--- 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 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} } ```