Ani4D dataset (TBZ + Objaverse + Objaverse-XL, curated through 2026-11-09; 16 cameras per clip)
The curated articulated-character dataset behind Ani4D (PoseAE codec + VoxelFM), plus AniBench, the 50-clip held-out
benchmark (TBZ 8 / Objaverse 29 / Objaverse-XL 13), under benchmark/<source>/. 10,921 kept assets: train 10,725 (TBZ 57 / Objaverse 2,861 / Objaverse-XL 7,807), val 133 (10 / 55 / 68), test 63 (8 / 42 / 13) = AniBench 50 + the clips held out with them (sharing an AniBench clip's source or rig); the split is
poseae_split.json at the root, bench50.txt lists AniBench and bench_windows.tsv the clip whose evaluated window does not
start at frame 0. Every kept asset is rendered from 16 cameras, every frame 1:1 with its pose sequence, is normalised to the frame-0
bounding box (centred, longest side 1), and passes the curation rules below. Statistics: dataset_stats_2026-11-09.md.
Layout, one folder per asset (records and ready-to-train cache merged):
inventory_<dataset>.jsonl per-asset scan record; bucket=excluded rows carry the curation reason
clean/<dataset>/<name>/
rig.json, motion.json bake records (skeleton + per-frame motion, source frame range)
frame_0000_anchor.glb rest-pose mesh (ground-truth topology); frame_0000_textured.glb, video*.mp4 where produced
manifest.npz rest mesh + skeleton + skinning weights
theta_motion.npz per-frame joint parameters (theta: rot 3 | stretch 1 | trans 3 per joint), frame-0 units
frames.npy per-frame ground-truth vertices [T, V, 3], frame-0 units
meta.json, RENORM_FRAME0.json, REALIGN_ROOT.json, TRIMMED.json, MERGE_ZERO_BONES.json provenance markers
slat_frame0.npz AniGen frame-0 structured latent (z_s, z_skin, z_skl on a 64^3 grid)
pose_vox_*.npz pose-voxel pools of the codec
frontview_rgba.tar THE conditioning render, camera 0: the levelled front view (az -90, el 0), 1024^2,
one straight-alpha RGBA PNG per pose frame (frame_%04d.png), uncompressed tar -- 10,921 assets, 731 GiB
multiview/view_01.mp4 .. view_15.mp4
cameras 1..15 (ActionMesh's 16-camera layout, camera 0 being the front view): camera k at
azimuth -90 + 22.5 k, elevation (20, 35, 5, 50)[k mod 4] degrees above the horizon, in the
asset's view frame; the front view's scene and framing, 1024^2, every pose frame. Each MP4
holds two LOSSLESS H.264 streams: stream 0 = the straight RGB (libx264rgb, -qp 0), stream 1 =
the alpha (gray, -qp 0), a keyframe every 16 frames -- 10,921 assets, 1.50 TiB
multiview/cameras.json the clip's cameras: layout, resolution, lens / sensor / field of view, framing (union-bbox
centre and diagonal, fill 0.8, headroom 1.15), view frame, source frame window, per view
azimuth / elevation / location / matrix_world (Blender world, Z up) / file / frames
frontview.tar the older OPAQUE render of camera 0 (the same scene over a grey world), kept because the
published models were trained on it; it equals the transparent render composited as below
(not made for the Objaverse refilter clips added on 2026-11-04: transparent renders only)
Reading the views: ffmpeg -i view_01.mp4 -map 0:v:0 -f rawvideo -pix_fmt rgb24 - gives the RGB frames and
-map 0:v:1 -pix_fmt gray the alpha, byte for byte the rendered PNGs (each MP4 was decoded and compared before upload).
The opaque render is the transparent one composited onto Blender's grey world: ground = 171 + d, where d is Blender's fixed
8-bit output dither (grey_render_dither_1024.png at the root: uint8 d + 1, the same in every frame, clip and channel);
opaque pixels are the RGB itself; a semi-transparent pixel is srgb(lin(rgb) a + lin(171) (1 - a)) + d (1 - a), blended in
linear light as Blender does. Measured on 50 clips, DINOv2-giant tokens of that composite sit 0.014 relative L2 from the
opaque render's (one frame of motion: 0.22).
The two PNG render directories ship as uncompressed tars, one per asset (tar xf frontview_rgba.tar):
unpacked they are 1.69 M of the dataset's 1.83 M files -- 92 % of the file count for 36 % of the
bytes -- and a HuggingFace repo is capped at 1,000,000 files. The 15 extra views are one MP4 per camera
(16 files per clip with cameras.json). Everything else is stored as ordinary files.
Curation (applied in this order; every removal is recorded in the inventories): texture present and shaded; T >= 32;
no idle clips (fastest joint p95 < 1 deg/frame and root travel < 0.5 bone lengths); no implausible motion (> 90 deg/frame, jerk
spikes, root jumps); theta->GT reconstruction <= 5 % of the bbox diagonal; grey/magenta placeholder renders; single-joint rigs;
vertex count <= 300k; blank renders (subject < 0.1 % of the frame); render frame count == T; rest joints on the mesh;
eight manual review rounds; a texture-patch audit (lost textures, see-through bodies; 2026-09-30); and a review of EVERY clip
(2026-10-01): the maintainer's drop marks plus two Gemini passes -- a content review and a shading review (unlit / looks 2D) --
applied wherever the maintainer had not marked the clip Keep; and a consistency pass (2026-10-04): four drop marks made after
the 10-01 application, a two-joint rig with a zero-length bone and a ten-vertex skinning test rig. Then (2026-11-02 to 11-04) an Objaverse-1.0 refilter:
assets the original ingest had excluded, re-baked under loosened ingest rules, checked with the same curation rules and reviewed
clip by clip; the kept clips joined the split (3 more left it because their pose was subsampled from a longer source than their
renders show). A consistency pass (2026-11-04) made the inventories agree with the split: every clip outside it is excluded
with its reason, including the refilter clips the review did not keep. On 2026-11-09 one Objaverse-XL clip left: the
refilter had ingested the same file as an AniBench clip. Some renders carry explicit, per-asset repairs (a 3ds Max layered
face decal, six TBZ animals' wing / hair card textures, a camera view frame for an asset whose source is not Z-up); the code
repo's scripts/texture_repairs.json and scripts/render_views.json list them.
Skeletons: one connected tree, no phantom leaves, root realigned onto the first skinned joint (UniMate's filters), and no
redundant zero-length bones (2026-10-09): a joint at its parent's rest position is merged with it wherever the skinned mesh and
every other joint stay put (760 clips, 2,533 joints; on the merge's own test, at most 1e-4 of the frame-0 diagonal for any vertex
coordinate; MERGE_ZERO_BONES.json lists the merges, and those clips' motion.json is written for the merged skeleton, while
rig.json keeps the source's); pairs that cannot be merged without moving the mesh or another joint stay (mostly two skinned joints
turning about one point). Every
benchmark skeleton is unseen in training: the TBZ part is two whole held-out animals (goat, seagull), and no training asset
shares an Objaverse/XL benchmark asset's rig instance (joint set, hierarchy and rest bone lengths).
Sources & licensing -- derived from Truebones Zoo (TBZ), Objaverse and Objaverse-XL. The underlying assets keep their own licences; verify them before redistributing derived data.
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