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string
species
string
action
string
take
string
num_takes
int64
num_actions
int64
num_joints
int64
root_joint
string
frames
int64
fps
float64
duration_sec
float64
fbx_version
int64
bytes
int64
num_source_files
int64
animation/Alligator-Big_Mouth.fbx
Alligator
Big_Mouth
BigMouth
1
1
29
EAL1_2
136
30
4.5
7,300
1,183,808
2
animation/Alligator-Bite_1.fbx
Alligator
Bite_1
Bite1
1
1
29
EAL1_2
136
30
4.5
7,300
1,183,792
2
animation/Alligator-Bite_2.fbx
Alligator
Bite_2
Bite2
1
1
29
EAL1_2
154
30
5.1
7,300
1,212,512
2
animation/Alligator-Bite_3.fbx
Alligator
Bite_3
Bite3
1
1
29
EAL1_2
97
30
3.2
7,300
1,159,424
2
animation/Alligator-Bite_4.fbx
Alligator
Bite_4
Bite4
1
1
29
EAL1_2
115
30
3.8
7,300
1,195,712
2
animation/Alligator-Bite_5.fbx
Alligator
Bite_5
Bite5
1
1
29
EAL1_2
115
30
3.8
7,300
1,195,712
2
animation/Alligator-Bite_6.fbx
Alligator
Bite_6
Bite6
1
1
29
EAL1_2
201
30
6.6667
7,300
1,284,256
2
animation/Alligator-Bite_7.fbx
Alligator
Bite_7
Bite7
1
1
29
EAL1_2
190
30
6.3
7,300
1,267,120
2
animation/Alligator-Catch.fbx
Alligator
Catch
Catch
1
1
29
EAL1_2
121
30
4
7,300
1,207,808
2
animation/Alligator-Dash.fbx
Alligator
Dash
Dash
1
1
29
EAL1_2
138
30
4.5667
7,300
1,186,800
2
animation/Alligator-Dash_2.fbx
Alligator
Dash_2
Dash2
1
1
29
EAL1_2
201
30
6.6667
7,300
1,284,256
2
animation/Alligator-Dead_Up.fbx
Alligator
Dead_Up
DeadUp
1
1
29
EAL1_2
58
30
1.9
7,300
1,080,816
2
animation/Alligator-Die.fbx
Alligator
Die
DIe
1
1
29
EAL1_2
238
30
7.9
7,300
1,340,848
2
animation/Alligator-Die_Loop.fbx
Alligator
Die_Loop
DieLoop
1
1
29
EAL1_2
60
30
1.9667
7,300
1,084,848
2
animation/Alligator-Shake.fbx
Alligator
Shake
Shake
1
1
29
EAL1_2
115
30
3.8
7,300
1,195,712
2
animation/Alligator-Stand_Idle.fbx
Alligator
Stand_Idle
StandIdle
1
1
29
EAL1_2
90
30
2.9667
7,300
1,145,344
2
animation/Alligator-Throw.fbx
Alligator
Throw
Throw
1
1
29
EAL1_2
130
30
4.3
7,300
1,174,384
2
animation/Alligator-Throw_2.fbx
Alligator
Throw_2
Throw2
1
1
29
EAL1_2
70
30
2.3
7,300
1,105,008
2
animation/Alligator-Walk_1.fbx
Alligator
Walk_1
Walk1
1
1
29
EAL1_2
231
30
7.6667
7,300
1,330,288
2
animation/Alligator-Walk_2.fbx
Alligator
Walk_2
Walk2
1
1
29
EAL1_2
331
30
11
7,300
1,384,224
2
animation/Alligator-Walk_3.fbx
Alligator
Walk_3
Walk3
1
1
29
EAL1_2
217
30
7.2
7,300
1,309,120
2
animation/Anaconda-Attack.fbx
Anaconda
Attack
Attack
1
1
31
Null
121
30
4
7,300
1,478,224
2
animation/Anaconda-Bite.fbx
Anaconda
Bite
Bite
1
1
31
Null
80
30
2.6333
7,300
1,357,072
2
animation/Anaconda-Bite_2.fbx
Anaconda
Bite_2
Bite2
1
1
31
Null
84
30
2.7667
7,300
1,358,336
2
animation/Anaconda-Die.fbx
Anaconda
Die
Die
1
1
31
Null
151
30
5
7,300
1,478,736
2
animation/Anaconda-Hiss.fbx
Anaconda
Hiss
Hiss
1
1
31
Null
109
30
3.6
7,300
1,439,328
2
animation/Anaconda-Idle.fbx
Anaconda
Idle
Idle
1
1
31
Null
201
30
6.6667
7,300
1,601,056
2
animation/Anaconda-Idle_2.fbx
Anaconda
Idle_2
Idle2
1
1
31
Null
301
30
10
7,300
1,688,064
2
animation/Anaconda-Rise.fbx
Anaconda
Rise
Rise
1
1
31
Null
135
30
4.4667
7,300
1,437,440
2
animation/Anaconda-Rise_2.fbx
Anaconda
Rise_2
Rise2
1
1
31
Null
91
30
3
7,300
1,381,024
2
animation/Anaconda-Run.fbx
Anaconda
Run
Run
1
1
31
Null
69
30
2.2667
7,300
1,309,728
2
animation/Anaconda-Sneaky.fbx
Anaconda
Sneaky
Sneaky
1
1
31
Null
300
30
9.9667
7,300
1,672,464
2
animation/Anaconda-Spin.fbx
Anaconda
Spin
Spin
1
1
31
Null
160
30
5.3
7,300
1,501,168
2
animation/Anaconda-Strike.fbx
Anaconda
Strike
Strike
1
1
31
Null
140
30
4.6333
7,300
1,449,344
2
animation/Anaconda-Strike_2.fbx
Anaconda
Strike_2
Strike2
1
1
31
Null
90
30
2.9667
7,300
1,333,152
2
animation/Anaconda-Struck_Die.fbx
Anaconda
Struck_Die
StruckDie
1
1
31
Null
151
30
5
7,300
1,478,800
2
animation/Anaconda-Tired.fbx
Anaconda
Tired
Tired
1
1
31
Null
152
30
5.0333
7,300
1,498,112
2
animation/Anaconda-Twist_Rattle.fbx
Anaconda
Twist_Rattle
Twistrattle
1
1
31
Null
220
30
7.3
7,300
1,670,320
2
animation/Anaconda-Walk_Slow.fbx
Anaconda
Walk_Slow
WalkSLow
1
1
31
Null
151
30
5
7,300
1,478,784
2
animation/Ant-Attack.fbx
Ant
Attack
Attack
1
1
41
Hips
72
30
2.3667
7,300
1,188,656
2
animation/Ant-Cleaning.fbx
Ant
Cleaning
Cleaning
1
1
41
Hips
151
30
5
7,300
1,333,808
2
animation/Ant-Die.fbx
Ant
Die
Die
1
1
41
Hips
202
30
6.7
7,300
1,447,424
2
animation/Ant-Die_2.fbx
Ant
Die_2
Die2
1
1
41
Hips
31
30
1
7,300
1,067,616
2
animation/Ant-Die_Loop.fbx
Ant
Die_Loop
DieLoop
1
1
41
Hips
60
30
1.9667
7,300
1,153,248
2
animation/Ant-Die_Up.fbx
Ant
Die_Up
DieUp
1
1
41
Hips
61
30
2
7,300
1,156,176
2
animation/Ant-Idle.fbx
Ant
Idle
Idle
1
1
41
Hips
150
30
4.9667
7,300
1,329,104
2
animation/Ant-Idle_2.fbx
Ant
Idle_2
Idle2
1
1
41
Hips
79
30
2.6
7,300
1,209,312
2
animation/Ant-Idle_3.fbx
Ant
Idle_3
Idle3
1
1
41
Hips
120
30
3.9667
7,300
1,330,352
2
animation/Ant-Jump_Forward.fbx
Ant
Jump_Forward
JumpForward
1
1
41
Hips
90
30
2.9667
7,300
1,241,840
2
animation/Ant-Knocked_Back.fbx
Ant
Knocked_Back
KnockedBack
1
1
41
Hips
69
30
2.2667
7,300
1,179,840
2
animation/Ant-March.fbx
Ant
March
March
1
1
41
Hips
31
30
1
7,300
1,067,616
2
animation/Ant-Shake.fbx
Ant
Shake
Shake
1
1
41
Hips
91
30
3
7,300
1,244,736
2
animation/Ant-Sting.fbx
Ant
Sting
Sting
1
1
41
Hips
90
30
2.9667
7,300
1,241,792
2
animation/Ant-Sting_2.fbx
Ant
Sting_2
Sting2
1
1
41
Hips
79
30
2.6
7,300
1,209,328
2
animation/Ant-Throw.fbx
Ant
Throw
Throw
1
1
41
Hips
121
30
4
7,300
1,333,296
2
animation/Ant-Walk.fbx
Ant
Walk
Walk
1
1
41
Hips
70
30
2.3
7,300
1,182,736
2
animation/Bat-Attack_Bite.fbx
Bat
Attack_Bite
AttackBite
1
1
48
Hips
60
30
1.9667
7,300
1,447,568
2
animation/Bat-Float.fbx
Bat
Float
Float
1
1
48
Hips
40
30
1.3
7,300
1,378,400
2
animation/Bat-Fly.fbx
Bat
Fly
Fly
1
1
48
Hips
54
30
1.7667
7,300
1,426,768
2
animation/Bat-Fly_Glide.fbx
Bat
Fly_Glide
FlyGlide
1
1
48
Hips
60
30
1.9667
7,300
1,447,536
2
animation/Bat-Fly_Loop.fbx
Bat
Fly_Loop
FlyLoop
1
1
48
Hips
60
30
1.9667
7,300
1,447,536
2
animation/Bat-Kick.fbx
Bat
Kick
Kick
1
1
48
Hips
72
30
2.3667
7,300
1,488,976
2
animation/Bat-Knocked_Back.fbx
Bat
Knocked_Back
KnockedBack
1
1
48
Hips
94
30
3.1
7,300
1,565,072
2
animation/Bat-Looking.fbx
Bat
Looking
Looking
1
1
48
Hips
180
30
5.9667
7,300
1,734,672
2
animation/Bat-Slow_Fly.fbx
Bat
Slow_Fly
SlowFly
1
1
48
Hips
130
30
4.3
7,300
1,601,040
2
animation/Bat-Walk.fbx
Bat
Walk
Walk
1
1
48
Hips
40
30
1.3
7,300
1,378,384
2
animation/Bear-Angery_Swat.fbx
Bear
Angery_Swat
AngerySwat
1
1
76
Hips
24
30
0.7667
7,300
1,647,248
2
animation/Bear-Back_Up.fbx
Bear
Back_Up
BackUp
1
1
76
Hips
59
30
1.9333
7,300
1,934,496
2
animation/Bear-Bear_Run.fbx
Bear
Bear_Run
BearRun
1
1
76
Hips
19
30
0.6
7,300
1,606,192
2
animation/Bear-Bite.fbx
Bear
Bite
Bite
1
1
76
Hips
19
30
0.6
7,300
1,606,160
2
animation/Bear-Catch_Fish.fbx
Bear
Catch_Fish
CatchFish
1
1
76
Hips
24
30
0.7667
7,300
1,647,248
2
animation/Bear-Feast.fbx
Bear
Feast
Feast
1
1
76
Hips
46
30
1.5
7,300
1,827,792
2
animation/Bear-Fish_Bite.fbx
Bear
Fish_Bite
FishBite
1
1
76
Hips
24
30
0.7667
7,300
1,647,232
2
animation/Bear-Get_Up.fbx
Bear
Get_Up
GetUp
1
1
76
Hips
101
30
3.3333
7,300
2,279,232
2
animation/Bear-Ground_Paw.fbx
Bear
Ground_Paw
GroundPaw
1
1
76
Hips
101
30
3.3333
7,300
2,279,264
2
animation/Bear-Growl.fbx
Bear
Growl
Growl
1
1
76
Hips
61
30
2
7,300
1,950,912
2
animation/Bear-Idle.fbx
Bear
Idle
Idle
1
1
76
Hips
91
30
3
7,300
2,197,136
2
animation/Bear-Idle_Pant.fbx
Bear
Idle_Pant
IdlePant
1
1
76
Hips
61
30
2
7,300
1,950,928
2
animation/Bear-Jump_Bite.fbx
Bear
Jump_Bite
JumpBite
1
1
76
Hips
37
30
1.2
7,300
1,753,936
2
animation/Bear-Lay_Down.fbx
Bear
Lay_Down
LayDown
1
1
76
Hips
72
30
2.3667
7,300
2,041,216
2
animation/Bear-Rise_Roar.fbx
Bear
Rise_Roar
RiseRoar
1
1
76
Hips
115
30
3.8
7,300
2,394,160
2
animation/Bear-Running_Bear.fbx
Bear
Running_Bear
RunningBear
1
1
76
Hips
19
30
0.6
7,300
1,606,224
2
animation/Bear-Slow_Walk.fbx
Bear
Slow_Walk
SlowWalk
1
1
76
Hips
51
30
1.6667
7,300
1,868,848
2
animation/Bear-Stalking.fbx
Bear
Stalking
Stalking
1
1
76
Hips
51
30
1.6667
7,300
1,868,848
2
animation/Bear-Stand.fbx
Bear
Stand
Stand
1
1
76
Hips
89
30
2.9333
7,300
2,180,736
2
animation/Bear-Swat_Left.fbx
Bear
Swat_Left
SwatLeft
1
1
76
Hips
29
30
0.9333
7,300
1,688,272
2
animation/Bear-Swat_Right.fbx
Bear
Swat_Right
SwatRight
1
1
76
Hips
29
30
0.9333
7,300
1,688,288
2
animation/Bear-Tip_Left.fbx
Bear
Tip_Left
TipLeft
1
1
76
Hips
40
30
1.3
7,300
1,778,560
2
animation/Bear-Trot.fbx
Bear
Trot
Trot
1
1
76
Hips
22
30
0.7
7,300
1,630,784
2
animation/Bear-Trotting.fbx
Bear
Trotting
Trotting
1
1
76
Hips
22
30
0.7
7,300
1,630,816
2
animation/Bear-Turn_180.fbx
Bear
Turn_180
Turn180
1
1
76
Hips
65
30
2.1333
7,300
1,983,760
2
animation/Bear-Turn_Left.fbx
Bear
Turn_Left
TurnLeft
1
1
76
Hips
65
30
2.1333
7,300
1,983,760
2
animation/Bear-Wake_Up.fbx
Bear
Wake_Up
WakeUp
1
1
76
Hips
51
30
1.6667
7,300
1,868,832
2
animation/Bear-Walk_Forward.fbx
Bear
Walk_Forward
WalkForward
1
1
76
Hips
51
30
1.6667
7,300
1,868,880
2
animation/Bear-Wet_Shake.fbx
Bear
Wet_Shake
WetShake
1
1
76
Hips
50
30
1.6333
7,300
1,860,640
2
animation/Bird-Attack.fbx
Bird
Attack
Attack
1
1
62
Hips
61
30
2
7,300
1,401,376
2
animation/Bird-Attack_2.fbx
Bird
Attack_2
Attack2
1
1
62
Hips
61
30
2
7,300
1,193,952
2
animation/Bird-Attack_3.fbx
Bird
Attack_3
Attack3
1
1
62
Hips
87
30
2.8667
7,300
1,310,016
2
animation/Bird-Attack_4.fbx
Bird
Attack_4
Attack4
1
1
62
Hips
91
30
3
7,300
1,327,872
2
animation/Bird-Circle_Land.fbx
Bird
Circle_Land
CircleLand
1
1
62
Hips
241
30
8
7,300
1,767,232
2
End of preview. Expand in Data Studio

Truebones ZOO Annotations

Text prompts, per-clip metadata, rest-pose renders and the exact build pipeline for Truebones ZOO1,097 animal motion clips across 74 skeletons: mammals, birds, reptiles, insects, marine and prehistoric creatures. 1.02 hours, 111,158 frames, uniformly 30 fps. Rigs range from 9 to 143 joints; clips from 0.3 to 18.5 seconds.

The motion files themselves are not in this repository. Truebones ZOO is a commercial library by Truebones Motions Animation Studios and may not be redistributed. What ships here is everything around the motions — one text prompt per clip, four-view renders of every clip, per-clip and per-species metadata, one rest-pose render per skeleton, and the dependency-free pipeline that rebuilds the exact per-clip dataset from your own purchased copy: buy the library at https://truebones.gumroad.com/l/skZMC, unpack it here, run four scripts, and animation/ materialises byte-for-byte (sixteen clips excepted; see below).

Structure

animation.csv                      one row per clip (1,097)
animation_prompts.json             one text prompt per clip (1,097)
animation_frames.json              clip -> frame count
animation_bones.json               species -> its joint names
species.csv                        one row per species (74)
species_tpose/<Species>.png        one rest-pose render grid per species (74)
animation_render/<clip>/           four-view render per clip: MP4 + camera JSON per view (1,097)
clips.csv                          one row per source file (2,447), mapped onto animation/
excluded.csv                       source files no importer reads (1)
scripts/pipeline|probes            the build pipeline and the format readers

animation/<Species>-<Action>.fbx   not included — rebuilt from your purchased copy (see below)
animation_glb/                     not included — the same clips as GLB, converted locally
Truebone_Z-OO/<Group>/…            not included — the original commercial download

Rebuilding animation/

Purchase Truebones ZOO from https://truebones.gumroad.com/l/skZMC and unpack it next to these files as Truebone_Z-OO/, one folder per animal group, layout and names as shipped. Then run the pipeline — pure Python 3, no dependencies:

cd scripts
python3 pipeline/build_dataset.py         # 1. index the download  -> ../clips.csv
python3 pipeline/normalize.py             # 2. name every clip     -> ../clips.csv
python3 pipeline/build_animation.py       # 3. one file per motion -> ../animation/
python3 pipeline/build_metadata.py        # 4. measure animation/  -> ../animation.csv, ../species.csv, sidecars

The result is one flat folder, one file per motion, named <Species>-<Action>.fbx:

Cat-Walk.fbx     Trex-Big_Roar_Step.fbx     SabreToothTiger-Tired_Yawn.fbx

The species is a single alphanumeric token and the action never contains a hyphen, so name.split("-", 1) always recovers both parts. Actions are underscore-separated capitalised words with a trailing _2 / _3 for variants, matching the Mixamo convention.

Guarantees, each checked rather than assumed: exactly one animation per file, no clip repeats another, every source motion is covered (one exception, Lynx/Idle4, ships only inside a combined file), and 30 fps throughout, measured from key times.

Selecting and renaming only — nothing is ever re-exported. Every clip is a hardlink straight into Truebone_Z-OO/, byte for byte, so no clip carries a rig that a round trip through an editor has altered. Steps 1 and 4 regenerate clips.csv, animation.csv, species.csv and the two JSON sidecars; apart from the sixteen repaired clips below they should match the files shipped here, which is also how to verify a rebuild. Step 5, build_prompts.py, re-downloads the captions from their source; its result already ships here as animation_prompts.json. scripts/README.md documents each step.

Sixteen of the 1,097 clips received a one-off binary repair that the pipeline does not re-apply: the four Cat clips had their missing texture embedded (probes/fbx_embed_texture.py), and the twelve KingCobra clips had a duplicated co-located mesh variant removed (probes/fbx_strip_variant.py); one of them, KingCobra-Walk, whose source shipped no mesh at all, additionally received a sibling's mesh (probes/fbx_graft_mesh.py) and had its material settings aligned with its siblings' (probes/fbx_align_material.py). These edits touch textures and meshes only, never the motion. All four probes are included and documented in scripts/README.md, each gated on a byte-identical no-edit round trip and writing through a temporary file so the source keeps its own bytes.

The GLB mirror, animation_glb/, is a one-to-one conversion of animation/ — mesh, armature, and the clip's single animation take, named after the action — for toolchains that read glTF rather than FBX. Regenerate it from your rebuilt clips with Blender's FBX importer and glTF exporter.

animation.csv

column meaning
file animation/Cat-Walk.fbx
species, action the two halves of the filename
take the animation stack's own name, as the source spelled it
num_takes, num_actions animation stacks in the file, and how many carry curves; num_actions is 1 everywhere
num_joints nodes in the FBX hierarchy (see Data notes)
root_joint the topmost joint carrying animation
frames, fps, duration_sec timeline, read off the key times
fbx_version, bytes file version and size
num_source_files how many files in Truebone_Z-OO/ this clip accounts for

species.csv

Per species: num_clips, num_joints, rig_variants, root_joint, total_frames, total_duration_sec, mean_duration_sec, num_textures, source_fbx, source_bvh, has_combined_all, has_tpose.

rig_variants is how many distinct joint-name sets the species' clips use — 1 for 72 of them, 2 for KingCobra and 4 for Monkey. Counts run from 70 clips (Trex) to 3 (Chicken, Parrot2), median 12.

species_tpose/

One 1024×1024 PNG per species: a 2×2 grid of its rest pose — front and back on the top row, left and right below — rendered (EEVEE) from the species' first clip in animation/. A visual index of the 74 rigs.

animation_render/

A four-view render of every clip, straight from its FBX (mesh and textures included). One folder per clip, named after the FBX stem:

animation_render/Cat-Walk/
  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 400k 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); 117 of the 1,097 clips are longer and are truncated — frame_start/frame_end in the per-view JSON record the covered range. Frame counts otherwise match animation_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 asset into frame, and frame_start/frame_end/fps. The nine inferred prompts in animation_prompts.json were written against these renders.

clips.csv

One row per file in Truebone_Z-OO/, mapping every source path onto the dataset: status says what the file is (linked into animation/, a BVH mirror of a linked clip, a duplicate, a group's combined ALL file, a static pose, or an orphan), and animation_file points at the clip that carries its motion. Use it to trace any clip back to the exact source files it came from.

animation_frames.json and animation_bones.json

Two flat sidecars, sorted by key:

// animation_frames.json — 1,097 keys
"Alligator-Big_Mouth.fbx": 136

// animation_bones.json — 74 keys, one per species
"Pigeon": ["Hips", "LeftArm", "LeftForeArm", "LeftLeg",
           "RightArm", "RightForeArm", "RightLeg", "Spine", "Tail01"]

The skeleton is per species, so the bone list is keyed by species: the joint set its clips most often carry, taken from actual files. For 72 of the 74 every clip matches it exactly; the exceptions are KingCobra and Monkey, whose variants species.csv records as rig_variants.

animation_prompts.json

One text prompt per clip — a flat map from filename to a small record, absent fields left out:

"Trex-Death.fbx": {
  "object_name": "Tyrannosaurus Rex",
  "prompt": "A running tyrannosaurus rex loses balance and falls to the right.",
  "prompt_source": "t2m4lvo"
}
field meaning
prompt what the clip shows, in one sentence. Median 12 words
object_name the species as the annotator named it — Tyrannosaurus Rex, Great White Shark
prompt_source t2m4lvo on 1,088 clips, inferred on 9 quiet clips captioned here instead
alt_prompt on 20 clips only: the source shipped that motion twice, so it was described twice

The captions come from T2M4LVO, the annotation set released with How to Move Your Dragon (ICML 2025). T2M4LVO is CC-BY-NC-4.0 — non-commercial use only, narrower than the rest of this repository. Three captions are shared by two clips each; retrieval metrics should group ground truth by caption text so those pairs are not scored as misses.

Usage

import csv, collections

clips   = list(csv.DictReader(open("animation.csv")))
species = list(csv.DictReader(open("species.csv")))

# clips of at least a second, grouped by species
by_species = collections.defaultdict(list)
for c in clips:
    if float(c["duration_sec"]) >= 1.0:
        by_species[c["species"]].append(c)

# every walk cycle in the library
walks = [c for c in clips if c["action"].startswith("Walk")]

scripts/probes/ bundles dependency-free FBX and BVH readers (fbx_probe.probe(path), bvh_probe.probe(path)) that return joints, keyframes, fps, duration, root and joint names.

Data notes

  • num_joints counts every node in the FBX hierarchy, not only bones — the exporter types mesh and null containers as LimbNode too, so an FBX typically reports two to four more "joints" than the matching BVH, and for a handful of rigs root_joint is a container (Null, EAL1_2, N_ALL) rather than Hips.
  • Five species do not share one skeleton across their clipsElephant, Fox, Monkey, KingCobra and PolarBearB vary in rest offsets along authoring-batch lines, inherited from the source. Joint names agree everywhere; KingCobra additionally ships 19- and 20-joint variants. A clip's rest pose is its own first frame, so these are also the five species whose clips carry more than one rest pose.
  • Source spelling is preserved verbatim, typos included (Angery_Swat, Sqwak, Begg), so the mapping back to Truebone_Z-OO/ stays exact. Joint naming is not standardised across species.
  • Materials are 2014 Phong with no ReflectionFactor set; Blender's importer defaults that to Metallic 1.0, so clips import fully metallic — set Metallic to 0 after import for a dielectric look.
  • excluded.csv lists the one source file no importer reads (Truebone_Z-OO/Crocodile/CrocodileALL.fbx, not a binary FBX).

Source

Truebones Z-OO by Truebones Motions Animation Studios, obtained from https://truebones.gumroad.com/l/skZMC. Terms of Use.txt ships with the original download and governs what may be done with these assets: they may not be resold or redistributed — which is why no FBX, GLB or BVH is included here, and why animation/ is rebuilt from your own purchased copy. The metadata, sidecars and scripts describe and rebuild the library without containing it; the renders — the per-clip multi-view videos and frames and the rest-pose grids — depict Truebones assets and are included as visual reference. The captions carry their own license (CC-BY-NC-4.0; see animation_prompts.json above).

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