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Add four-view motion render previews on Y Bot (MP4 + camera JSON per view) and document them

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  1. .gitattributes +2 -0
  2. .gitignore +4 -0
  3. README.md +83 -115
.gitattributes CHANGED
@@ -1 +1,3 @@
1
  *.fbx filter=lfs diff=lfs merge=lfs -text
 
 
 
1
  *.fbx filter=lfs diff=lfs merge=lfs -text
2
+ *.png filter=lfs diff=lfs merge=lfs -text
3
+ *.mp4 filter=lfs diff=lfs merge=lfs -text
.gitignore CHANGED
@@ -2,3 +2,7 @@
2
  __pycache__/
3
  *.pyc
4
  .DS_Store
 
 
 
 
 
2
  __pycache__/
3
  *.pyc
4
  .DS_Store
5
+
6
+ # Per-frame render PNGs — local only; the Hub ships per-view MP4s
7
+ animation_motion_render/*/v[0-9][0-9][0-9]/
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+ animation_motion_render/*/frames.tar
README.md CHANGED
@@ -34,10 +34,9 @@ A complete snapshot of the [Mixamo](https://www.mixamo.com/) library: **2,317 mo
34
  All animations share one uniform 65-joint `mixamorig` skeleton, so any clip can drive any
35
  compatible character without remapping.
36
 
37
- **Use `animation_motion/`.** The full export contains 2,446 files, but 129 of them are single-pose
38
- assets that carry no motion at all — Mixamo's `*_Pose*` library, plus `T-Pose` and `Leaning`.
39
- `animation_motion/` is the 2,317 that actually move; `animation/` keeps all 2,446 for anyone who
40
- wants the poses too. See [Static clips](#static-clips) for how they were separated.
41
 
42
  ## Dataset structure
43
 
@@ -46,6 +45,10 @@ animation_motion/ 2,317 .fbx clips that move <- use this
46
  animation/ 2,446 .fbx the full export, poses included
47
  character/ 114 .fbx T-pose characters with skin mesh, as exported
48
  character_refined/ 114 .fbx same characters, bone namespaces normalised <- use this
 
 
 
 
49
 
50
  animation_motion_prompts.json filename -> text label + Mixamo id, 2,317 entries
51
  animation_motion_frames.json filename -> keyframe count, 2,317 entries
@@ -69,36 +72,15 @@ Files in `animation_motion/` are the same bytes as their counterparts in `animat
69
 
70
  ## Static clips
71
 
72
- 129 of the 2,446 exported files hold a pose rather than a motion. They are not a download error —
73
- Mixamo ships a `*_Pose*` library (`Male_Sitting_Pose_12`, `Female_Standing_Pose_14`, …) alongside
74
- its animations, and those exports are two frames of the same pose.
75
-
76
- They were found by decoding every animation curve and measuring its peak-to-peak range, not by
77
- filename — keyframe count cannot tell them apart, since a static pose still writes a full set of
78
- keys, and two of them (`T-Pose`, `Leaning`) are not named like poses at all.
79
-
80
- `static_clips.csv` lists all 129 with the measurement and the reason:
81
-
82
- | reason | count | |
83
- |---|---|---|
84
- | `all curves flat` | 122 | every curve identical frame to frame |
85
- | `float32 rounding noise only` | 6 | peak-to-peak 0.001–0.024, four orders of magnitude below any real clip |
86
- | `two-frame pose delta, no in-between frames` | 1 | `Female_Sitting_Pose_7`: a real pose change, but only two frames |
87
-
88
- The split is unambiguous. The largest static reading is 0.024 and the smallest moving one is 1.115
89
- (`Sitting_Idle_4`, a 90-frame breathing idle); nothing falls between. Frame counts separate them
90
- too — every static file has 2 frames, while the shortest real clip has 8.
91
-
92
- Quiet clips are **not** filtered: `Idle_5`, `Rifle_Kneel_Idle`, `Sword_And_Shield_Block_Idle` and
93
- similar read 1–3 peak-to-peak and are kept, because a breathing idle or a held guard is a motion.
94
 
95
  ## Tabular index
96
 
97
- Two CSVs make the dataset browsable in the dataset viewer and loadable without downloading
98
- any FBX. They are generated from the JSON indexes by `scripts/build_tables.py`.
99
-
100
- `metadata.csv` — one row per animation. It covers all 2,446 files; join against
101
- `static_clips.csv` to restrict it to the ones that move:
102
 
103
  | column | meaning |
104
  |---|---|
@@ -109,13 +91,6 @@ any FBX. They are generated from the JSON indexes by `scripts/build_tables.py`.
109
  | `frames` | keyframe count |
110
  | `motion_id` | Mixamo motion UUID |
111
 
112
- ```python
113
- import csv
114
- static = {r["file"] for r in csv.DictReader(open("static_clips.csv"))}
115
- moving = [r for r in csv.DictReader(open("metadata.csv"))
116
- if r["file"].split("/")[-1] not in static] # 2,317 rows
117
- ```
118
-
119
  `characters.csv` — one row per character, with `bone_count` and `covers_animation_rig`
120
  (`true` for the 97 characters whose skeleton covers all 65 animation bones).
121
 
@@ -125,18 +100,8 @@ from datasets import load_dataset
125
  anims = load_dataset("Linzhan/Mixamo-Animations-Characters", "animations", split="train")
126
  chars = load_dataset("Linzhan/Mixamo-Animations-Characters", "characters", split="train")
127
 
128
- # clips between 1 and 10 seconds at 30 fps
129
- mid = anims.filter(lambda r: 30 <= r["frames"] <= 300)
130
-
131
- # characters that any animation can drive
132
- ok = chars.filter(lambda r: r["covers_animation_rig"] == "true")
133
- ```
134
-
135
- Fetch only the FBX you need:
136
-
137
- ```python
138
- from huggingface_hub import hf_hub_download
139
- p = hf_hub_download("Linzhan/Mixamo-Animations-Characters", "animation_motion/Jab_Cross.fbx", repo_type="dataset")
140
  ```
141
 
142
  ## Animations
@@ -144,51 +109,68 @@ p = hf_hub_download("Linzhan/Mixamo-Animations-Characters", "animation_motion/Ja
144
  - **Count**: 2,317 clips that move (2,446 including poses)
145
  - **Format**: binary FBX 7.7, 30 fps, skeleton + animation curves only (no mesh)
146
  - **Skeleton**: identical 65-joint `mixamorig` rig in *every* clip
147
- - **Length**: 8 – 1,884 keyframes in `animation_motion/` (2 – 1,884 across the full export)
148
 
149
- Files are named after the motion, e.g. `Jab_Cross.fbx`. Distinct motions that share a Mixamo
150
- name are disambiguated with a numeric suffix (`Waving.fbx`, `Waving_2.fbx`, `Waving_3.fbx`).
151
 
152
  ### `animation_motion_prompts.json`
153
 
154
  ```json
155
  "180_Turn_W_Briefcase.fbx": {
156
  "prompt": "180 Turn W/ Briefcase",
157
- "description": "Female 180 Turn With Briefcase",
158
  "motion_id": "c9c9f110-b96c-11e4-a802-0aaa78deedf9"
159
  }
160
  ```
161
 
162
  | field | meaning |
163
  |---|---|
164
- | `prompt` | Mixamo's catalogue name. Present for every clip. Short (mean 2.6 words), sometimes abbreviated (`W/`, `2hand`, `L`/`R`). |
165
- | `description` | Mixamo's longer description. Present for 2,395 clips (97.9%). Fuller natural language (mean 5.0 words) and usually more specific. |
166
- | `motion_id` | Mixamo's internal motion UUID. |
167
-
168
- `description` is only stored when it differs from `prompt`.
169
 
170
- For text-conditioned tasks, `description or prompt` is the more discriminative label:
171
- `prompt` alone yields 1,562 unique strings across 2,446 clips, while preferring `description`
172
- yields 2,279. Example — `"Angry Gesture"` covers three different motions, separated only by
173
- their descriptions (`Angrily Pumping Fists Forward`, `Seated Idle With Hands On A Table Being
174
- Rude`, `Angry Forward Gesture`).
175
 
176
  ### `animation_motion_frames.json`
177
 
178
- ```json
179
- "180_Turn_W_Briefcase.fbx": 68
180
- ```
181
-
182
- Keyframe count parsed from each FBX (`scripts/fbx_frames.py`), not a nominal duration.
183
 
184
  ### `animation_bones.json`
185
 
186
- ```json
187
- { "mixamo": ["mixamorig:Head", "mixamorig:HeadTop_End", "mixamorig:Hips", ...] }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
188
  ```
189
 
190
- The 65 bone names present in every animation: hips/spine/neck/head chain, both arms with full
191
- four-joint fingers, and both legs with toes.
 
 
 
 
 
 
 
 
 
 
 
 
192
 
193
  ## Characters
194
 
@@ -201,40 +183,31 @@ actual bone names per character.
201
 
202
  ### `character/` vs `character_refined/`
203
 
204
- 27 of the 114 characters export with a **numbered bone namespace** — `mixamorig1:Hips`,
205
- `mixamorig7:Hips`, `mixamorig12:Hips` — instead of `mixamorig:Hips`. Those names do not match
206
- the animations, so retargeting silently fails.
 
 
 
207
 
208
- - `character/` keeps the files exactly as exported, unmodified.
209
- - `character_refined/` renames the namespace back to `mixamorig:`. **Use this directory.**
210
 
211
- The rename is a surgical binary-FBX rewrite (`scripts/fbx_rename_bones.py`): only string
212
- properties change, and mesh, geometry, materials and textures are byte-identical to the
213
- originals. This is verified two ways — a no-edit round-trip of the writer reproduces its input
214
- byte-for-byte, and `scripts/verify_refined.py` walks both node trees in parallel to confirm
215
- every non-string property is unchanged and every bone name is preserved 1:1.
216
 
217
- The affected files are listed in `character_bone_fix_applied.txt`.
218
 
219
- ## Retargeting compatibility
 
 
220
 
221
- Bone names are read from the FBX node tree (`scripts/fbx_bones.py`).
222
 
223
  | | count | notes |
224
  |---|---|---|
225
  | Cover all 65 animation bones | **97 / 114** | drop-in retargetable |
226
- | Reduced `mixamorig` rig | 13 | 37–64 bones, nearly always fewer finger joints (e.g. Mutant 37, Castle_Guard_01 43, Aciana 57). Retargeting works; absent bones simply receive no data. |
227
- | Different bone naming | 4 | listed in `character_nonstandard_rig.txt` |
228
-
229
- The four exceptions are mostly trivial to map, since three of them use standard Mixamo bone
230
- names with a different prefix:
231
-
232
- | character | bones | naming |
233
- |---|---|---|
234
- | `Alexis` | 77 | `Alexis:Head` — standard names, custom prefix |
235
- | `Alpha` | 53 | `Head` — standard names, no prefix |
236
- | `Wizard` | 67 | `Head` — standard names, no prefix |
237
- | `Aiden` | 50 | `aiden:Bip01 Head` — 3ds Max Biped naming, needs a real mapping |
238
 
239
  ## Usage
240
 
@@ -262,27 +235,22 @@ bpy.ops.import_scene.fbx(filepath="animation_motion/Jab_Cross.fbx")
262
 
263
  ## Known limitations
264
 
265
- - **129 of the 2,446 exported files hold a pose, not a motion**, and are excluded from
266
- `animation_motion/`. See [Static clips](#static-clips).
267
- - **51 clips have no `description`** (2.1%). 36 of them have a unique `prompt`, so the
268
- `description or prompt` fallback is unambiguous. The other 15 share a `prompt` with other
269
- clips and therefore cannot be told apart from text alone the worst case is
270
- `Hit_Reaction_4.fbx`, one of nine clips named `Hit Reaction`.
271
- - Even preferring `description`, 167 clips still share a label with another clip.
272
- - `description` frequently carries a `Female`/`Male` prefix. This is animation style rather
273
- than motion semantics; strip it if that is not a signal you want.
274
- - 126 descriptions are comma-separated lists or carry a trailing ` - ` production note.
275
  - Mixamo `MotionPack` bundles are excluded, as their constituent clips are present individually.
276
 
277
  ## Provenance
278
 
279
- Exported from Mixamo through its own export API with `format=fbx7_2019`, `skin=false` for
280
- animations and `skin=true` for characters, retargeted onto the standard Y Bot skeleton.
281
-
282
- Integrity was verified end to end: every FBX parses without truncation, no byte-identical
283
- duplicates exist, all index keys match the files exactly, every frame count was re-derived from
284
- the FBX, every animation curve was decoded to separate motion from pose, and all 2,446 motion
285
- names/ids plus 114 character names were cross-checked against the Mixamo API. The `scripts/` directory reproduces the download, the indexes and all checks.
286
 
287
  ## Terms
288
 
 
34
  All animations share one uniform 65-joint `mixamorig` skeleton, so any clip can drive any
35
  compatible character without remapping.
36
 
37
+ **Use `animation_motion/` and `character_refined/`.** The full export contains 2,446 animation
38
+ files, but 129 are single-pose assets that carry no motion (Mixamo's `*_Pose*` library, plus
39
+ `T-Pose` and `Leaning`); `animation_motion/` is the 2,317 that actually move.
 
40
 
41
  ## Dataset structure
42
 
 
45
  animation/ 2,446 .fbx the full export, poses included
46
  character/ 114 .fbx T-pose characters with skin mesh, as exported
47
  character_refined/ 114 .fbx same characters, bone namespaces normalised <- use this
48
+ character_refined_glb/ 114 .glb character_refined/ converted to GLB, same stems
49
+ character_tpose/ 114 .png rest-pose render grid per character
50
+ animation_motion_render/ 2,317 dirs four-view render of every moving clip on Y Bot
51
+ (MP4 + camera JSON per view)
52
 
53
  animation_motion_prompts.json filename -> text label + Mixamo id, 2,317 entries
54
  animation_motion_frames.json filename -> keyframe count, 2,317 entries
 
72
 
73
  ## Static clips
74
 
75
+ The 129 pose files were found by decoding every animation curve and measuring its peak-to-peak
76
+ range, not by filename the split is unambiguous (largest static reading 0.024, smallest moving
77
+ one 1.115, nothing between). Quiet clips like breathing idles and held guards are kept.
78
+ `static_clips.csv` lists all 129 with the measurement and the reason.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
79
 
80
  ## Tabular index
81
 
82
+ Two CSVs make the dataset browsable in the dataset viewer and loadable without downloading any
83
+ FBX. `metadata.csv` one row per animation, covering all 2,446 files:
 
 
 
84
 
85
  | column | meaning |
86
  |---|---|
 
91
  | `frames` | keyframe count |
92
  | `motion_id` | Mixamo motion UUID |
93
 
 
 
 
 
 
 
 
94
  `characters.csv` — one row per character, with `bone_count` and `covers_animation_rig`
95
  (`true` for the 97 characters whose skeleton covers all 65 animation bones).
96
 
 
100
  anims = load_dataset("Linzhan/Mixamo-Animations-Characters", "animations", split="train")
101
  chars = load_dataset("Linzhan/Mixamo-Animations-Characters", "characters", split="train")
102
 
103
+ mid = anims.filter(lambda r: 30 <= r["frames"] <= 300) # 1–10 s at 30 fps
104
+ ok = chars.filter(lambda r: r["covers_animation_rig"] == "true") # drop-in retargetable
 
 
 
 
 
 
 
 
 
 
105
  ```
106
 
107
  ## Animations
 
109
  - **Count**: 2,317 clips that move (2,446 including poses)
110
  - **Format**: binary FBX 7.7, 30 fps, skeleton + animation curves only (no mesh)
111
  - **Skeleton**: identical 65-joint `mixamorig` rig in *every* clip
112
+ - **Length**: 8 – 1,884 keyframes in `animation_motion/`
113
 
114
+ Files are named after the motion, e.g. `Jab_Cross.fbx`; distinct motions sharing a Mixamo name
115
+ get a numeric suffix (`Waving.fbx`, `Waving_2.fbx`).
116
 
117
  ### `animation_motion_prompts.json`
118
 
119
  ```json
120
  "180_Turn_W_Briefcase.fbx": {
121
  "prompt": "180 Turn W/ Briefcase",
122
+ "description": "180 Turn With Briefcase",
123
  "motion_id": "c9c9f110-b96c-11e4-a802-0aaa78deedf9"
124
  }
125
  ```
126
 
127
  | field | meaning |
128
  |---|---|
129
+ | `prompt` | Mixamo's catalogue name. Present for every clip; short (mean 2.6 words), sometimes abbreviated (`W/`, `2hand`, `L`/`R`) |
130
+ | `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 |
131
+ | `motion_id` | Mixamo's internal motion UUID |
 
 
132
 
133
+ For text-conditioned tasks, `description or prompt` is the more discriminative label
134
+ (2,134 unique strings vs 1,541 from `prompt` alone).
 
 
 
135
 
136
  ### `animation_motion_frames.json`
137
 
138
+ `"180_Turn_W_Briefcase.fbx": 68` — keyframe count parsed from each FBX, not a nominal duration.
 
 
 
 
139
 
140
  ### `animation_bones.json`
141
 
142
+ `{ "mixamo": ["mixamorig:Head", "mixamorig:HeadTop_End", "mixamorig:Hips", ...] }` — the 65
143
+ bone names present in every animation: hips/spine/neck/head chain, both arms with full
144
+ four-joint fingers, and both legs with toes.
145
+
146
+ ## Renders (`animation_motion_render/`)
147
+
148
+ A four-view render of every clip in `animation_motion/`, driven on
149
+ `character_refined/Y_Bot.fbx` — the character whose skeleton the animations are authored on,
150
+ so no retargeting touches the motion. One folder per clip, named after the FBX stem:
151
+
152
+ ```
153
+ animation_motion_render/Jab_Cross/
154
+ v000.mp4 v000.json front (azimuth -90°)
155
+ v001.mp4 v001.json back (azimuth +90°)
156
+ v002.mp4 v002.json left (azimuth 180°)
157
+ v003.mp4 v003.json right (azimuth 0°)
158
  ```
159
 
160
+ Rendered with Blender EEVEE at 512×512, 30 fps, elevation 0, and composed into one H.264 MP4
161
+ per view — the transparent-film frames flattened onto a light-grey background, since H.264
162
+ carries no alpha. The MP4s preview each motion directly on the Hub; the per-frame RGBA PNGs
163
+ behind them are not hosted (they would add over 800k files), so extract stills from the MP4s
164
+ (`ffmpeg -i v000.mp4 frames/%04d.png`) if you need them.
165
+
166
+ Rendering covers the first 200 frames of a clip (~6.7 s); 375 of the 2,317 clips are longer
167
+ and are truncated — `frame_start`/`frame_end` in the per-view JSON record the covered range.
168
+ Frame counts otherwise match `animation_motion_frames.json` exactly.
169
+
170
+ Each `v00X.json` holds the camera in NeRF convention: `view`, `azimuth`/`elevation` (radians),
171
+ `resolution`, `camera_angle_x` (horizontal FoV, radians), the 4×4 camera-to-world
172
+ `transform_matrix`, the `scene_scale`/`scene_offset` that normalised the character into frame,
173
+ and `frame_start`/`frame_end`/`fps`.
174
 
175
  ## Characters
176
 
 
183
 
184
  ### `character/` vs `character_refined/`
185
 
186
+ 27 of the 114 characters export with a **numbered bone namespace** — `mixamorig1:Hips` instead
187
+ of `mixamorig:Hips` — which does not match the animations, so retargeting silently fails.
188
+ `character/` keeps the files exactly as exported; `character_refined/` renames the namespace
189
+ back to `mixamorig:` with a surgical binary-FBX rewrite that leaves every non-string property
190
+ byte-identical (verified both ways by `scripts/verify_refined.py`). **Use `character_refined/`.**
191
+ The affected files are listed in `character_bone_fix_applied.txt`.
192
 
193
+ ### `character_refined_glb/`
 
194
 
195
+ The same 114 characters converted one-to-one to GLB mesh, rig and materials with textures
196
+ embedded, no animation for toolchains that read glTF rather than FBX. Same stems as the FBXs.
 
 
 
197
 
198
+ ### `character_tpose/`
199
 
200
+ One 1024×1024 PNG per character, named after the FBX stem: a 2×2 grid of its rest pose —
201
+ front and back on the top row, left and right below — rendered (EEVEE) from
202
+ `character_refined/`. A visual index of the 114 characters.
203
 
204
+ ## Retargeting compatibility
205
 
206
  | | count | notes |
207
  |---|---|---|
208
  | Cover all 65 animation bones | **97 / 114** | drop-in retargetable |
209
+ | Reduced `mixamorig` rig | 13 | 37–64 bones, nearly always fewer finger joints. Retargeting works; absent bones simply receive no data |
210
+ | 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 |
 
 
 
 
 
 
 
 
 
 
211
 
212
  ## Usage
213
 
 
235
 
236
  ## Known limitations
237
 
238
+ - **62 clips have no `description`**; 23 of those share a `prompt` with other clips and cannot
239
+ be told apart from text alone. Even preferring `description`, 341 clips share a label with
240
+ another clip.
241
+ - In `animation_motion_prompts.json`, `Female`/`Male` style prefixes and leading
242
+ `Sequence -` markers have been stripped from `prompt`/`description`they describe
243
+ animation style, not motion semantics. `animation_prompts.json`, `metadata.csv` and the
244
+ filenames keep the original Mixamo labels.
 
 
 
245
  - Mixamo `MotionPack` bundles are excluded, as their constituent clips are present individually.
246
 
247
  ## Provenance
248
 
249
+ Exported from Mixamo through its own export API (`format=fbx7_2019`, `skin=false` for
250
+ animations, `skin=true` for characters), retargeted onto the standard Y Bot skeleton. Every FBX
251
+ parses without truncation, every index key matches its file, and all names/ids were
252
+ cross-checked against the Mixamo API; `scripts/` reproduces the download, the indexes and all
253
+ checks.
 
 
254
 
255
  ## Terms
256