- 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BIMOS/HexaBody/Boneworks reference, Box3D native joint mapping (spherical/motor/prismatic/distance), superseded-as-target note - AGENTS/HANDOFF research pointers Co-Authored-By: Claude Opus 5.5 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 - New Physics, New Control, New EVERYTHING! (9f7Bq_R_wHs, 1307s)
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[Music] it's me name sony welcome back to project t x it is finally back here i has been months since i made a lot uh another video of this of this project now you'll have noticed that uh things have changed um my head now has a little headset on i just stole the headphones from the super mario 64 reimagined project that i made uh i'm i custom modeled those those headphones actually they were originally on a different project so you can still see the m uh in in his ear here in the in the ear earphone there um they're just nice nice pair of headphones i wanted to to put them on i'm going to start testing physics based objects sitting on the head as well now what you're looking at here you'll notice that the the the animation structures of the of the character look a lot better than than they did previously uh look this is me dropping my hands completely down to the to the to the floor due to like my hanging natural hang right here and you can see they just they just work properly i have spent a lot of time so here i'm gonna reach up and you can see you can see if i switch my controllers on uh you can see i just reach up to this is sort of my limit of of stretch in reality this is my limit of of low law stretched down uh and then unfortunately the the sort of t pause is not perfect uh you can see just about you can see that they do very very slightly still push the the elbows in there but almost perfect and you can see here i can do something the wave it looks good i can uh yo that and it looks good cross arms there uh it all it all just really looks good you move the hand behind the head there behind the back there all looks really good especially when i jump there looks it looks really good now what's actually going on here so it's been a while since i made a video on this project for a reason uh what i did is uh after looking at the game the way it was before especially when you look at you looked at the elbows in the last version now this is not the final model it's going to be upgraded soon i've actually been working on it this is a slightly upgraded version for the shoulders to look nicer but i have been pretty much recreating every part of this game when i say game obviously i mean all of the sort of main systems so everything you see here completely recreated from scratch with the exception of the actual character model itself the right from the input systems so the i've got the tracking setup obviously the regular sort of tracking setup and from there derived elbow positions uh logical sort of shoulder control and you can see how it's actually moving much more naturally now um it's almost completely natural here's a few punches here's a good sort of that um i've been testing it with uh you can see even the sort of chest rotation very cool i can crouch down i can stand up um so all of the sort of input level ik logic has been recreated uh properly and then of course i've got also if you just come with me um i've also got the ragdoll completely rebuilt from scratch and the ground ground control for the the character movement system so all of the ground control completely rebuilt from scratch i rewrote it from scratch as well and uh yeah that the avatar uh controls or the way that the avatar links to the ragdoll recreated i rewrote everything i rewrote absolutely everything now the other thing that i've been testing testing a lot is the idea and you can see in the shadow there just in front of you that is your shadow that is a floating camera i can i can actually rotate it here so you can see me rotating it um and yeah that's a that's a that's a floating camera which actually follows the camera logic of a tubby supercap so the the again the sm64 re-re-imagine project i took the camera systems from there which i'm using for tubby supercap and uh yeah i decided to turn this the third-person camera for like external viewing so if you were to record this game you can switch on the third person camera you can actually see me moving around and this really shows off the the sort of ik logic here which is not okay this is all ragdoll this is all ragdoll so here we go we rotate the camera over here you can see it's all ragdoll and that actually improves things quite a lot it improves things a lot a lot a lot so let's bring the camera around here right let's have a look at this service here section here so what i can do here because this is all ragdoll and it's it's improved let's switch the controllers on for this and you can see here when i'm on here you can see the controller just sticking out right so where i place my controller obviously i can i can sort of reach up here um now what you can see is when i throw my controllers down it very slowly like tries to reach that position right but when i'm above here i hopefully the camera is following properly here you can see i'm able to throw it that's because there's actual much more strength now here in the in the elbow area which is why it's not flopping and wobbling around like it was before that is then coupled with the hand and it actually creates a completely different structure to any physics things that you've you've played with before right so it's no longer just a floating hand with an elbow stuck onto it this elbow has actual uh impact on the game game world around it right which means if i hang on here if i hang on here you can see here the controller right now i'm going to do this with one hand you can see here that the controller is down here right i'll do it with my with my left hand try and do it with my left hand here there we go he's a little bit slippy now if i was to try and push out right so my left hand is now right far into the into the wall here then i actually start to fall so here i can actually lean on it fine i can lean on it fine until i start pushing it outwards and you see how i just fall down that's because once you want your extension here the elbow is no longer pushing up and down as much on the hand because of the wrist strength but once you're like this you're able to do to hold it all together and the same thing goes above and you can really see that when you check out these weights here for example actually if you go around over there thank you so here we've got a weight set up that is uh it's too heavy for me to lift the sections right so i'm going to grab it here and i'm going to keep the controllers on actually and you can see here once i lift it quite far away from me can't lift it right it's it's reaching that sort of limit of strength now this is purely ragdoll i've not re written any systems to do this on purpose this is purely because of the ragdoll strength mechanics right now if i put it near me you can see that i can actually lift it better so here is out can't lift it here inside i can lift it quite well there's something more if i lift it over onto my shoulder here that gives me a little bit of extra strength there now what we can do is if i put it close enough i can just about get it above me you see this i'm able to lift it completely because of the elbow strength here in my elbows because i'm able to push up on the on the hands from the elbows there and as as i lean it forward of course what happens you can see it straight away i lose that strength i lose that strength because i can't actually push with my elbows you can see here my elbow is trying to actually push it up and that makes a difference to the whole thing and that you can see it even more here as well here with one hand i can't lift it past that point i can have however with two now once it goes above my head you can see i can lift it with one hand right until i just let it droop a bit too much and then it's it's lost i i dropped i dropped i can't hold it like that very very very cool things have really changed this has really changed the way that the game mechanics actually feel everything feels so much more strong and controlled when you've got that kind of thing let's have a look at the locomotion a little bit so obviously here as you can see with the camera things are really looking cool things really look cool when i'm running about when i'm running about with that camera it it works really well yeah because it's it's actually a camera that i wrote for a platforming system right so that's why it looks really really cool you're going to want to stay on that side of this camera now right you're going to want to stay on this side because what happens here here it's part of the grout control as part of the ground control that i've upgraded i have been working on making sure that all of the slopes and all of that actually work correctly now in the previous version with that little slant um that sort of ramp that i had in in the little test area um the problem with that was i was able to run a bit up until the point where my body just sort of pushed off the side of the wall i had too much strength on the on a diagonal here however if i just grab myself over here i'm just going to try and try and steal and you can see i'm not able to actually go up there i'm going to try and run up here congo can't go really really cool it works really well and i haven't actually pre-programmed anything like that so there's no pre-made slopes or anything it's just working based on that angle based on it it just does it properly everything is sort of the same problem here again we've got that sort of full ragdoll body and because the shoulders have now improved so much the elbows have improved so much everything becomes a lot easier to control like you would naturally like you would naturally now here you can see i am definitely not able to lift that with one hand right but i am able to just hold it above my head really easily right in fact i can't actually lift it with two hands you see right i can't actually lift this with two hands it eventually catches up if i angle it right and i get my muscles engaged as long as i'm able to push it up on my shoulder i can actually hold it up with one hand you may have noticed something else something that's sitting on my wrist so if you bring the camera a little bit closer here zoom in there we go what you'll notice is this little this little dot on my wrist now it's not actually a wrist watch it's uh it's an inverse wrist watch what i noticed is i wanted to do a menu system i want to do a menu system uh that is on my on within the game's physical world again because of the upgraded ik logic that i've been working on this elbow is so close to exact that i may as well just use it in game mechanics right now this is not going to be the main pause menu i'll be able to just like hit the menu button and bring up the pause menu but on the wrist you can see when i turn my hand it just pops up and because it's on my ik logic again this is not true ik this is just my mathematical sort of a logical place where the elbow would be and then i use that on the ragdoll not on the not on an ik system so it's not actual ik calculations it's just a bit of extra trigonometry to design decide where the elbow is um based on the shoulder and the hand and uh there we go and that allows me to actually it just sort of looks at me right and it does also turn so if i if i bring it this way and then just turn over you should be able to see the clock right so that's the real time it is 12 25 i am a very late sleeper uh right now i i've got work tomorrow as well well today actually um uh so there we go there we go it looks really cool and it turns with my head there we go and that keeps it it keeps it up vertical whenever i'm working whenever i actually look at it so i've actually got a clock in in-game right now a wristwatch uh you may notice uh the the the phone in the background there constantly uh ringing someone is waiting for me to call them and i told them i'll call them after this video but i got sidetracked a little bit i was working a little bit on the mechanics now you can see here again the ik logic just works out really nicely uh there is a little bit more strength in my hand i need to do a bit of tweaking to make sure everything feels right but right now [Music] what happened there i think there's a there's a bit of glitching going on today i am getting a bit of stuttery frame rate possibly down to the fact that i'm running uh three in-game cameras all with high quality post processing on them yeah a bit silly but there we go it it all looks really cool i don't know what happened there with the physics grab but uh yeah i've i've recreated the handball system as well and that is for an upgraded idea basically the handbook system the original handbook system was based on this correct model i can't do that anymore i did not want any of my systems to be based on this character model right so what i did is everything everything from the ragdoll to the the general grabbing and physics systems to the hand pausing everything is now based on a generic uh structure all with some extra level clever classes and those all then link to the character model which has a profile system and there we go so what you end up with is uh the ability to essentially mod the character completely and all of the physics based stuff will still work perfectly now you'll have noticed just then that i was able to just walk over this surface here very easily what that's because that is down to the ground system once again so it actually does hit walls as you can see here i'm going to control move here you can see i hit the little surface on the ground however if i just step over it i can't just step over it now obviously the ik legs the the sort of movement animation on the on the feet it's not very good right now i have been working on it they they very often go through the ground but uh make no mistake these are ragdoll legs they just don't have collision at the moment i'm doing some clever uh sort of work on the ground to actually handle stuff like this it works really well it works really well on all of these sort of objects here for example here i can just step right over it even though you can see i just about bounced a little bit over the top it's all very very cool you can see here for example i try and go up and the camera does drop down a little bit because it's very intelligent it knows when i'm grounded which is why it's not actually bouncing up so for example here when i jump off the off the ground you can see the camera doesn't completely bounce up right it just sort of stays there tries to wait for me to land on surface and that again like i said that's based on my on my platforming systems in fact when i turn my body you should see the camera very slightly moves towards where i'm looking right because what it wants to do is it wants to show you where i'm moving it wants to show you what i'm doing right so that's the the camera it's a little bit of a clever clever clogs thing and i just i wanted to i wanted to give every bit of this game a polish a polish feel including the third person camera right because i just wanted everything to feel really really cool everything has this sort of really cool look to it that uh it all feels almost as if i'm i'm using more tracking and more stuff going on then then you see in any other system really it looks it should look almost like i've got full body tracking or at least above the upper body here that's what i wanted for this for this project it needs to look right because if it doesn't then the ragdoll will interfere with the gameplay right so it needs to be those are heavy uh so these are the light ones the eights are empty and then these you actually have to lean them on your body to lift them nice and easy and then you can just not very good though not a very good throw let's try the ladders out now these do work quite well with the grounding system but they do often get thrown about at the end which didn't happen actually so that was quite good um again of course i can just throw them on top and then use them as a as a sort of hat here we go using using a ladder as a hat right lift that off lift that off get off me there we go and then if we just sort of put it on like this there we go now you can hold it over like this and just walk around while i'm holding something else i'm still working a little bit on the directionality control so you can see here when i turn my hand i am still moving directly based on hand control of course when i swing it back and forth it doesn't go all over the place because there's a little bit of logic going on there but i've upgraded that and i'm working on a complete hybrid system as with everything on this project everything is hybrid uh so i'm working completely on a hybrid system where it'll try and give you the head directed motion when the hand is is too illogical so for example when you're swinging swords and stuff like that the hand rotation is it's just going to cause cause you trouble but at the same time when you're sort of pointing it like this you kind of do want that control you want to be able to go like this and and walk your hands sideways while you look around and look at the camera over there talking to your audience because i am going to be putting this third person camera idea into the game which is why i really want it to be to to look really good so that's pretty much that's pretty much it that that's the that's the little playground that i've been working in here um not much new stuff it's all very it's all very much a polished version of my original stuff and you can see it definitely looks better it looks so much better when i jump when i crouch and the crouching does work um i do have trouble with crawling at the moment i haven't really implemented the lowest part of the body mechanics so you can actually crawl under here like this so here we go if you move the camera this way i can hit the surface obviously and then go underneath and there we go the camera zooms in on me because it doesn't know what to do probably but uh there we go it's all very cool it's all very uh new but also not new uh i've been testing this whole system by sort of just dancing around and seeing it in third person really really had a lot of fun this week just messing with this i know it's been months since the last video for this project but hopefully you can see why this rebuild has made a completely huge difference the aim right now is to build a new little little um playground area which i'm going to be releasing as a tech demo it'll probably go on steam i wanted to get these systems to feel so good and and clean so that i can put this on steam as a tech demo and really really sure what what we can do in the future of technology here with the future of vr um there is so much more to come once you've got a full body that actually works correctly right with with the elbows that makes a huge difference to the way you move to where you actually interact with things that are in in the game world space also having this third person ik logic works so well and i keep calling it ik even though it's not technically okay what i'm handling is the wrist position which is based on the controllers of course and the elbow position the shoulder rotation based on all of that structure including the head the chest position and the rotation of that chest and how it moves the body around down here and of course where the hip goes when i stand like so all of that stuff is what i'm talking about when i say ik based uh logic it's not actually ik though because it's not doing inverse kinematic calculations it's not actually doing that part of the that part of the job is just done by the ragdoll logic right so i've got all these i've got some basic trigonometry functions so they are sort of halfway to ik but it's not the full way but there you go anyways i'm going to keep chattering chattering and whatever if i keep going on here so that's probably the end of this video thanks very much for watching i've got a boneworks video coming up very very soon how it works video i really need to get that done i've been meaning to actually do that i started it last week and then didn't get around to finishing it and then i started it again on uh on friday or actually on thursday to try and get it done for today but i've been working so much on this project i just wanted to get this uh to show things off really i'm a bit of a show off anyway so i'll see you in the next video thanks very much for watching that is the end of this one goodbye you
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