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Request Access to Apple Arts Studios Full-Length Motion Capture Dataset
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This dataset contains approximately 199 hours and 30 minutes of full-length continuous motion capture data, including Motive BVH, NVIDIA SOMA Uniform BVH, Unitree G1 CSV, and structured metadata.
For commercial licensing or other enquiries, contact us at hello@appleartsstudios.com.
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- Dataset Origin
- Dataset Statistics
- File Formats & Deliverables
- Full-Length Take Structure
- Dataset Directory Structure
- Capture & Processing Information
- Metadata and File Naming
- Intended Uses
- Dataset Access
- Dataset Limitations
- License and Usage Conditions
- Citation
- Contact and Support
- Dataset Disclaimer and Ownership
Apple Arts Studios Full-Length Motion Capture Dataset
Apple Arts Studios Full-Length Motion Capture Dataset
Dataset Overview
The Apple Arts Studios Full-Length Motion Capture Dataset is a professionally captured, full-body human-motion dataset containing approximately 199 hours and 30 minutes of continuous motion capture data.
Unlike segmented motion datasets, this repository preserves the complete capture sequences without separating individual actions into short clips. The recordings retain the original capture timeline and may include:
T-pose calibration Idle motion Preparation movements Transitions between actions Performer repositioning Repeated motion variations Settle time between performances Complete performed motion sequences
The dataset provides multiple motion representations for animation, AI, and humanoid robotics workflows:
OptiTrack Motive Proportional BVH NVIDIA SOMA UNIFORM BVH Unitree G1 motion CSV Structured metadata
The Unitree G1 CSV data provides robot-oriented motion representations derived from the captured human performances, enabling the dataset to support humanoid robotics, motion retargeting, imitation learning, and Physical AI research.
The accompanying metadata provides structured information associated with the motion takes and their corresponding exported representations.
The dataset is designed to support research and development in areas including:
Artificial Intelligence Humanoid Robotics Physical AI Imitation Learning Human Motion Modelling Motion Retargeting Whole-Body Motion Research Robotics Simulation Character Animation Action and Motion Understanding
Full-length captured motion: approximately 199 hours 30 minutes
The data in this repository represents continuous capture sequences and is intentionally not segmented into individual action clips.
Dataset Origin
This dataset was conceived, performed, captured, processed, and curated entirely in-house at Apple Arts Studios as part of our internal motion capture, AI, and robotics dataset development program.
All human motion performances were recorded at our own professional motion capture facility using an OptiTrack optical motion capture system.
The captured performances were subsequently processed and exported into multiple representations, including:
- OptiTrack Motive Proportional BVH
- NVIDIA SOMA UNIFORM BVH
- Unitree G1 motion CSV
- Structured metadata
The dataset preserves the full-length continuous capture takes, including calibration poses, transitions, idle periods, repositioning, and complete performed motion sequences.
Dataset Statistics
| Dataset Property | Details |
|---|---|
| Total Motion Duration | Approximately 199 hours 30 minutes |
| Data Type | Full-length continuous motion capture |
| Segmentation | Non-segmented |
| Motion Content | T-pose, idle motion, transitions, repositioning, performed actions, and complete capture sequences |
| Human Motion Format | OptiTrack Motive Proportional BVH |
| Standardized Motion Format | NVIDIA SOMA UNIFORM BVH |
| Humanoid Robot Format | Unitree G1 CSV |
| Metadata | Structured metadata accompanying the motion data |
| Primary Applications | Humanoid robotics, Physical AI, imitation learning, motion retargeting, simulation, AI research, and animation |
File Formats & Deliverables
Each full-length capture take is provided in multiple representations to support different animation, AI, and robotics workflows.
OptiTrack Motive Proportional BVH
The Motive Proportional BVH preserves the human skeleton proportions and full-body motion exported from the OptiTrack Motive processing workflow.
Format: .bvh
Suitable for:
- Human motion analysis
- Character animation
- Motion retargeting
- DCC workflows
- Research applications
NVIDIA SOMA UNIFORM BVH
The SOMA UNIFORM BVH provides a standardized skeleton representation of the captured motion for machine-learning, motion-processing, and research workflows.
Format: .bvh
Suitable for:
- Human motion modelling
- Motion learning
- AI research
- Motion retargeting
- Dataset standardization
Unitree G1 Motion Data
Human motion is additionally represented for the Unitree G1 humanoid robot.
Format: .csv
This representation is intended to support workflows involving:
- Humanoid robotics
- Human-to-robot motion retargeting
- Imitation learning
- Robotics simulation
- Whole-body control research
- Physical AI
Structured Metadata
Structured metadata is provided alongside the motion files to associate individual capture takes with their corresponding motion representations and dataset information.
The metadata is intended to make the dataset easier to organize, search, process, and integrate into automated AI and robotics pipelines.
Full-Length Take Structure
This dataset preserves the complete motion capture take rather than extracting only the main performed action.
Depending on the recording, a full-length take may contain:
- T-pose / calibration pose
- Initial idle or standing motion
- Preparation before the performance
- Main performed action or action sequence
- Transitions between movements
- Repeated variations of an action
- Natural performer repositioning
- Recovery or reset movements
- End-of-take idle / settle time
These elements are intentionally retained so researchers and developers can work with the continuous temporal structure of the original motion capture performance.
Non-Segmented Data
The motions in this repository are not divided into individual short action clips.
For example, a single continuous take may contain:
T-Pose β Idle β Preparation β Action β Transition β Action Variation β Repositioning β Idle
This differs from the segmented Apple Arts Studios motion dataset, where individual useful motion sequences are extracted and provided as separate clips.
The full-length format can be useful for research involving:
- Temporal motion understanding
- Action segmentation
- Motion transition modelling
- Continuous behaviour learning
- Sequence modelling
- Automatic motion annotation
- Human activity recognition
- Long-horizon imitation learning
- Humanoid motion generation
Dataset Directory Structure
The dataset is organized around full-length motion capture takes. Corresponding motion representations and metadata are linked using consistent take identifiers.
A typical dataset structure is:
Full_Length_Motion_Capture_Dataset/
β
βββ Motive_BVH/
β βββ Take_0001.bvh
β βββ Take_0002.bvh
β βββ ...
β
βββ SOMA_BVH/
β βββ Take_0001.bvh
β βββ Take_0002.bvh
β βββ ...
β
βββ Unitree_G1_CSV/
β βββ Take_0001.csv
β βββ Take_0002.csv
β βββ ...
β
βββ Metadata/
βββ dataset_metadata.csv
βββ ...
The same take identifier is used across the available representations so users can associate the Motive BVH, SOMA BVH, Unitree G1 CSV, and metadata belonging to the same captured performance.
The motion files remain full-length and continuous and are not reorganized into individual action categories or short segmented clips.
Capture & Processing Information
All motion data in this dataset was captured at Apple Arts Studios using a professional OptiTrack optical motion capture system.
The capture and processing workflow includes:
- Optical full-body motion capture
- Marker tracking and reconstruction
- Skeleton solving and motion processing in OptiTrack Motive
- Proportional Motive BVH export
- Standardization to NVIDIA SOMA UNIFORM BVH
- Human-to-Unitree G1 motion conversion
- Unitree G1 CSV generation
- Metadata generation and validation
- Final full-length dataset packaging
Unlike the segmented version of the Apple Arts Studios Motion Dataset, the source capture sequences in this repository are retained as continuous full-length takes.
No action-based trimming or segmentation is applied to the released full-length sequences. Calibration poses, idle periods, transitions, repositioning, and other naturally occurring motion between performed actions may therefore remain in the files.
Motion Representations
The same captured human performance is processed into multiple representations:
Human Capture β Motive Proportional BVH β SOMA UNIFORM BVH β Unitree G1 CSV
This allows the dataset to support both human-motion research and humanoid-robotics workflows while maintaining correspondence between the different motion representations.
Metadata and File Naming
Every motion file follows a descriptive and consistent naming convention that identifies the captured motion directly from the filename.
The dataset does not use generic sequential filenames such as:
Take_0001, Take_0002, Take_0003
Instead, filenames are based on the actual motion or activity performed during the capture.
Corresponding motion representations use consistent naming so that the same performance can be matched across:
- OptiTrack Motive Proportional BVH
- NVIDIA SOMA UNIFORM BVH
- Unitree G1 CSV
- Structured metadata
Structured Metadata
Metadata is provided separately to describe and organize the available motion data.
The metadata is intended to support:
- Dataset indexing
- File identification
- Motion organization
- Cross-format correspondence
- Automated dataset processing
- AI and robotics data pipelines
Intended Uses
The Apple Arts Studios Full-Length Motion Capture Dataset is designed for research, development, and experimentation involving continuous human motion and humanoid robotics.
Potential applications include:
- Humanoid Robotics
- Physical AI
- Imitation Learning
- Reinforcement Learning
- Human-to-Robot Motion Retargeting
- Whole-Body Control Research
- Human Motion Modelling
- Motion Generation
- Motion Prediction
- Continuous Motion Understanding
- Action Segmentation Research
- Sequence Modelling
- Robotics Simulation
- Character Animation
- Motion Retargeting
- Embodied AI Research
Because the dataset preserves full-length continuous performances, it can also support workflows that require natural transitions, preparation movements, idle periods, and longer temporal motion sequences rather than isolated action clips.
Dataset Access
Access to the Apple Arts Studios Full-Length Motion Capture Dataset is provided through the Hugging Face gated dataset access system.
Users must submit an access request before downloading or using the dataset.
All access requests are manually reviewed by Apple Arts Studios.
Approval of a request does not override the terms of the Apple Arts Studios Dataset License. Users are responsible for reviewing and complying with the applicable license conditions before using the dataset.
Access may be granted based on the intended research, development, academic, robotics, AI, animation, or other proposed use of the dataset.
Dataset Limitations
This repository contains full-length, non-segmented motion capture sequences.
Users should be aware of the following characteristics:
- Individual files may contain T-pose calibration, idle periods, preparation movements, transitions, repositioning, repeated actions, and settle time.
- The motion data is not divided into short action-specific clips.
- Users requiring isolated actions may need to perform their own temporal segmentation or trimming.
- Motion duration and sequence composition may vary between files.
- Unitree G1 motion data represents a robot-oriented retargeted representation of the captured human motion and may require additional processing depending on the user's simulation, control, or robotics pipeline.
- Compatibility and retargeting results may vary depending on the target skeleton, robot configuration, software, and processing workflow.
The dataset is intentionally provided in this full-length form to preserve the continuous structure and transitions of the original captured performances.
License and Usage Conditions
This dataset is distributed under the Apple Arts Studios Dataset License.
Access to the dataset does not transfer ownership of the data or grant unrestricted usage rights.
Users must comply with the terms defined in the applicable dataset license.
Commercial Use
Commercial use requires prior written approval from Apple Arts Studios.
Users intending to use the dataset for commercial products, commercial research, production systems, paid services, redistribution, or other commercial activities must obtain the required authorization before use.
Attribution and Redistribution
Users should review the full license terms for requirements relating to:
- Attribution
- Redistribution
- Modification or derived datasets
- Commercial usage
- Research usage
- Dataset sharing
- Publication or distribution of derived results
The full Apple Arts Studios Dataset License should be reviewed before downloading or using any portion of this dataset.
Citation
If you use the Apple Arts Studios Full-Length Motion Capture Dataset in research, publications, demonstrations, or other permitted work, please cite the dataset and credit Apple Arts Studios as the dataset creator.
Suggested Citation
Apple Arts Studios. (2026). Apple Arts Studios Full-Length Motion Capture Dataset. Hugging Face.
BibTeX
@misc{appleartsstudios_full_length_motion_2026,
author = {Apple Arts Studios},
title = {Apple Arts Studios Full-Length Motion Capture Dataset},
year = {2026},
publisher = {Hugging Face},
howpublished = {\url{https://huggingface.co/datasets/Appleartsstudios/Full_Length_Motion_Capture_Dataset}}
}
For publications using substantial portions of the dataset, users are encouraged to clearly identify Apple Arts Studios as the source of the motion capture data.
Contact and Support
For dataset access, licensing, commercial usage, technical questions, or collaboration enquiries, contact:
Apple Arts Studios Email: hello@appleartsstudios.com
For access requests submitted through Hugging Face, please use the Request Access option available on this dataset repository.
Apple Arts Studios may request additional information regarding the intended use of the dataset before approving access.
Dataset Disclaimer and Ownership
This dataset, published by Apple Arts Studios, was conceived, performed, captured, processed, and curated entirely in-house at our own motion-capture facility for internal research and dataset development.
All motion capture data, processed motion representations, metadata, and associated dataset materials remain the intellectual property of Apple Arts Studios, subject to the terms of the Apple Arts Studios Dataset License.
The dataset is provided for approved research, development, academic, robotics, AI, animation, and related uses. Availability through Hugging Face does not constitute a transfer of ownership or unrestricted permission to redistribute, resell, sublicense, or commercially exploit the dataset.
Users are responsible for ensuring that their use of the dataset complies with all applicable license terms and access conditions.
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