| --- |
| 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} |
| } |
| ``` |
|
|