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Trying physics-driven animation with two ragdolls. Both the local VR user avatar and the NPC avatar (which represents another user) are physically simulated This is just a start, still a lot of work to do

32,460 views • 1 year ago •via X (Twitter)

7 Comments

Spiritmarsrover's profile picture
Spiritmarsrover1 year ago

Nice. There is a simple interaction that I've thought about but is never simulated in vr, pushing a waist height drawer closed with your waist. I'd want to see if that works.

MayflowerZero's profile picture
MayflowerZero1 year ago

this looks amaying already, i am so curious to see where this goes! Also can i just say that you are one of the most creative persons i see on my "x" feed? :>

Konshu's profile picture
Konshu1 year ago

silly but cool

Haru Rose's profile picture
Haru Rose1 year ago

What.. what are u doing over there? ... damn that looks fun

Tylyn's profile picture
Tylyn1 year ago

..................woah

Killswig's profile picture
Killswig1 year ago

my one thought about it seeing this, if the player viewport gets moved because of the physics, thats instant nausea for me, main reason i can't play boneworks, if my hands touch something i get lifted up and bam I gotta abort vr

Haï~'s profile picture
Haï~1 year ago

I am not moving the viewport, that's not the experience I'm going for. The plan is for the local avatar to look different in first-person than in cameras; so the head of your own avatar would move in video captures if you get pushed, while it remains immovable in first-person.

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