MRx User Guide

MRx consist of:

  • MRx Console App

    This is Windows app is installed to your Win 10 or 11 laptop from the Microsoft Store. The Console is used for managing assets and content as well as to launch sessions.

  • MRx HoloLens App

    This is a HoloLens 2 app installed directly from the HoloLens Microsoft Store to the device.

  • Session Manager

    This is a Windows interface launched from the MRx Console when a session is started. It is used for managing the session from your laptop.

Video Tutorials Coming Soon.

 

MRx GUIDE SECTIONS

HOW IT WORKS

Create Content:

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Launch MRx Console on your laptop/desktop:

  1. Organize and upload assets for use in your content.
  2. Start a session.

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Connect your HoloLens to the same network as your laptop/desktop and launch the MRx app:

  1. Join the session.
  2. Use ‘gaze and drop’ to create interactive step-based content in the Mixed Reality environment.

Deploy / Run Sessions:

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Launch MRx Console on your laptop/desktop:

  1. Launch local session or share content for remote sessions.
  2. Join remote session for remote participants.

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Connect your HoloLens to the same network as your laptop/desktop and launch the MRx app:

  1. Join the session.
  2. Start session to experience and collaborate on your created content.

WHAT YOU NEED

Please consult your IT dept if your devices and/or laptop is managed through an MDM or if you do not have administrative privileges.

  1. Windows 10 laptop/PC.
  2. Microsoft HoloLens 2 headset(s).
  3. Wireless network router or WiFi.
  4. Internet connection and Microsoft account is required for remote sessions only.

Network Requirements:

 

Local Sessions

Ports: 7779, 7780, 7781

 

Remote Sessions

Ports: 7779, 7780, 7781, 443, 3478; 50000+

INSTALLING MRx

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MRx Console

  1. Go to the Microsoft Store on your Windows 10/11 laptop/desktop . Download and install MRx Console to your machine.

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MRx app for HoloLens 2

  1. Go to the Microsoft Store on your HoloLens 2. Download and install MRx to your HoloLens 2 device(s).

PREPARING 3D ASSETS

MRx supports .glb models. If your 3D modeling software does not export to .glb, we recommend exporting your model in a format supported by Blender (e.g. .fbx, .obj).

 

  1. MRx model ingestion supports one material, texture and normal per mesh. Transparency is supported.
  2. Triangulate to optimize (minimize) polygon and vertices count.
  3. Use per–vertex normal and UV.
  4. Set origin to Center of Mass (Volume). Recenter model by setting Location X, Y, Z to 0. You may also want to set Rotation angle so model is aligned horizontally to the X axis.
  5. Check that Scale is set to 1.00.

Coordinate System:

 

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See the next section for an example on how to prepare 3D assets with Blender.

UPLOADING ASSETS

  1. Launch MRx Console on your laptop/PC.
  2. Click ‘Assets’ on the left panel.
  3. Enter a name for your asset group and click ‘Create’.
  4. Click ‘Add Asset’ to upload assets into the asset group.

Supported File Formats:

 

3D models: .glb

2D images: .png

Video: .mp4

CREATING CONTENT

  1. Launch MRx Console on your laptop/PC.
  2. Click ‘Create New Content’.
  3. Enter content information and select the asset groups you want to use in your content. Click ‘Next’.
  4. Click ‘Start Session’. This launches the Session Manager window.
  1. Launch MRx on the HoloLens to join the session
  2. Select new or last saved space on the Session Manager or HoloLens.
  3. Place the anchor on the ground, air tap to lock in place.
  4. Input Step Name for the first step on the session manager.

RUNNING LOCAL SESSION

  1. Launch MRx Console on your laptop/PC.
  2. Click ‘My Content’ on the left panel.
  3. Click the ‘Run Local Session’ for the desired content.
  4. Click ‘Start Session’. This launches the Session Manager window.
  1. Launch MRx on the HoloLens and join the session.
  2. Select new or last saved space on the Session Manager or HoloLens.
  3. Place the anchor on the ground, air tap to lock in place.
  4. Launch MRx on any other HoloLens to join the session.
  5. When all participants are in the lobby, click ‘Start’ on the Session Manager.

SHARING CONTENT

Share content with participants for remote sessions. A Microsoft account is required.

  1. Launch MRx Console on your laptop/PC.
  2. Click ‘My Content’ on the left panel.
  3. Click the upload icon button of the desired simulation.
  4. Click the ‘On The Cloud’ tab. The Microsoft Log-In panel may appear if you are not signed in.
  1. Click the ‘Share’ icon button for the desired uploaded content.
  2. Input participant emails to send download link.

 

Invited participants will need to install MRx Console and MRx HoloLens app. They will receive an email with a link to download the content.

RUNNING REMOTE SESSION

A Microsoft account is required.

 

For remote particpants, install both MRx Console and MRx HoloLens 2 app. Click on the link in the invitation email and click ‘Download Simulation’ on the webpage.

  1. Launch MRx Console on your laptop/PC.
  2. Click ‘My Content’ on the left panel and click ‘On The Cloud’ tab. For remote participants, click on ‘Other Content’ on the left panel
  3. The Microsoft Log-In panel may appear if you are not signed in.
  4. Click ‘Run Remote Session’ (or ‘Join Remote Session’ for remote participants) for the desired content.
  5. Click ‘Start Session’. This launches the Session Manager window.
  1. Launch MRx on the HoloLens and join the session.
  2. Select new or last saved space on the Session Manager or HoloLens.
  3. Place the anchor on the ground, air tap to lock in place.
  4. Launch MRx on other HoloLens to join the session.
  5. When all participants are in the lobby, click ‘Start’ on the Session Manager.

 

Remote participants will join the session at the lobby and appear as avatars.

PREPARING 3D ASSETS – BLENDER EXAMPLE

IMPORT MODEL

  1. Open a new scene in Blender. Go to File > Import and select the file type of the asset you want to import (.FBX in this example)

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  1. Select your model’s file and click Import FBX.

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SET PIVOT POINT

  1. The red and green lines represent the x and y axes respectively. The scene origin is at the intersection of these two lines. When an object is selected, it will be highlighted with its pivot point, shown as an an orange dot.

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  1. Make sure you are on the Item tab and press “N” to bring up the Side Menu.

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  1. Make sure the object is still seletected then go to Object > Set Origin > Origin to Geometry. This sets the pivot point in the center of the object.

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  1. Notice that the pivot point is now inside the object. Hover your mouse cursor over the Location section of the Side Menu and click the Backspace key. The Location values should now all be 0.

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SCALE AND ORIENTATION

  1. Press “S” and move your mouse to scale the object. Left click on mouse when done. Likewise, you may also directly enter the Dimensions value by clicking on each respective value.

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  1. To rotate, press ‘R’ and move your mouse. You can lock it to rotate on only one axis by pressing the ‘X’, ‘Y’ or ‘Z’ keys for their respective axes. Likewise, you may also hold down “CTRL” and enter the rotation value. Left click on mouse when done. Note that “front” is in the direction of positive Y-axis (see axes diagram next to the Side Menu).

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  1. For this example, we want to rotate the car to face front (positive y). Press ‘R’, followed by ‘Z’, then type in 180 and left-click.

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  1. We now need to set the Scale and Rotation values to 1 and 0 respectively in the Side Menu. Press “Ctrl” and “A” together and select Rotation & Scale.

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CHECK MATERIAL

  1. Each asset should only have one material on it to work well in MRx. To check, click on the Materials tab on the right toolbar.

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  1. Make sure only one material is shown in the Material List. If an object has multiple materials, you will need to combine them into a single material.

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EXPORT ASSET

  1. Go to File > Export > glTF 2.0 (.glb/gltf)

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  1. Ensure Format is set to glTF Binary (.glb).
  2. Under Include list, ensure Limit to, ‘Selected Objects’ box is checked.
  3. Under Geometry list, ensure Materials is set to Export.
  4. Navigate to the desired export folder and input the desired filename. Click “Export glTF 2.0”

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