is just random data that I'm pulling from the object from the thing that it's grabbing and that's really important because this is a bit of an advanced tool now as I wanted it to be in the first place while you're holding this object I just threw something in the background while you're actually messing with these objects you can see that if you switch over to the tools menu we actually have some tools now and the cool thing is click you can see that it actually works so now that red gun from the menu is completely obsolete because now we can use this as the remover click pour we can switch it very quickly to physics gun and actually use it as a physics gun and of course once I start adding all the other tools in the menu we'll be able to use them in the exact same way really freaking useful anyways that's about all we're going to do right now is do a very quick mess around with these things because somebody wanted to see what it looks like when we do one of two things one with this and one with these so the first thing of course is this thing here because of course in the last video I stood on top of it and of course it was very hard to balance but someone mentioned that if we put the weight underneath and this is something that I tried right after that video we'll be able to balance it a little bit better so let's grab it a little bit forward from the back from the center and off we go oh that was a great stuff great start anyways so that's that as you can see the balance is a little bit better but it just depends on how I grab it in the first place we also have these boosters which I've now added to the menu and the good thing with these which is what I tried after that and I ended up doing it in the thumbnail of the video is that since I don't have the pull in the reel in function on these yet because I only just fixed the actual functionality of the button system from the player I was using these and someone wanted to see this as well as the way of actually swinging properly so we can shoot and then boost from behind us who couldn't get my hand up and I got stuck behind my back and that actually is not going going to happen in the end it's only because I haven't disabled collisions properly because I got lazy again so there we go and you can see with these boosters I'm able to actually swing properly and even get on top of the building really cool really fun and there you could see the tracking issues anyways that is the end of this part of the video I also added this guy as a physics object even though someone mentioned it was in the game the other in the other video but it was just a static object for testing materials and I decided hey I might as well add it as a nice physics object for you to play with so there we go we have a tubby box every cubby box I love the tubby box there we go this acts as your companion cube wonderful off to the editor now for a different part of the video involving that random floating hand alright so here we are in the editor now I'm actually still using my oculus mic so because I don't have a mic on my desk right now but it should sound pretty good because I've got it quite close me as well now what we're looking at is that floating hand that you saw in the video in the VR world and what this actually is is my temporary hands it's actually more than one I have both of them as you can see here I've got a little custom editor here which allows me to actually set up the hand causes so what I can do is I can switch on each hand individually I can show the left shoulder write motional balls which is the actual object which is what it contains both and if I go through each of these so I can actually switch over and go through each of these I can go through the actual bones themselves and rotate them and modify them so here we have sort of the ebee index finger here which I can do this I can rotate that I can rotate that rotate there we go and yeah so if we switch off the right hand here you can see that my left hand I've created a bit of a weird pose here let's just go in like this with these and create some very simple issues of course and I'll show you how my pose editor actually works so here we go just very quickly rotate those it I'm gonna leave it as that and as you can see create a very very basic and weird cause that's irrelevant the fact of the matter is but I can actually create a pause here so all I did is actually modify some bones on the unity editor now with my custom editor what I've done is something very similar to steamvr in fact III got the idea from the way steamvr handles hand poses when we show both you can see that my right hand hasn't nothing I haven't actually credited my right hand however what I can do here is I've got a flip left to right which creates the same cause now on the right hand side so here you can see the right hand has actually matched the pose from my left hand there you go and now the cool thing here is I can actually press make pause what that does is it adds another custom cause in my pose library which is just unnamed so it's just pause underscore and then its unnamed and now if I switch back to defaults so you can see here we've got our defaults I've actually stored a hand pose so now I can actually load the one that I created so there you go if I just show only the left hand you can see here is the default like that click the load and here we have the custom one now the cool thing is this itself it would be quite useful us if we couldn't actually you know put the hands on to a grab point which would make it very very difficult to actually rotate the fingers and and make them look right for any given object so what we'll do here is we'll create one for this the the the gun over here the physics master so if I go into the physics master and click on the grab point and you can see here I've got a bit the sphere Collider just to actually detect it and what I can do is I click on my tampons and I drag that grab point into this section here and what that allows me to do is actually place the hands so you can see here now with with the default they are placed according to poll the grandpa or grab points logic including its radius of the handle and it positions the hands there and now what I can do is of course create the pause around that so here we can now rotate our index finger in fact I'll rotate all the others at the same time and we go we can rotate our fingers the pinky finger is a little bit stuck so we'll just leave it like that for now yeah obviously this gun is not perfectly shaped it's not an ergonomic gun that's okay so there we go rotate these in you know and create an actual pause out of our fingers I'm just didn't do it very very quickly here just for the sake of showing how this system works so there we go we've got a nice little crabby crab thing our thumbs a little bit broken inside there I'll just shove it up here a very weird way to hold a gun but as you can see now if we show both and we actually flip left to right you can see that our hand right hand matches that as well and then of course and create make pause which of course adds our custom paws there which I would rename directly after and now when we get defaults no matter where our hand pauses are we've got a nice new custom pause that matches that handle so all I have to do now is jump into the handle which is over here ground point and add the pauses that I want specifically for that drop point and that's how I can create custom grab animations and grab hands for each object now these these little guns here I've actually created one so this is very useful I can quickly show you how it looks with with those guns if I drag the grab point in and place the hands you can see that they're placed using the wrong grab animation of course get defaults and we can just grab the poles that we have for those I believe this should work there we go you can see we already have a properly matching pose that fits that gun and it matches on my tiny West vertical on my Tiny's hands it actually matches the cause through this temporary pose on which is really useful so there you go that's my custom pose animator and post creator I can just click make pause and under create a new pours out of any any object in the scene I just have to throw the hand onto it and nicely design a pose using the actual unity editor it's much better than using animations and having this created custom rather than using steamvr zone version allows me to actually use all the extra information from my graph point system and of course my grab add-ons and all of the cool things from the prop system of the I'm writing and a lot along with my play assistants as well and there you go that's my custom and post system that's that's the end of this video thanks very much for watching if there's any questions you have about how I do this stuff go ahead and ask but I can't give you all of the information of course but any little bits of bats I can always help you up thanks very much for watching good bye