Datasets:
File size: 12,446 Bytes
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license: other
license_name: adobe-mixamo-terms
license_link: https://www.mixamo.com/#/faq
pretty_name: Mixamo Animations and Characters
language:
- en
size_categories:
- 1K<n<10K
task_categories:
- text-to-3d
tags:
- 3d
- animation
- motion
- character
- fbx
- skeletal-animation
- retargeting
- mocap
configs:
- config_name: animations
default: true
data_files: metadata.csv
- config_name: characters
data_files: characters.csv
---
# Mixamo Animations and Characters
A complete snapshot of the [Mixamo](https://www.mixamo.com/) 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 — 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 — 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` — 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` — a ready-to-use label |
| `frames` | keyframe count |
| `motion_id` | Mixamo motion UUID |
`characters.csv` — one row per character, with `bone_count` and `covers_animation_rig`
(`true` for the 97 characters whose skeleton covers all 65 animation bones).
```python
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) # 1–10 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 `mixamorig` rig in *every* clip
- **Length**: 8 – 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`
```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 — 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` — keyframe count parsed from each FBX, not a nominal duration.
### `animation_bones.json`
`{ "mixamo": ["mixamorig:Head", "mixamorig:HeadTop_End", "mixamorig:Hips", ...] }` — 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` — 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 -90°)
v001.mp4 v001.json back (azimuth +90°)
v002.mp4 v002.json left (azimuth 180°)
v003.mp4 v003.json right (azimuth 0°)
```
Rendered with Blender EEVEE at 512×512, 30 fps, elevation 0, and composed into one H.264 MP4
per view — 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 — `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 4×4 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 – 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** — `mixamorig1:Hips` instead
of `mixamorig:Hips` — 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 — mesh, rig and materials with textures
embedded, no animation — for toolchains that read glTF rather than FBX. Same stems as the FBXs.
### `character_tpose/`
One 1024×1024 PNG per character, named after the FBX stem: a 2×2 grid of its rest pose —
front and back on the top row, left and right below — 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 | 37–64 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
```python
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:
```python
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 a `prompt` with other clips and cannot
be told apart from text alone. Even preferring `description`, 341 clips share a label with
another clip.
- In `animation_motion_prompts.json`, `Female`/`Male` style prefixes and leading
`Sequence -` markers have been stripped from `prompt`/`description` — they describe
animation style, not motion semantics. `animation_prompts.json`, `metadata.csv` and the
filenames keep the original Mixamo labels.
- Mixamo `MotionPack` bundles 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](https://www.mixamo.com/#/faq). This repository is a convenience mirror for
research use; consult those terms before redistributing or using the assets in a product.
## Citation
```bibtex
@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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