payload: {"action":"created","comment":{"url":"https://api.github.com/repos/microsoft/MixedRealityToolkit-Unity/pulls/comments/303002486","pull_request_review_id":261284994,"id":303002486,"node_id":"MDI0OlB1bGxSZXF1ZXN0UmV2aWV3Q29tbWVudDMwMzAwMjQ4Ng==","diff_hunk":"@@ -0,0 +1,58 @@\n+# Input Animation glTF Structure\n+\n+When exporting input animation as a glTF file, the various animated input properties are converted into position and rotation animation channels for nodes in the scene graph. Abstract properties such as hand tracking state are also encoded in node animations.\n+\n+## Camera Node\n+\n+The [main camera from the CameraCache](xref:Microsoft.MixedReality.Toolkit.Utilities.CameraCache.Main) is exported as head movement. When importing from a glTF file the first camera node in the file is expected to encode the head movement. The name of the node is not used to identify the main camera.\n+\n+## Hand State\n+\n+Tracking and Pinching state of the left and right hand are encoded in node position animations. The X component is used to animate the boolean values, where 1.0 means the hand is tracking/pinching and 0.0 means it is not.\n+\n+The following node names are used for hand state information:\n+\n+* \"Hand.Left.Tracking\"\n+* \"Hand.Right.Tracking\"\n+* \"Hand.Left.Pinching\"\n+* \"Hand.Right.Pinching\"\n+\n+The position of the nodes in the scene hierarchy does not matter. The exporter will group hand nodes under a common parent node for convenience, but any node with a matching name will be recognized by the importer.\n+\n+## Joint Nodes\n+\n+Joint positions and orientations are encoded using node transforms. The nodes for joints are identified using the following naming scheme:\n+\n+\"Hand._HANDEDNESS_.Joint._JOINT_\"\n+\n+where _HANDEDNESS_ can either \"Left\" or \"Right\", and _JOINT_ can be one of the following:\n+\n+* \"Wrist\"\n+* \"Palm\"\n+* \"ThumbMetacarpalJoint\"\n+* \"ThumbProximalJoint\"\n+* \"ThumbDistalJoint\"\n+* \"ThumbTip\"\n+* \"IndexMetacarpal\"\n+* \"IndexKnuckle\"\n+* \"IndexMiddleJoint\"\n+* \"IndexDistalJoint\"\n+* \"IndexTip\"\n+* \"MiddleMetacarpal\"\n+* \"MiddleKnuckle\"\n+* \"MiddleMiddleJoint\"\n+* \"MiddleDistalJoint\"\n+* \"MiddleTip\"\n+* \"RingMetacarpal\"\n+* \"RingKnuckle\"\n+* \"RingMiddleJoint\"\n+* \"RingDistalJoint\"\n+* \"RingTip\"\n+* \"PinkyMetacarpal\"\n+* \"PinkyKnuckle\"\n+* \"PinkyMiddleJoint\"\n+* \"PinkyDistalJoint\"\n+* \"PinkyTip\"\n+* \"None\"\n+\n+The position of the nodes in the scene hierarchy does not matter. The exporter will group hand nodes under a common parent node for convenience, but any node with a matching name will be recognized by the importer.","path":"Documentation/InputSimulation/InputAnimationGltfStructure.md","position":58,"original_position":58,"commit_id":"4a688734b2b6e39897c7f34c58c810fe72e1ef16","original_commit_id":"4a688734b2b6e39897c7f34c58c810fe72e1ef16","user":{"login":"lukastoenneMS","id":47210016,"node_id":"MDQ6VXNlcjQ3MjEwMDE2","avatar_url":"https://avatars3.githubusercontent.com/u/47210016?v=4","gravatar_id":"","url":"https://api.github.com/users/lukastoenneMS","html_url":"https://github.com/lukastoenneMS","followers_url":"https://api.github.com/users/lukastoenneMS/followers","following_url":"https://api.github.com/users/lukastoenneMS/following{/other_user}","gists_url":"https://api.github.com/users/lukastoenneMS/gists{/gist_id}","starred_url":"https://api.github.com/users/lukastoenneMS/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/lukastoenneMS/subscriptions","organizations_url":"https://api.github.com/users/lukastoenneMS/orgs","repos_url":"https://api.github.com/users/lukastoenneMS/repos","events_url":"https://api.github.com/users/lukastoenneMS/events{/privacy}","received_events_url":"https://api.github.com/users/lukastoenneMS/received_events","type":"User","site_admin":false},"body":"Yes, this is intentional, it applies to both the hand tracking/pinching nodes and the joint nodes.","created_at":"2019-07-12T14:18:19Z","updated_at":"2019-07-12T14:18:19Z","html_url":"https://github.com/microsoft/MixedRealityToolkit-Unity/pull/5248#discussion_r303002486","pull_request_url":"https://api.github.com/repos/microsoft/MixedRealityToolkit-Unity/pulls/5248","author_association":"CONTRIBUTOR","_links":{"self":{"href":"https://api.github.com/repos/microsoft/MixedRealityToolkit-Unity/pulls/comments/303002486"},"html":{"href":"https://github.com/microsoft/MixedRealityToolkit-Unity/pull/5248#discussion_r303002486"},"pull_request":{"href":"https://api.github.com/repos/microsoft/MixedRealityToolkit-Unity/pulls/5248"}},"in_reply_to_id":302997272},"pull_request":{"url":"https://api.github.com/repos/microsoft/MixedRealityToolkit-Unity/pulls/5248","id":295822823,"node_id":"MDExOlB1bGxSZXF1ZXN0Mjk1ODIyODIz","html_url":"https://github.com/microsoft/MixedRealityToolkit-Unity/pull/5248","diff_url":"https://github.com/microsoft/MixedRealityToolkit-Unity/pull/5248.diff","patch_url":"https://github.com/microsoft/MixedRealityToolkit-Unity/pull/5248.patch","issue_url":"https://api.github.com/repos/microsoft/MixedRealityToolkit-Unity/issues/5248","number":5248,"state":"open","locked":false,"title":"Input recording gltf","user":{"login":"lukastoenneMS","id":47210016,"node_id":"MDQ6VXNlcjQ3MjEwMDE2","avatar_url":"https://avatars3.githubusercontent.com/u/47210016?v=4","gravatar_id":"","url":"https://api.github.com/users/lukastoenneMS","html_url":"https://github.com/lukastoenneMS","followers_url":"https://api.github.com/users/lukastoenneMS/followers","following_url":"https://api.github.com/users/lukastoenneMS/following{/other_user}","gists_url":"https://api.github.com/users/lukastoenneMS/gists{/gist_id}","starred_url":"https://api.github.com/users/lukastoenneMS/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/lukastoenneMS/subscriptions","organizations_url":"https://api.github.com/users/lukastoenneMS/orgs","repos_url":"https://api.github.com/users/lukastoenneMS/repos","events_url":"https://api.github.com/users/lukastoenneMS/events{/privacy}","received_events_url":"https://api.github.com/users/lukastoenneMS/received_events","type":"User","site_admin":false},"body":"## Overview\r\n\r\nAdd export and import of input animation data to and from glTF files.\r\nThis supplements (and should ultimately replace) the custom binary format, and provides a standardized way to exchange recorded input data with other tools.\r\n\r\nA new set of utility classes has been added to serialize `InputAnimation` curves into a binary buffer suitable for glTF accessors. The existing GltfObject in MRTK is constructed with simple nodes that represent the camera and hand controllers. A matching importer finds matching nodes in any glTF file to try and interpret the animation data as MRTK input again.\r\n\r\nThe Unity JsonUtility class is not flexible enough to handle details of the glTF schema, such as minimum array length, or whether enums should be exported by name or by int value. For this reason an alternative JSON builder and parser pair has been added. These can handle JsonAttributes, which specify schema details as part of the C# reflection, so that the GltfObject can still be exported as \"structured 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