Datasets:
file stringlengths 16 58 | prompt stringlengths 2 44 | description stringlengths 7 69 β | text stringlengths 6 69 | frames int64 2 1.88k | motion_id stringlengths 36 36 |
|---|---|---|---|---|---|
animation/180_Turn_W_Briefcase.fbx | 180 Turn W/ Briefcase | Female 180 Turn With Briefcase | Female 180 Turn With Briefcase | 68 | c9c9f110-b96c-11e4-a802-0aaa78deedf9 |
animation/180_Turn_W_Briefcase_2.fbx | 180 Turn W/ Briefcase | Male 180 Turn With Briefcase | Male 180 Turn With Briefcase | 69 | c9c9ee12-b96c-11e4-a802-0aaa78deedf9 |
animation/2hand_Idle.fbx | 2hand Idle | Two Handed Weapon Stance | Two Handed Weapon Stance | 144 | c9c87b9c-b96c-11e4-a802-0aaa78deedf9 |
animation/Acknowledging.fbx | Acknowledging | Acknowledging Gesture | Acknowledging Gesture | 59 | c9c91c6e-b96c-11e4-a802-0aaa78deedf9 |
animation/Action_Idle_To_Fight_Idle.fbx | Action Idle To Fight Idle | Transition From Action Idle To Fight Idle | Transition From Action Idle To Fight Idle | 31 | c9ccd9a7-b96c-11e4-a802-0aaa78deedf9 |
animation/Action_Idle_To_Standing_Idle.fbx | Action Idle To Standing Idle | Transition From Action Idle To Standing Idle | Transition From Action Idle To Standing Idle | 29 | c9cceb09-b96c-11e4-a802-0aaa78deedf9 |
animation/Administering_Cpr.fbx | Administering Cpr | Administering Cpr To A Victim On The Ground | Administering Cpr To A Victim On The Ground | 260 | c9c959ad-b96c-11e4-a802-0aaa78deedf9 |
animation/Aerial_Evade.fbx | Aerial Evade | Evading Projectiles In Mid-Air | Evading Projectiles In Mid-Air | 111 | c9caab79-b96c-11e4-a802-0aaa78deedf9 |
animation/Agony.fbx | Agony | Agony Holding The Head | Agony Holding The Head | 112 | c9c6c52f-b96c-11e4-a802-0aaa78deedf9 |
animation/Agreeing.fbx | Agreeing | Step Back Cautiously Agreeing | Step Back Cautiously Agreeing | 142 | c9c91ad5-b96c-11e4-a802-0aaa78deedf9 |
animation/Agreeing_2.fbx | Agreeing | Agreeing Yes | Agreeing Yes | 56 | c9c91ec4-b96c-11e4-a802-0aaa78deedf9 |
animation/Aim_Pistol.fbx | Aim Pistol | Aim Pistol While Sitting | Aim Pistol While Sitting | 164 | c9c8ff29-b96c-11e4-a802-0aaa78deedf9 |
animation/Aiming.fbx | Aiming | Turning Around To Aim Gun | Turning Around To Aim Gun | 93 | c9c83e34-b96c-11e4-a802-0aaa78deedf9 |
animation/Aiming_Gun.fbx | Aiming Gun | Picking Up Gun From Ground To Aiming | Picking Up Gun From Ground To Aiming | 73 | c9c91dff-b96c-11e4-a802-0aaa78deedf9 |
animation/Air_Squat.fbx | Air Squat | Air Squat Workout | Air Squat Workout | 57 | c9caa63d-b96c-11e4-a802-0aaa78deedf9 |
animation/Air_Squat_Bent_Arms.fbx | Air Squat Bent Arms | Air Squat Workout | Air Squat Workout | 57 | c9cb991f-b96c-11e4-a802-0aaa78deedf9 |
animation/Angry.fbx | Angry | Standing Angrily | Standing Angrily | 576 | c9c98b02-b96c-11e4-a802-0aaa78deedf9 |
animation/Angry_Gesture.fbx | Angry Gesture | Angrily Pumping Fists Forward | Angrily Pumping Fists Forward | 99 | c9c915fd-b96c-11e4-a802-0aaa78deedf9 |
animation/Angry_Gesture_2.fbx | Angry Gesture | Seated Idle With Hands On A Table Being Rude | Seated Idle With Hands On A Table Being Rude | 176 | c9c78c0d-b96c-11e4-a802-0aaa78deedf9 |
animation/Angry_Gesture_3.fbx | Angry Gesture | Angry Forward Gesture | Angry Forward Gesture | 67 | c9c917a2-b96c-11e4-a802-0aaa78deedf9 |
animation/Angry_Point.fbx | Angry Point | Quickly Pointing Angrily Forward | Quickly Pointing Angrily Forward | 74 | c9c916ce-b96c-11e4-a802-0aaa78deedf9 |
animation/Annoyed_Head_Shake.fbx | Annoyed Head Shake | Shaking Head No Annoyed | Shaking Head No Annoyed | 78 | c9c90fbc-b96c-11e4-a802-0aaa78deedf9 |
animation/Arm_Gesture.fbx | Arm Gesture | Gesturing With Arm To The Side | Gesturing With Arm To The Side | 103 | c9c922a9-b96c-11e4-a802-0aaa78deedf9 |
animation/Arm_Stretching.fbx | Arm Stretching | Stretching Arms By Pushing The Elbows | Stretching Arms By Pushing The Elbows | 267 | c9c90cbb-b96c-11e4-a802-0aaa78deedf9 |
animation/Armada.fbx | Armada | Capoeira Spin Kick | Capoeira Spin Kick | 86 | c9cb9d65-b96c-11e4-a802-0aaa78deedf9 |
animation/Armada_To_Esquiva.fbx | Armada To Esquiva | Capoeira Spin Kick To Escape | Capoeira Spin Kick To Escape | 160 | c9cb9bf9-b96c-11e4-a802-0aaa78deedf9 |
animation/Arms_Hip_Hop_Dance.fbx | Arms Hip Hop Dance | Hip Hop Dancing With Arms | Hip Hop Dancing With Arms | 660 | c9c7386d-b96c-11e4-a802-0aaa78deedf9 |
animation/Ascending_Stairs.fbx | Ascending Stairs | Walking Up A Set Of Stairs | Walking Up A Set Of Stairs | 42 | c9ccb1c6-b96c-11e4-a802-0aaa78deedf9 |
animation/Asking_Question.fbx | Asking Question | Seated Idle With Hands On A Table | Seated Idle With Hands On A Table | 176 | c9c79aea-b96c-11e4-a802-0aaa78deedf9 |
animation/Au.fbx | Au | Capoeira Cartwheel Move | Capoeira Cartwheel Move | 143 | c9cb9ec4-b96c-11e4-a802-0aaa78deedf9 |
animation/Au_To_Role.fbx | Au To Role | Capoeira Cartwheel To Roll Escape | Capoeira Cartwheel To Roll Escape | 300 | c9cba02e-b96c-11e4-a802-0aaa78deedf9 |
animation/Back_Flip_To_Uppercut.fbx | Back Flip To Uppercut | Back Flip To Uppercut Combo | Back Flip To Uppercut Combo | 215 | c9c7a617-b96c-11e4-a802-0aaa78deedf9 |
animation/Back_Squat.fbx | Back Squat | Starting Back Squat Workout From Fitness Idle | Starting Back Squat Workout From Fitness Idle | 331 | c9cb23e7-b96c-11e4-a802-0aaa78deedf9 |
animation/Back_Squat_2.fbx | Back Squat | Ending Back Squat Workout To Fitness Idle | Ending Back Squat Workout To Fitness Idle | 180 | c9cb24a7-b96c-11e4-a802-0aaa78deedf9 |
animation/Back_Squat_3.fbx | Back Squat | Back Squat Workout | Back Squat Workout | 69 | c9cb4e74-b96c-11e4-a802-0aaa78deedf9 |
animation/Backflip.fbx | Backflip | Backflip Moving Backward | Backflip Moving Backward | 124 | c9c6afea-b96c-11e4-a802-0aaa78deedf9 |
animation/Backflip_2.fbx | Backflip | Standing Backflip | Standing Backflip | 66 | c9c9ea58-b96c-11e4-a802-0aaa78deedf9 |
animation/Backward_Jump.fbx | Backward Jump | Jumping While Walking Backwards | Jumping While Walking Backwards | 52 | c9c939cf-b96c-11e4-a802-0aaa78deedf9 |
animation/Backward_Right_Turn.fbx | Backward Right Turn | Backward Run Turning Right | Backward Run Turning Right | 21 | c9ccc82d-b96c-11e4-a802-0aaa78deedf9 |
animation/Backward_Right_Turn_2.fbx | Backward Right Turn | Backward Walk Turning Right | Backward Walk Turning Right | 39 | c9ccc521-b96c-11e4-a802-0aaa78deedf9 |
animation/Backward_Walking_Turn.fbx | Backward Walking Turn | Drunken Walking Backward Right Turn | Drunken Walking Backward Right Turn | 60 | c9ce5c22-b96c-11e4-a802-0aaa78deedf9 |
animation/Backwards_Rifle_Run.fbx | Backwards Rifle Run | Running Backwards With Rifle Down | Running Backwards With Rifle Down | 19 | c9cd4e19-b96c-11e4-a802-0aaa78deedf9 |
animation/Backwards_Rifle_Walk.fbx | Backwards Rifle Walk | Walking Backwards With Rifle Down | Walking Backwards With Rifle Down | 39 | c9cd4c9d-b96c-11e4-a802-0aaa78deedf9 |
animation/Banging_Fist.fbx | Banging Fist | Banging Fist On Table | Banging Fist On Table | 80 | c9c78fe1-b96c-11e4-a802-0aaa78deedf9 |
animation/Bartending.fbx | Bartending | Pouring And Serving Drinks | Pouring And Serving Drinks | 408 | c9c78799-b96c-11e4-a802-0aaa78deedf9 |
animation/Baseball_Bunt.fbx | Baseball Bunt | Baseball Bunt Swing | Baseball Bunt Swing | 104 | c9cd45ea-b96c-11e4-a802-0aaa78deedf9 |
animation/Baseball_Catcher.fbx | Baseball Catcher | Baseball Catcher Pop Fly | Baseball Catcher Pop Fly | 345 | c9c65293-b96c-11e4-a802-0aaa78deedf9 |
animation/Baseball_Hit.fbx | Baseball Hit | Baseball Base Hit - Single | Baseball Base Hit - Single | 96 | c9cd40c3-b96c-11e4-a802-0aaa78deedf9 |
animation/Baseball_Hit_2.fbx | Baseball Hit | Baseball Base Hit - Homerun | Baseball Base Hit - Homerun | 179 | c9cd4180-b96c-11e4-a802-0aaa78deedf9 |
animation/Baseball_Hit_3.fbx | Baseball Hit | Baseball Base Hit - Double Plus | Baseball Base Hit - Double Plus | 164 | c9cd4002-b96c-11e4-a802-0aaa78deedf9 |
animation/Baseball_Idle.fbx | Baseball Idle | Batting Idle Variation | Batting Idle Variation | 71 | c9c65515-b96c-11e4-a802-0aaa78deedf9 |
animation/Baseball_Idle_2.fbx | Baseball Idle | Baseball Batter At Bat Idle | Baseball Batter At Bat Idle | 46 | c9cd3c2a-b96c-11e4-a802-0aaa78deedf9 |
animation/Baseball_Milling_Idle.fbx | Baseball Milling Idle | Baseball Batter Stepping Back And Milling About | Baseball Batter Stepping Back And Milling About | 641 | c9cd4472-b96c-11e4-a802-0aaa78deedf9 |
animation/Baseball_Pitching.fbx | Baseball Pitching | Baseball Practice Pitching | Baseball Practice Pitching | 235 | c9c69e45-b96c-11e4-a802-0aaa78deedf9 |
animation/Baseball_Pitching_2.fbx | Baseball Pitching | Pitching A Baseball | Pitching A Baseball | 119 | c9cbdd1a-b96c-11e4-a802-0aaa78deedf9 |
animation/Baseball_Step_In.fbx | Baseball Step In | Baseball Batter Stepping In To Bat | Baseball Batter Stepping In To Bat | 114 | c9cd3cfa-b96c-11e4-a802-0aaa78deedf9 |
animation/Baseball_Step_Out.fbx | Baseball Step Out | Baseball Batter Stepping Away From The Plate | Baseball Batter Stepping Away From The Plate | 94 | c9cd3dc2-b96c-11e4-a802-0aaa78deedf9 |
animation/Baseball_Step_Up_To_Bat.fbx | Baseball Step Up To Bat | Baseball Batter Getting Situated To Hit | Baseball Batter Getting Situated To Hit | 318 | c9cd43b7-b96c-11e4-a802-0aaa78deedf9 |
animation/Baseball_Strike.fbx | Baseball Strike | Baseball Swinging Strike | Baseball Swinging Strike | 269 | c9cd452d-b96c-11e4-a802-0aaa78deedf9 |
animation/Baseball_Umpire.fbx | Baseball Umpire | Umpire Calling A Strike | Umpire Calling A Strike | 80 | c9c659d7-b96c-11e4-a802-0aaa78deedf9 |
animation/Baseball_Walk_In.fbx | Baseball Walk In | Baseball Batter Walking Into Batters Box | Baseball Batter Walking Into Batters Box | 164 | c9cd3e84-b96c-11e4-a802-0aaa78deedf9 |
animation/Baseball_Walk_Out.fbx | Baseball Walk Out | Baseball Batter Walking Out Of Batters Box | Baseball Batter Walking Out Of Batters Box | 121 | c9cd3f43-b96c-11e4-a802-0aaa78deedf9 |
animation/Bash.fbx | Bash | Overhead Bashing Swing | Overhead Bashing Swing | 121 | c9c87a20-b96c-11e4-a802-0aaa78deedf9 |
animation/Bashful.fbx | Bashful | Being Bashful While Standing | Being Bashful While Standing | 331 | c9c97d21-b96c-11e4-a802-0aaa78deedf9 |
animation/Batter_On_Deck.fbx | Batter On Deck | Baseball Batter Warming Up On Deck | Baseball Batter Warming Up On Deck | 1,425 | c9cd42f9-b96c-11e4-a802-0aaa78deedf9 |
animation/Bayonet_Stab.fbx | Bayonet Stab | Advancing And Stabbing With Rifle Bayonet Or Spear | Advancing And Stabbing With Rifle Bayonet Or Spear | 129 | c9c6c767-b96c-11e4-a802-0aaa78deedf9 |
animation/Bboy_Hip_Hop_Move.fbx | Bboy Hip Hop Move | Bboy Hip Hop Variation One | Bboy Hip Hop Variation One | 67 | c9c76872-b96c-11e4-a802-0aaa78deedf9 |
animation/Bboy_Hip_Hop_Move_2.fbx | Bboy Hip Hop Move | Variation Two | Variation Two | 69 | c9c76b83-b96c-11e4-a802-0aaa78deedf9 |
animation/Bboy_Pose_To_Idle.fbx | Bboy Pose To Idle | Bboy Pose To Standing Idle | Bboy Pose To Standing Idle | 71 | c9c88f17-b96c-11e4-a802-0aaa78deedf9 |
animation/Bboy_Uprock.fbx | Bboy Uprock | Bboy Uprock Indian Step | Bboy Uprock Indian Step | 70 | c9c88a71-b96c-11e4-a802-0aaa78deedf9 |
animation/Bboy_Uprock_Start.fbx | Bboy Uprock Start | null | Bboy Uprock Start | 55 | c9c883bd-b96c-11e4-a802-0aaa78deedf9 |
animation/Beckoning.fbx | Beckoning | Waving Someone Over While Seated | Waving Someone Over While Seated | 79 | c9c795b6-b96c-11e4-a802-0aaa78deedf9 |
animation/Being_Carried.fbx | Being Carried | Injured And Being Carried To A Safer Place | Injured And Being Carried To A Safer Place | 306 | c9c828f8-b96c-11e4-a802-0aaa78deedf9 |
animation/Being_Carried_2.fbx | Being Carried | Being Picked Up And Carried By Someone | Being Picked Up And Carried By Someone | 158 | c9c81d97-b96c-11e4-a802-0aaa78deedf9 |
animation/Being_Carried_3.fbx | Being Carried | Being Carried By Someone To A Stop | Being Carried By Someone To A Stop | 123 | c9c83fe2-b96c-11e4-a802-0aaa78deedf9 |
animation/Being_Cocky.fbx | Being Cocky | Cocky Lean Back | Cocky Lean Back | 88 | c9c90e3c-b96c-11e4-a802-0aaa78deedf9 |
animation/Being_Electrocuted.fbx | Being Electrocuted | Being Electrocuted Into Unconciousness | Being Electrocuted Into Unconciousness | 243 | c9ca56fe-b96c-11e4-a802-0aaa78deedf9 |
animation/Being_Strangled.fbx | Being Strangled | Getting Snuck Up On And Strangled | Getting Snuck Up On And Strangled | 529 | c9c9e5e8-b96c-11e4-a802-0aaa78deedf9 |
animation/Belly_Dance.fbx | Belly Dance | Belly Dancing Variation One | Belly Dancing Variation One | 705 | c9c73cda-b96c-11e4-a802-0aaa78deedf9 |
animation/Bellydancing.fbx | Bellydancing | Bellydance Variation 2 | Bellydance Variation 2 | 798 | c9c6f791-b96c-11e4-a802-0aaa78deedf9 |
animation/Bencao.fbx | Bencao | Capoeira Thrust Kick | Capoeira Thrust Kick | 42 | c9cba193-b96c-11e4-a802-0aaa78deedf9 |
animation/Bicep_Curl.fbx | Bicep Curl | Bicep Curl Workout | Bicep Curl Workout | 177 | c9cb3360-b96c-11e4-a802-0aaa78deedf9 |
animation/Bicycle_Crunch.fbx | Bicycle Crunch | Crunch Position With Cycling Legs | Crunch Position With Cycling Legs | 34 | c9cacd38-b96c-11e4-a802-0aaa78deedf9 |
animation/Big_Body_Blow.fbx | Big Body Blow | Receiving A Big Hit To The Midsection While Running | Receiving A Big Hit To The Midsection While Running | 215 | c9cab238-b96c-11e4-a802-0aaa78deedf9 |
animation/Big_Hit_To_Head.fbx | Big Hit To Head | Receiving A Big Hit From A Left Punch | Receiving A Big Hit From A Left Punch | 50 | c9cb01c1-b96c-11e4-a802-0aaa78deedf9 |
animation/Big_Hit_To_Head_2.fbx | Big Hit To Head | Receiving A Big Hit From A Right Punch | Receiving A Big Hit From A Right Punch | 48 | c9cb03fa-b96c-11e4-a802-0aaa78deedf9 |
animation/Big_Hit_To_Head_3.fbx | Big Hit To Head | Receiving A Big Hit From A Straight Punch | Receiving A Big Hit From A Straight Punch | 40 | c9cb0637-b96c-11e4-a802-0aaa78deedf9 |
animation/Big_Jump.fbx | Big Jump | Big Jump To Roll | Big Jump To Roll | 72 | c9caace6-b96c-11e4-a802-0aaa78deedf9 |
animation/Big_Kidney_Hit.fbx | Big Kidney Hit | Receiving A Big Hit In The Kidneys | Receiving A Big Hit In The Kidneys | 49 | c9caf698-b96c-11e4-a802-0aaa78deedf9 |
animation/Big_Rib_Hit.fbx | Big Rib Hit | Receiving A Big Hit In The Ribs | Receiving A Big Hit In The Ribs | 49 | c9caf951-b96c-11e4-a802-0aaa78deedf9 |
animation/Big_Side_Hit.fbx | Big Side Hit | Receiving A Big Hit In The Side | Receiving A Big Hit In The Side | 45 | c9cafaf6-b96c-11e4-a802-0aaa78deedf9 |
animation/Big_Stomach_Hit.fbx | Big Stomach Hit | Receiving A Big Hit In The Stomach | Receiving A Big Hit In The Stomach | 97 | c9cafc81-b96c-11e4-a802-0aaa78deedf9 |
animation/Block.fbx | Block | Blocking The Chest Area With Both Arms | Blocking The Chest Area With Both Arms | 87 | c9c71e73-b96c-11e4-a802-0aaa78deedf9 |
animation/Block_With_Rifle.fbx | Block With Rifle | Blocking With Rifle | Blocking With Rifle | 69 | c9c8bf13-b96c-11e4-a802-0aaa78deedf9 |
animation/Blocking.fbx | Blocking | Blocking Outward | Blocking Outward | 41 | c9c5fe62-b96c-11e4-a802-0aaa78deedf9 |
animation/Blocking_2.fbx | Blocking | Blocking Inward | Blocking Inward | 37 | c9c5ff48-b96c-11e4-a802-0aaa78deedf9 |
animation/Blocking_Attack.fbx | Blocking Attack | Blocking An Attack From Above While Sitting | Blocking An Attack From Above While Sitting | 31 | c9c95684-b96c-11e4-a802-0aaa78deedf9 |
animation/Blow_A_Kiss.fbx | Blow A Kiss | Blowing A Kiss | Blowing A Kiss | 138 | c9c7013b-b96c-11e4-a802-0aaa78deedf9 |
animation/Body_Block.fbx | Body Block | Blocking Body With Arms | Blocking Body With Arms | 104 | c9c72233-b96c-11e4-a802-0aaa78deedf9 |
animation/Body_Jab_Cross.fbx | Body Jab Cross | Boxing Body Jab Cross Medium | Boxing Body Jab Cross Medium | 64 | c9cae26b-b96c-11e4-a802-0aaa78deedf9 |
Mixamo Animations and Characters
A complete snapshot of the Mixamo library: 2,317 motion clips and
114 rigged characters, exported as binary FBX (FBX 7.7 / fbx7_2019) with per-file metadata.
All animations share one uniform 65-joint mixamorig skeleton, so any clip can drive any
compatible character without remapping.
Use animation_motion/ and character_refined/. The full export contains 2,446 animation
files, but 129 are single-pose assets that carry no motion (Mixamo's *_Pose* library, plus
T-Pose and Leaning); animation_motion/ is the 2,317 that actually move.
Dataset structure
animation_motion/ 2,317 .fbx clips that move <- use this
animation/ 2,446 .fbx the full export, poses included
character/ 114 .fbx T-pose characters with skin mesh, as exported
character_refined/ 114 .fbx same characters, bone namespaces normalised <- use this
character_refined_glb/ 114 .glb character_refined/ converted to GLB, same stems
character_tpose/ 114 .png rest-pose render grid per character
animation_motion_ybot/ 2,317 .fbx every moving clip baked onto Y Bot β mesh + motion
in one ready-to-play file
animation_motion_render/ 2,317 dirs four-view render of every moving clip on Y Bot
(MP4 + camera JSON per view)
animation_motion_prompts.json filename -> text label + Mixamo id, 2,317 entries
animation_motion_frames.json filename -> keyframe count, 2,317 entries
static_clips.csv the 129 files left out, with the measurement behind it
animation_prompts.json the same, over all 2,446
animation_frames.json the same, over all 2,446
animation_bones.json the 65 bone names used by every animation
metadata.csv browsable index of all 2,446 animations
characters.csv browsable index of all 114 characters
characters.json filename -> character name + uuid
character_bones.json filename -> that character's bone list
character_bone_fix_applied.txt the 27 characters whose bones were renamed
character_nonstandard_rig.txt the 4 characters not using `mixamorig:` naming
scripts/ download, indexing, normalisation and validation code
Every JSON index is keyed by FBX filename and maps 1:1 onto the files. The animation_motion_*
pair covers exactly the 2,317 files in animation_motion/; the unsuffixed pair covers all 2,446.
Files in animation_motion/ are the same bytes as their counterparts in animation/.
Static clips
The 129 pose files were found by decoding every animation curve and measuring its peak-to-peak
range, not by filename β the split is unambiguous (largest static reading 0.024, smallest moving
one 1.115, nothing between). Quiet clips like breathing idles and held guards are kept.
static_clips.csv lists all 129 with the measurement and the reason.
Tabular index
Two CSVs make the dataset browsable in the dataset viewer and loadable without downloading any
FBX. metadata.csv β one row per animation, covering all 2,446 files:
| column | meaning |
|---|---|
file |
path to the FBX, e.g. animation/Jab_Cross.fbx |
prompt |
Mixamo's catalogue name |
description |
Mixamo's longer description (empty for 51 clips) |
text |
description if present, else prompt β a ready-to-use label |
frames |
keyframe count |
motion_id |
Mixamo motion UUID |
characters.csv β one row per character, with bone_count and covers_animation_rig
(true for the 97 characters whose skeleton covers all 65 animation bones).
from datasets import load_dataset
anims = load_dataset("Linzhan/Mixamo-Animations-Characters", "animations", split="train")
chars = load_dataset("Linzhan/Mixamo-Animations-Characters", "characters", split="train")
mid = anims.filter(lambda r: 30 <= r["frames"] <= 300) # 1β10 s at 30 fps
ok = chars.filter(lambda r: r["covers_animation_rig"] == "true") # drop-in retargetable
Animations
- Count: 2,317 clips that move (2,446 including poses)
- Format: binary FBX 7.7, 30 fps, skeleton + animation curves only (no mesh)
- Skeleton: identical 65-joint
mixamorigrig in every clip - Length: 8 β 1,884 keyframes in
animation_motion/
Files are named after the motion, e.g. Jab_Cross.fbx; distinct motions sharing a Mixamo name
get a numeric suffix (Waving.fbx, Waving_2.fbx).
animation_motion_prompts.json
"180_Turn_W_Briefcase.fbx": {
"prompt": "180 Turn W/ Briefcase",
"description": "180 Turn With Briefcase",
"motion_id": "c9c9f110-b96c-11e4-a802-0aaa78deedf9"
}
| field | meaning |
|---|---|
prompt |
Mixamo's catalogue name. Present for every clip; short (mean 2.6 words), sometimes abbreviated (W/, 2hand, L/R) |
description |
Mixamo's longer description; fuller and usually more specific. Present for every entry β filled with prompt where Mixamo ships none, so it can be read without a fallback |
motion_id |
Mixamo's internal motion UUID |
For text-conditioned tasks, description or prompt is the more discriminative label
(2,134 unique strings vs 1,541 from prompt alone).
animation_motion_frames.json
"180_Turn_W_Briefcase.fbx": 68 β keyframe count parsed from each FBX, not a nominal duration.
animation_bones.json
{ "mixamo": ["mixamorig:Head", "mixamorig:HeadTop_End", "mixamorig:Hips", ...] } β the 65
bone names present in every animation: hips/spine/neck/head chain, both arms with full
four-joint fingers, and both legs with toes.
Animated characters (animation_motion_ybot/)
The raw animation FBXs carry no mesh, so this folder ships every clip in animation_motion/
baked onto character_refined/Y_Bot.fbx β the character whose skeleton the animations are
authored on, so no retargeting touches the motion. One FBX per clip, same stems as
animation_motion/: armature, skinned mesh, materials and the full-length clip in a single
ready-to-play file (~3 MB each, 6.8 GB total). Drop one into Blender or any FBX viewer and
press play; these are also the exact inputs the renders below were made from.
Renders (animation_motion_render/)
A four-view render of every clip in animation_motion/, driven on Y Bot
(the files in animation_motion_ybot/). One folder per clip, named after the FBX stem:
animation_motion_render/Jab_Cross/
v000.mp4 v000.json front (azimuth -90Β°)
v001.mp4 v001.json back (azimuth +90Β°)
v002.mp4 v002.json left (azimuth 180Β°)
v003.mp4 v003.json right (azimuth 0Β°)
Rendered with Blender EEVEE at 512Γ512, 30 fps, elevation 0, and composed into one H.264 MP4
per view β the transparent-film frames flattened onto a light-grey background, since H.264
carries no alpha. The MP4s preview each motion directly on the Hub; the per-frame RGBA PNGs
behind them are not hosted (they would add over 800k files), so extract stills from the MP4s
(ffmpeg -i v000.mp4 frames/%04d.png) if you need them.
Rendering covers the first 200 frames of a clip (~6.7 s); 375 of the 2,317 clips are longer
and are truncated β frame_start/frame_end in the per-view JSON record the covered range.
Frame counts otherwise match animation_motion_frames.json exactly.
Each v00X.json holds the camera in NeRF convention: view, azimuth/elevation (radians),
resolution, camera_angle_x (horizontal FoV, radians), the 4Γ4 camera-to-world
transform_matrix, the scene_scale/scene_offset that normalised the character into frame,
and frame_start/frame_end/fps.
Characters
- Count: 114 characters, T-pose, with skin mesh and materials
- Rig size: 37 β 112 bones (Mixamo characters genuinely differ; some omit finger joints, others add eyes or extra joints)
characters.json maps each file to its Mixamo name and uuid; character_bones.json lists the
actual bone names per character.
character/ vs character_refined/
27 of the 114 characters export with a numbered bone namespace β mixamorig1:Hips instead
of mixamorig:Hips β which does not match the animations, so retargeting silently fails.
character/ keeps the files exactly as exported; character_refined/ renames the namespace
back to mixamorig: with a surgical binary-FBX rewrite that leaves every non-string property
byte-identical (verified both ways by scripts/verify_refined.py). Use character_refined/.
The affected files are listed in character_bone_fix_applied.txt.
character_refined_glb/
The same 114 characters converted one-to-one to GLB β mesh, rig and materials with textures embedded, no animation β for toolchains that read glTF rather than FBX. Same stems as the FBXs.
character_tpose/
One 1024Γ1024 PNG per character, named after the FBX stem: a 2Γ2 grid of its rest pose β
front and back on the top row, left and right below β rendered (EEVEE) from
character_refined/. A visual index of the 114 characters.
Retargeting compatibility
| count | notes | |
|---|---|---|
| Cover all 65 animation bones | 97 / 114 | drop-in retargetable |
Reduced mixamorig rig |
13 | 37β64 bones, nearly always fewer finger joints. Retargeting works; absent bones simply receive no data |
| Different bone naming | 4 | listed in character_nonstandard_rig.txt; three use standard names with a different prefix, one (Aiden) uses 3ds Max Biped naming |
Usage
import json
prompts = json.load(open("animation_motion_prompts.json"))
frames = json.load(open("animation_motion_frames.json"))
# text label for a motion-conditioned model
text = {f: (v.get("description") or v["prompt"]) for f, v in prompts.items()}
# clips between 60 and 300 frames
clips = [f for f, n in frames.items() if 60 <= n <= 300]
Load an animation onto a character in Blender:
import bpy
bpy.ops.import_scene.fbx(filepath="character_refined/Adam.fbx")
bpy.ops.import_scene.fbx(filepath="animation_motion/Jab_Cross.fbx")
# both armatures now share the `mixamorig:` bone namespace
Known limitations
- 62 clips have no
description; 23 of those share apromptwith other clips and cannot be told apart from text alone. Even preferringdescription, 341 clips share a label with another clip. - In
animation_motion_prompts.json,Female/Malestyle prefixes and leadingSequence -markers have been stripped fromprompt/descriptionβ they describe animation style, not motion semantics.animation_prompts.json,metadata.csvand the filenames keep the original Mixamo labels. - Mixamo
MotionPackbundles are excluded, as their constituent clips are present individually.
Provenance
Exported from Mixamo through its own export API (format=fbx7_2019, skin=false for
animations, skin=true for characters), retargeted onto the standard Y Bot skeleton. Every FBX
parses without truncation, every index key matches its file, and all names/ids were
cross-checked against the Mixamo API; scripts/ reproduces the download, the indexes and all
checks.
Terms
Mixamo content is provided by Adobe and remains subject to Adobe's Mixamo terms. This repository is a convenience mirror for research use; consult those terms before redistributing or using the assets in a product.
Citation
@misc{mixamo_animations_characters,
title = {Mixamo Animations and Characters},
author = {Linzhan Mou},
year = {2026},
url = {https://huggingface.co/datasets/Linzhan/Mixamo-Animations-Characters},
note = {FBX motion clips and rigged characters exported from Adobe Mixamo}
}
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