mrtk_developmentreleases/2.0.0releases/2.1.0releases/2.2.0
  • 指南
  • API 文档
  • 指南
  • 功能概述
  • 工具
  • Input Animation Recording
  • Input Animation File Format Specification

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    • MRTK入门
      • 发布说明
      • MRTK包内容
      • 从早期版本更新
      • 从HTK更新
      • 生成和部署MRTK
      • NuGet包
      • MRTK配置对话框
      • 开始使用 MRTK和XR SDK
      • 性能
      • 全息图稳定
      • 在大型项目中使用MRTK
    • 架构
      • 概述
      • 框架和运行时
      • 输入系统
        • 术语
        • 核心系统
        • Controllers, pointers, and focus
      • 系统,扩展服务和 data providers
    • 功能概述
      • 边界系统 Boundary System
        • 边界系统概述
        • 配置边界可视化
      • 相机系统 Camera System
        • 相机系统概述
        • Camera Settings Providers
          • Windows 混合现实相机设置
          • Unity AR相机设置[实验性]
          • 创建camera settings provider
      • 跨平台支持
        • 为iOS和Android配置MRTK
      • 检测平台能力
      • 诊断系统 Diagnostics System
        • 诊断系统概述
        • 配置诊断系统
        • 使用可视化分析器
      • 扩展服务 Extension Services
        • 扩展服务创建向导
        • 场景过渡服务概述
      • 输入系统 Input System
        • 输入概览
        • 输入动作 Input Actions
        • 输入事件 Input Events
        • Input Providers
          • Input Providers 概述
          • 创建一个 input data provider
        • 控制器 Controllers
        • 眼动跟踪 Eyes
          • 概述
          • 入门
          • 通过代码访问数据
          • 验证跟踪校准 Validate Tracking Calibration
        • 凝视 Gaze
        • 手势 Gestures
        • 手部 Hands
        • 如何添加近距离交互 Near Interaction
        • 编辑器内输入模拟 In-Editor Input Simulation
        • 指针 Pointers
        • 语音输入 Voice Input
          • 语音转录 Dictation
          • 语音(命令和控制) Speech
      • 多场景系统 Multi Scene System
        • 多场景系统概述
        • 场景类型 Scene Types
        • 内容场景加载 Content Scene Loading
        • 监测内容加载 Monitoring Content Loading
        • 光照场景操作 Lighting Scene Operations
      • 打包 Packaging
        • MRTK包 MRTK Packages
        • MRTK模块化 MRTK Modularization
      • 配置文件 Profiles
        • 配置文件概述
        • 配置指南 Configuration Guide
      • 渲染 Rendering
        • 材质实例概述 Material Instance Overview
        • Shaders
          • MRTK标准着色器 MRTK Standard Shader
      • 服务 Services
        • 什么是混合现实特性
        • 什么是 MixedRealityServiceRegistry 和IMixedRealityServiceRegistrar
        • 扩展服务 Extension services
      • 空间感知系统 Spatial Awareness System
        • 空间感知概述
        • Spatial Observers
          • 为设备配置 Observers
          • 为Editor配置 Observers
          • 通过代码控制 Observers
          • 创建自定义 Observer
      • 传送系统概述 Teleport System Overview
      • 工具
        • Dependency Window
        • Extension Service Creation Wizard
        • Holographic Remoting
        • Input Animation Recording
          • Input Animation File Format Specification
        • Optimize Window
        • Runtime tools
          • Controller Mapping tool
      • UX 构建模块
        • 工具箱窗口 Toolbox Window
        • 按钮 Button
        • 边界框 Bounding Box
        • 对象操纵器 Object Manipulator
        • Manipulation Handler [废弃]
        • Slate
        • 系统键盘 System Keyboard
        • 可交互的 Interactable
        • Solvers
          • 点击放置 Tap to Place
        • 对象集合 Object Collection
        • 提示工具条 Tooltips
        • 滑动条 Slider
        • 手部菜单 Hand Menu
        • 近处菜单 Near Menu
        • 应用程序栏 App Bar
        • 指尖可视化 Fingertip Visualization
        • 进度指示器 Progress Indicator
        • 对话框 Dialog [实验性]
        • 手势教学 Hand Coach [实验性]
        • 可滚动对象集合 Scrolling Object Collection [实验性]
        • 脉冲着色器 Pulse Shader [实验性]
        • 停靠控件 Dock Control [实验性]
        • HoloLens键盘助手 [实验性]
      • 示例场景
        • 示例中心
        • 手势交互示例场景
        • 眼动跟踪示例场景
    • Contributing
      • Contributing Overview
      • Coding Guidelines
      • Writing and Running Tests
      • Writing Documentation
      • Pull Requests
      • Experimental Features
      • Breaking Changes
      • How to use DocFX
    • Planning
      • Roadmap
    • Notice
    • Authors

    Input Animation Binary File Format Specification

    Overall structure

    The input animation binary file begins with a 64 bit integer magic number. The value of this number in hexadecimal notation is 0x6a8faf6e0f9e42c6 and can be used to identify valid input animation files.

    The next eight bytes are two Int32 values declaring the major and minor version number of the file.

    The rest of the file is taken up by animation data, which may change between version numbers.

    Section Type
    Magic Number Int64
    Major Version Number Int32
    Minor Version Number Int32
    Animation Data see version section

    Version 1.0

    The input animation data consists of a sequence of animation curves. The number and meaning of animation curves is fixed, but each curve can have a different number of keyframes.

    Section Type
    Camera Pose Curves
    Hand Tracked Left Boolean Curve
    Hand Tracked Right Boolean Curve
    Hand Pinching Left Boolean Curve
    Hand Pinching Right Boolean Curve
    Hand Joints Left Joint Pose Curves
    Hand Joints Right Joint Pose Curves

    Joint Pose Curves

    For each hand a sequence of joint animation curves is stored. The number of joints is fixed, and a set of pose curves is stored for each joint.

    Section Type
    None Pose Curves
    Wrist Pose Curves
    Palm Pose Curves
    ThumbMetacarpalJoint Pose Curves
    ThumbProximalJoint Pose Curves
    ThumbDistalJoint Pose Curves
    ThumbTip Pose Curves
    IndexMetacarpal Pose Curves
    IndexKnuckle Pose Curves
    IndexMiddleJoint Pose Curves
    IndexDistalJoint Pose Curves
    IndexTip Pose Curves
    MiddleMetacarpal Pose Curves
    MiddleKnuckle Pose Curves
    MiddleMiddleJoint Pose Curves
    MiddleDistalJoint Pose Curves
    MiddleTip Pose Curves
    RingMetacarpal Pose Curves
    RingKnuckle Pose Curves
    RingMiddleJoint Pose Curves
    RingDistalJoint Pose Curves
    RingTip Pose Curves
    PinkyMetacarpal Pose Curves
    PinkyKnuckle Pose Curves
    PinkyMiddleJoint Pose Curves
    PinkyDistalJoint Pose Curves
    PinkyTip Pose Curves

    Pose Curves

    Pose curves are a sequence of 3 animation curves for the position vector, followed by 4 animation curves for the rotation quaternion.

    Section Type
    Position X Float Curve
    Position Y Float Curve
    Position Z Float Curve
    Rotation X Float Curve
    Rotation Y Float Curve
    Rotation Z Float Curve
    Rotation W Float Curve

    Float Curve

    Floating point curves are fully fledged Bézier curves with a variable number of keyframes. Each keyframe stores a time and a curve value, as well as tangents and weights on the left and right side of each keyframe.

    Section Type
    Pre-Wrap Mode Int32, Wrap Mode
    Post-Wrap Mode Int32, Wrap Mode
    Number of keyframes Int32
    Keyframes Float Keyframe

    Float Keyframe

    A float keyframe stores tangent and weight values alongside the basic time and value.

    Section Type
    Time Float32
    Value Float32
    InTangent Float32
    OutTangent Float32
    InWeight Float32
    OutWeight Float32
    WeightedMode Int32, Weighted Mode

    Boolean Curve

    Boolean curves are simple sequences of on/off values. On every keyframe the value of the curve flips immediately.

    Section Type
    Pre-Wrap Mode Int32, Wrap Mode
    Post-Wrap Mode Int32, Wrap Mode
    Number of keyframes Int32
    Keyframes Boolean Keyframe

    Boolean Keyframe

    A boolean keyframe only stores a time and value.

    Section Type
    Time Float32
    Value Float32

    Wrap Mode

    The semantics of Pre- and Post-Wrap modes follow the Unity WrapMode definition. They are a combination of the following bits:

    Value Meaning
    0 Default: Reads the default repeat mode set higher up.
    1 Once: When time reaches the end of the animation clip, the clip will automatically stop playing and time will be reset to beginning of the clip.
    2 Loop: When time reaches the end of the animation clip, time will continue at the beginning.
    4 PingPong: When time reaches the end of the animation clip, time will ping pong back between beginning and end.
    8 ClampForever: Plays back the animation. When it reaches the end, it will keep playing the last frame and never stop playing.

    Weighted Mode

    The semantics of the Weighted mode follow the Unity WeightedMode definition.

    Value Meaning
    0 None: Exclude both inWeight or outWeight when calculating curve segments.
    1 In: Include inWeight when calculating the previous curve segment.
    2 Out: Include outWeight when calculating the next curve segment.
    3 Both: Include inWeight and outWeight when calculating curve segments.
    • Improve this Doc
    In This Article
    • Overall structure
    • Version 1.0
      • Joint Pose Curves
      • Pose Curves
      • Float Curve
      • Float Keyframe
      • Boolean Curve
      • Boolean Keyframe
      • Wrap Mode
      • Weighted Mode
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