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file_name
string
id
string
source
string
source_file
string
license
string
attribution_url
string
tri_count
int64
vert_count
int64
bbox_min
null
bbox_max
null
image_resolution
list
frame_count
int64
sdf_resolution
int64
sdf_format
string
watertight
bool
n_images
int64
images
list
n_sdf
int64
sdf
list
n_meshes
int64
meshes
list
n_animations
int64
animations
list
n_textures
int64
textures
list
generated_on
timestamp[s]
rigged
bool
has_animation
bool
data/000001/images/000_000_000_0000.png
000001
generated
AncientGeneral.glb
evs-sample-assets-1.0
59,999
41,242
null
null
[ 512, 512 ]
32
64
bin
true
128
[ "data/000001/images/000_000_000_0000.png", "data/000001/images/000_000_000_0004.png", "data/000001/images/000_000_000_0005.png", "data/000001/images/000_000_000_0006.png", "data/000001/images/000_000_000_0007.png", "data/000001/images/000_000_000_0008.png", "data/000001/images/000_000_000_0009.png", "...
128
[ "data/000001/sdf/sdf_000_000_000_0000.bin", "data/000001/sdf/sdf_000_000_000_0004.bin", "data/000001/sdf/sdf_000_000_000_0005.bin", "data/000001/sdf/sdf_000_000_000_0006.bin", "data/000001/sdf/sdf_000_000_000_0007.bin", "data/000001/sdf/sdf_000_000_000_0008.bin", "data/000001/sdf/sdf_000_000_000_0009.bi...
512
[ "data/000001/meshes/face_000_000_000_0000.pt", "data/000001/meshes/face_000_000_000_0004.pt", "data/000001/meshes/face_000_000_000_0005.pt", "data/000001/meshes/face_000_000_000_0006.pt", "data/000001/meshes/face_000_000_000_0007.pt", "data/000001/meshes/face_000_000_000_0008.pt", "data/000001/meshes/fa...
1
[ "data/000001/animations/take_000.usda" ]
3
[ "data/000001/textures/embedded_0.png", "data/000001/textures/embedded_1.png", "data/000001/textures/embedded_2.png" ]
2026-08-10T00:00:00
true
true
data/000002/images/000_000_000_0000.png
000002
generated
AncientKing.glb
evs-sample-assets-1.0
60,000
42,667
null
null
[ 512, 512 ]
32
64
bin
true
128
[ "data/000002/images/000_000_000_0000.png", "data/000002/images/000_000_000_0004.png", "data/000002/images/000_000_000_0005.png", "data/000002/images/000_000_000_0006.png", "data/000002/images/000_000_000_0007.png", "data/000002/images/000_000_000_0008.png", "data/000002/images/000_000_000_0009.png", "...
128
[ "data/000002/sdf/sdf_000_000_000_0000.bin", "data/000002/sdf/sdf_000_000_000_0004.bin", "data/000002/sdf/sdf_000_000_000_0005.bin", "data/000002/sdf/sdf_000_000_000_0006.bin", "data/000002/sdf/sdf_000_000_000_0007.bin", "data/000002/sdf/sdf_000_000_000_0008.bin", "data/000002/sdf/sdf_000_000_000_0009.bi...
512
[ "data/000002/meshes/face_000_000_000_0000.pt", "data/000002/meshes/face_000_000_000_0004.pt", "data/000002/meshes/face_000_000_000_0005.pt", "data/000002/meshes/face_000_000_000_0006.pt", "data/000002/meshes/face_000_000_000_0007.pt", "data/000002/meshes/face_000_000_000_0008.pt", "data/000002/meshes/fa...
1
[ "data/000002/animations/take_000.usda" ]
3
[ "data/000002/textures/embedded_0.png", "data/000002/textures/embedded_1.png", "data/000002/textures/embedded_2.png" ]
2026-08-10T00:00:00
true
true
data/000003/images/000_000_000_0000.png
000003
generated
AncientOfficer.glb
evs-sample-assets-1.0
59,999
41,597
null
null
[ 512, 512 ]
32
64
bin
true
128
[ "data/000003/images/000_000_000_0000.png", "data/000003/images/000_000_000_0004.png", "data/000003/images/000_000_000_0005.png", "data/000003/images/000_000_000_0006.png", "data/000003/images/000_000_000_0007.png", "data/000003/images/000_000_000_0008.png", "data/000003/images/000_000_000_0009.png", "...
128
[ "data/000003/sdf/sdf_000_000_000_0000.bin", "data/000003/sdf/sdf_000_000_000_0004.bin", "data/000003/sdf/sdf_000_000_000_0005.bin", "data/000003/sdf/sdf_000_000_000_0006.bin", "data/000003/sdf/sdf_000_000_000_0007.bin", "data/000003/sdf/sdf_000_000_000_0008.bin", "data/000003/sdf/sdf_000_000_000_0009.bi...
512
[ "data/000003/meshes/face_000_000_000_0000.pt", "data/000003/meshes/face_000_000_000_0004.pt", "data/000003/meshes/face_000_000_000_0005.pt", "data/000003/meshes/face_000_000_000_0006.pt", "data/000003/meshes/face_000_000_000_0007.pt", "data/000003/meshes/face_000_000_000_0008.pt", "data/000003/meshes/fa...
1
[ "data/000003/animations/take_000.usda" ]
3
[ "data/000003/textures/embedded_0.png", "data/000003/textures/embedded_1.png", "data/000003/textures/embedded_2.png" ]
2026-08-10T00:00:00
true
true
data/000004/images/000_000_000_0000.png
000004
generated
AncientRankedOfficer.glb
evs-sample-assets-1.0
60,000
40,992
null
null
[ 512, 512 ]
32
64
bin
true
128
[ "data/000004/images/000_000_000_0000.png", "data/000004/images/000_000_000_0004.png", "data/000004/images/000_000_000_0005.png", "data/000004/images/000_000_000_0006.png", "data/000004/images/000_000_000_0007.png", "data/000004/images/000_000_000_0008.png", "data/000004/images/000_000_000_0009.png", "...
128
[ "data/000004/sdf/sdf_000_000_000_0000.bin", "data/000004/sdf/sdf_000_000_000_0004.bin", "data/000004/sdf/sdf_000_000_000_0005.bin", "data/000004/sdf/sdf_000_000_000_0006.bin", "data/000004/sdf/sdf_000_000_000_0007.bin", "data/000004/sdf/sdf_000_000_000_0008.bin", "data/000004/sdf/sdf_000_000_000_0009.bi...
512
[ "data/000004/meshes/face_000_000_000_0000.pt", "data/000004/meshes/face_000_000_000_0004.pt", "data/000004/meshes/face_000_000_000_0005.pt", "data/000004/meshes/face_000_000_000_0006.pt", "data/000004/meshes/face_000_000_000_0007.pt", "data/000004/meshes/face_000_000_000_0008.pt", "data/000004/meshes/fa...
1
[ "data/000004/animations/take_000.usda" ]
3
[ "data/000004/textures/embedded_0.png", "data/000004/textures/embedded_1.png", "data/000004/textures/embedded_2.png" ]
2026-08-10T00:00:00
true
true
data/000005/images/000_000_000_0000.png
000005
generated
AncientSolider.glb
evs-sample-assets-1.0
59,999
39,907
null
null
[ 512, 512 ]
32
64
bin
true
128
[ "data/000005/images/000_000_000_0000.png", "data/000005/images/000_000_000_0004.png", "data/000005/images/000_000_000_0005.png", "data/000005/images/000_000_000_0006.png", "data/000005/images/000_000_000_0007.png", "data/000005/images/000_000_000_0008.png", "data/000005/images/000_000_000_0009.png", "...
128
[ "data/000005/sdf/sdf_000_000_000_0000.bin", "data/000005/sdf/sdf_000_000_000_0004.bin", "data/000005/sdf/sdf_000_000_000_0005.bin", "data/000005/sdf/sdf_000_000_000_0006.bin", "data/000005/sdf/sdf_000_000_000_0007.bin", "data/000005/sdf/sdf_000_000_000_0008.bin", "data/000005/sdf/sdf_000_000_000_0009.bi...
512
[ "data/000005/meshes/face_000_000_000_0000.pt", "data/000005/meshes/face_000_000_000_0004.pt", "data/000005/meshes/face_000_000_000_0005.pt", "data/000005/meshes/face_000_000_000_0006.pt", "data/000005/meshes/face_000_000_000_0007.pt", "data/000005/meshes/face_000_000_000_0008.pt", "data/000005/meshes/fa...
1
[ "data/000005/animations/take_000.usda" ]
3
[ "data/000005/textures/embedded_0.png", "data/000005/textures/embedded_1.png", "data/000005/textures/embedded_2.png" ]
2026-08-10T00:00:00
true
true

Metrixel Animated Character Renders

Multi-view renders, signed-distance-field volumes and per-view mesh tensors produced by Metrixel from a small set of rigged, animated humanoid characters.

Each character is captured from four camera angles (0°, 90°, 180°, 270°) across ~30 sampled frames of its motion clip, at 512×512. Every frame/angle carries a matching 64³ signed-distance-field volume and a per-view mesh tensor, so the geometry, the implicit surface and the image are aligned sample-for-sample.

This is the output of a pipeline run, not the input to one: the source character models are not redistributed here. The point is to show what a Metrixel run produces — same command, different assets.

Want this on your own models? Sign up free — 1,000 export tokens, no credit card. Point the Metrixel CLI at your model library to reproduce the same multi-view renders, SDF volumes and mesh tensors.

This is a feature showcase / sample, not a full training corpus. It exists to demonstrate Metrixel's batch pipeline and on-disk schema.

Generated output only. The source models are not redistributed here — see the provenance table for where each one came from.

Preview

What's inside

data/<asset_id>/
├── images/      512x512 RGBA renders, one per camera angle per frame (transparent background)
├── sdf/         signed-distance volumes — raw little-endian float32, 64³ grid, row-major (z,y,x)
├── meshes/      per-view mesh tensors (.pt: vertices + normals + UVs + faces)
├── animations/  rig take in USD (.usda)
└── textures/    embedded material textures (.jpg)
metadata.jsonl   one row per asset: paths + license + geometry stats

Image filenames encode the camera + frame as AZ_AZ_AZ_FRAME (3-digit azimuth, 4-digit frame). SDF files are sdf_<az>_<el>_<roll>_<frame>.bin; load with numpy.fromfile(path, dtype='<f4').reshape(R, R, R) (negative = inside, positive = outside, zero on the surface).

Loading & visualizing

Open-source tooling for the .pt mesh tensors and the raw SDF volumes lives in metrixel-3d-dataset-tools (MIT):

git clone https://github.com/entvistastudio/metrixel-3d-dataset-tools
# mesh_visualization/ — load + view the per-view .pt tensors
# sdf_visualization/  — inspect the float32 SDF volumes

How it was generated

Metrixel 2026.3.0, CLI (preview — pin the version for reproducibility). SDF backend actually used: vulkan.

metrixel --mode cli --gen_mode batch \
  --input <animated-characters>/ --output <out>/ \
  --width 512 --height 512 \
  --single_frame=false --camera_step=90 \
  --frames_per_second=30 --frame_stride=50 \
  --animation_stay_in_place=true \
  --frame_format=png \
  --camera_distance_factor=1.4 \
  --gen_sdf=true --sdf_format=bin --sdf_backend=auto \
  --manifest=true

Provenance

asset source licence tris generated
AncientGeneral.glb generated evs-sample-assets-1.0 59999 2026-08-10
AncientKing.glb generated evs-sample-assets-1.0 60000 2026-08-10
AncientOfficer.glb generated evs-sample-assets-1.0 59999 2026-08-10
AncientRankedOfficer.glb generated evs-sample-assets-1.0 60000 2026-08-10
AncientSolider.glb generated evs-sample-assets-1.0 59999 2026-08-10

Licensing

Released under the EVS Sample Assets Licence 1.0 (evs-sample-assets-1.0). You may use, modify, redistribute and sell work made with these outputs, in commercial projects, with no attribution required.

One category of use is excluded: this material may not be used as training, fine-tuning or validation data for generative 3D models (text-to-3D, image-to-3D, mesh generation), nor included in datasets assembled for that purpose. Analytical and computer-vision research, benchmarking of existing tools, and reconstruction or segmentation work are all expressly permitted — see Clause 2.

The underlying characters were produced with generative tooling and the motion is retargeted from a separately-sourced capture. Everything here is provided as is, with no warranty of uniqueness, originality or non-infringement.

Honest limits

  • Renders are consistent, not cinematic: fixed lighting, transparent background, four fixed angles at 512×512.
  • Four camera angles only. This is enough to show view consistency; it is not dense multi-view coverage.
  • The source geometry is clean and watertight, so the SDF path here never exercises the generalized-winding-number route that non-watertight real-world scans require. Do not read this set as evidence for that case.
  • Every character performs the same motion clip, so the variation across the set is in the characters, not the motion.
  • Small set, single class (humanoid characters). Not a benchmark and not a corpus.

Related

  • Open-source readers for the .pt mesh tensors and raw SDF volumes: metrixel-3d-dataset-tools (MIT).
  • The source characters these were rendered from are published separately as metrixel-rigged-characters — rigged, animated GLBs rather than pipeline output.
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