Recording
Pressing REC in the top right corner will open the control panel as well as the recording side panel for additional options.
Control Panel
Button type | Description |
---|---|
Frame back |
Go one frame back in the timeline |
Play/Pause |
Play at the set framerate |
Record |
Start a new recording |
Frame forward |
Go one frame forward in the timeline |
Stop |
Go back to the start of the recording |
Loop |
Toggle to continuously playback after the end of the recording is reached |
Set-In point |
Sets the start position for playback and export. |
Set-Out point |
Sets the end position for playback and export. |
Playback framerate |
Sets the playback framerate |
Frame counter |
Shows the current frame and total framecount |
Main time |
Shows the current time during playback. Time is shown as HH:MM:SS:FFF by default. When the recording has timecode available, this will be shown as HH:MM:SS:FF |
End time |
Indicates the total length of the recording. |
Note
The In and Out point markers can also be moved manually by holding the mouse button over it and dragging them over the timeline.
Keyboard Shortcuts
Input | Action |
---|---|
Ctrl+R | Start/Stop Recording |
Space | Play/Pause |
Arrow-Left | Previous Frame |
Arrow-Right | Next Frame |
Ctrl + Arrow-Left | Go to first frame |
Ctrl + Arrow-Right | Go to last frame |
I | Go to in-point |
O | Go to out-point |
Ctrl + I | Set in-point |
Ctrl + O | Set out-point |
Ctrl + L | Toggle loop |
Side panel
Open
You can load previously saved mrec
files. Simply click Load and select the recording you would like to open. mrec
files can also be loaded by opening them directly.
Save
To save the currently loaded recording you press Save
and a file dialog will open to select where to save the file and with what name. Files will be saved as an mrec
file which is a MANUS Recording file and can be loaded in MANUS Core.
If you are using triggered recording, auto saving behavior is dependent on the specific trigger's implementation.
Clear
This button unloads the currently loaded recording and returns to live
data. Please beware that this will discard unsaved data.
Export
Export your current recording to either fbx or csv for use outside of MANUS Core. The current recording will be exported using the specified in and out points.
Batch export
For exporting multiple recording files at once. Pressing Batch Export
will open a popup window with all Batch Export
settings. There mrec
files will be loaded in and exported using the settings of your choosing all at once.
Current
This shows the name of the currently loaded recording.
Auto save recordings
When enabled this will automatically save your recordings after recording to the specified folder. When triggered recording is used the file will be saved using the name and location specified by the specific integration sending out the recording trigger. If no location or name was specified this path will be used as a fallback.
Current take name
Specifies the name of the to be recorded take. The name will automatically increment. When a recording trigger specifies the save directory and take name this will be ignored.
External timecode
This will show the status of your timecode signal. When a recording is loaded it will show the recorded timecode data. When the data is live it will show the live timecode signal.
Export Settings
Filename
Here you pick the name of your file.Files
For Batch Export only. This will list all files you have added (with theAdd Files
button) for batch exporting.Location
Specify the folder where the exported file(s) will be saved to.Suffix
For Batch Export only. The exported filenames will be copied from the originalmrec
files. These filenames will be appended with the suffix set here.Export file per
Select how many files are exported in the end, one for the entirescene
, one peruser
or one perhand
.
FBX
Data
Use full skeleton
Will export the entire full body skeleton. When only hand data is provided the skeleton will be in a t-pose.Hands
When enabled will export hand data.Fingers
When enabled will export specific finger data.Include tracker transforms
Will export the locations of the trackers (when available).Hand motion
Specifies what drives the positioning and rotation of the hands (wrist).None
will not position the wrists,IMU
will use the glove rotational data but no positional data andTracker
will use the tracker's positional and rotational data to position the hand (if available).Tracker Rotation
does the same but omits the positioning data.Export optical markers
When enabled it will ask to load amarker
definition file and export virtualized marker positions. More information on marker exporting.
Skeleton
You can choose different skeleton structures depending on your use case for the exported FBX file.
- MANUS
- Raw Data (Unretargeted)
- Polygon Avatar
- Autodesk
- HumanIK
- Biped
- Xsens
- MVN Avatar (Mo)
- Unreal 4
- Unreal Default
- (external) Mannequin Male
- (external) Mannequin Female
- Unreal 5
- Unreal Default
- (external) Mannequin Male (Manny)
- (external) Mannequin Female (Quinn)
- Metahuman
- Unreal Default
- (external) Metahuman Female Short Underweight
- (external) Metahuman Female Short Normalweight
- (external) Metahuman Female Short Overweight
- (external) Metahuman Female Average Underweight
- (external) Metahuman Female Average Normalweight
- (external) Metahuman Female Average Overweight
- (external) Metahuman Female Tall Underweight
- (external) Metahuman Female Tall Normalweight
- (external) Metahuman Female Tall Overweight
- (external) Metahuman Male Short Underweight
- (external) Metahuman Male Short Normalweight
- (external) Metahuman Male Short Overweight
- (external) Metahuman Male Average Underweight
- (external) Metahuman Male Average Normalweight
- (external) Metahuman Male Average Overweight
- (external) Metahuman Male Tall Underweight
- (external) Metahuman Male Tall Normalweight
- (external) Metahuman Male Tall Overweight
- Mixamo
- X Bot
- Y Bot
- Vicon
- Vicon Default
Use custom skeleton definition
allows you to load a manual mapping from our internal bone name to a specific bone name. The resulting fbx will use the specified bone names. Below is a shortened example skeleton definition showing a mapping to Autodesk HumanIK
bone names.
<?xml version="1.0" encoding="utf-8"?>
<config_root>
<match_list>
<item key="Reference" value="Reference" />
<item key="Hips" value="Hips" />
<item key="LeftUpLeg" value="LeftUpLeg" />
<item key="LeftLeg" value="LeftLeg" />
<item key="LeftFoot" value="LeftFoot" />
<item key="RightUpLeg" value="RightUpLeg" />
<item key="RightLeg" value="RightLeg" />
</match_list>
</config_root>
{{MANUS Core installation directory}}\ManusCore\Manus_Dashboard\MANUS_Core_Data\StreamingAssets\SkeletonDefinitions
.
Settings
Framerate
sets the amount of frames per second.Units
sets the equivalent to 1-unit in the exported file. Options are:millimetres(mm)
,centimetres(cm)
,decimetres(dm)
,meters(m)
,kilometres(km)
,inch
orfoot
.Items to export
sets the entire scene or only the visible users.Include SMPTE timecode signal
embeds timecode into the exported file.Include meshes
sets if the exported FBX includes the meshes.Use first frame bindpose
overwrites the first frame of the recording to be the skeleton's bindpose.Use keyframe reduction
optimizes by reducing unnecessary keyframes.Keyframe interpolation mode
sets how keyframes are interpreted,linear
orcubic
.Scale skeleton
sets if the skeleton is scaled.Export bindpose only
button opens a file dialog to save the bindpose as an fbx.
CSV
Data
Hands
When enabled will export hand data.Fingers
When enabled will export specific finger data.
Export hand joints
Positions
World space (absolute) positions of the joints on the X, Y and Z axis.Rotations
World space (absolute) rotations of the joints on the X, Y, Z (and W) axis.Velocity
Positional velocity in unit / second of the wrist joint on the X, Y and Z axis.Acceleration
Positional acceleration in unit / second^2 of the wrist joint on the X, Y and Z axis.Pinch distances
Distance in units between the thumb fingertip and other fingertips.
Export ergonomics data
Joint angles
Joint angle (abduction or adduction, i.e. splaying; flexion or (hyper)extension, i.e. bending) of the joint in degrees.Angular velocity
Angular velocity (abduction or adduction, i.e. splaying; flexion or (hyper)extension, i.e. bending) in degrees / second of the joint.Angular acceleration
Angular acceleration (abduction or adduction, i.e. splaying; flexion or (hyper)extension, i.e. bending) in degrees / second^2 of the joint.
Hand motion
Specifies what drives the positioning and rotation of the hands (wrist).None
will not position the wrists,IMU
will use the glove rotational data but no positional data andTracker
will use the tracker's positional and rotational data to position the hand (if available).Tracker Rotation
does the same but omits the positioning data.
Coordinate system
Preset
Select from a wide range of coordinate system presets.Up axis
Up Axis sets the up axis of the coordinate system.View axis
View Axis sets the forward axis of the coordinate system.Handedness
Handedness sets the handedness of the coordinate system.
Settings
Framerate
sets the amount of rows containing data per second.Value separator
sets which symbol is used for separating values.Decimal point
sets the decimal separator to support different language locales.Units
sets the equivalent to 1-unit in the exported file. Options are:millimetres(mm)
,centimetres(cm)
,decimetres(dm)
,meters(m)
,kilometres(km)
,inch
orfoot
.Items to export
sets the entire scene or only the visible users.Include SMPTE timecode signal
embeds timecode into the exported file.Rotation type
sets the rotation system (Euler Angles or Quaternion).Rotation order
sets in which order rotations are saved. When reconstructing rotations, the order has to be inversed.