license: mit
WholeBody3D-to-AvatarPose Dataset
Overview
The WholeBody3D-to-AvatarPose Dataset is a synthetic dataset designed to learn a mapping from 3D whole-body pose estimation outputs to avatar joint rotations represented as quaternions.
The primary objective is to enable the training of models that convert COCO WholeBody (133 keypoints) 3D joint coordinates into physically plausible avatar poses, suitable for real-time animation, sign language avatars, and embodied agents.
Task Description
Input
- 3D joint coordinates following the COCO WholeBody 133-point model
- Coordinate format:
[num_joints=133, 3] → (x, y, z)
Output
- Avatar joint rotations expressed as quaternions
- Format:
[num_avatar_joints, 4] → (x, y, z, w)
The dataset enables supervised learning for:
- WholeBody3D → Avatar pose regression
- Pose retargeting
- Conditional avatar animation
Data Generation
All samples were synthetically generated in Blender, ensuring:
- Noise-free 3D joint positions
- Exact ground truth joint rotations
- Controlled articulation limits and pose diversity
The full data generation and training pipeline is available here:
https://github.com/fhswf/avatar-pose
This repository includes:
- Blender-based pose generation
- COCO WholeBody joint extraction
- Quaternion export per avatar bone
- Reference training implementations
Pose Categories
Each sample belongs to one of the following coarse-grained pose categories:
- pointing
- fist
- open_hand
- relaxed
- grasping
These categories can be used for dataset balancing, conditional models, or evaluation.
Data Format
Root Structure
The JSON file has two main top-level objects:
| Field | Type | Description |
|---|---|---|
metadata |
object | Contains general information about the export |
bones |
object | Dictionary of bone objects keyed by bone names |
Metadata Object
| Field | Type | Description |
|---|---|---|
armature_name |
string | Name of the armature (e.g., "KIM_caucasian_male") |
export_time |
string | ISO 8601 timestamp of export |
blender_version |
string | Version of Blender used for export |
bone_count |
integer | Total number of bones in the armature |
end_bone_count |
integer | Number of end bones (bones without children) |
spaces_included |
array[string] | List of coordinate spaces included in the export |
note |
string | Usage note (e.g., replay instructions) |
Bones Object
The bones object contains a dictionary where keys are bone names and values are bone objects.
Bone Object Structure
| Field | Type | Description |
|---|---|---|
name |
string | Name of the bone (duplicates the dictionary key) |
local |
object | Transform data in bone's local space |
armature_space |
object | Transform data in armature space |
world_space |
object | Transform data in world space |
bone_length_armature_space |
float | Length of the bone in armature space |
parent |
string or null | Name of parent bone (null for root) |
has_children |
boolean | Whether this bone has child bones |
is_end_bone |
boolean | Whether this bone is an end bone (no children) |
Local Transform Object
| Field | Type | Description |
|---|---|---|
location |
object | Translation vector as {x, y, z} |
rotation_quaternion |
object | Rotation as quaternion {w, x, y, z} |
scale |
object | Scale vector as {x, y, z} |
matrix_basis |
4x4 array | 4x4 transformation matrix for pose |
rotation_mode |
string | Rotation representation method (always "QUATERNION") |
Armature Space Object
| Field | Type | Description |
|---|---|---|
head |
object | Start point of bone as {x, y, z} |
tail |
object | End point of bone as {x, y, z} |
World Space Object
| Field | Type | Description |
|---|---|---|
head |
object | Start point in world coordinates {x, y, z} |
tail |
object | End point in world coordinates {x, y, z} |
rotation_quaternion |
object | World rotation as quaternion {w, x, y, z} |
matrix |
4x4 array | Complete 4x4 world transformation matrix |
Coordinate Spaces Explanation
- LOCAL_CHANNELS: Bone transformations relative to its rest pose (as shown in Blender's Transform panel)
- ARMATURE_SPACE: Bone positions relative to armature origin
- WORLD_SPACE: Bone positions in global scene coordinates
Important Notes
- The
local.matrix_basisfield contains the exact pose transformation and should be used for precise pose replication - Quaternion format uses
was the scalar component and(x, y, z)as the vector components - All transformation matrices are 4x4 and stored in row-major order
- The
spaces_includedarray indicates which coordinate spaces are available in the export
Example Bone Entry
"Root": {
"name": "Root",
"local": {
"location": {"x": 0.0, "y": 0.0, "z": 0.0},
"rotation_quaternion": {"w": 0.9998, "x": 0.0068, "y": -0.0153, "z": -0.0092},
"scale": {"x": 1.0, "y": 1.0, "z": 1.0},
"matrix_basis": [[...4x4 matrix...]],
"rotation_mode": "QUATERNION"
},
"armature_space": {
"head": {"x": 0.0, "y": 0.0707, "z": -0.0096},
"tail": {"x": 0.0013, "y": -0.0001, "z": -0.0010}
},
"world_space": {
"head": {"x": 0.0, "y": 0.1340, "z": 0.9403},
"tail": {"x": 0.0013, "y": 0.0631, "z": 0.9489},
"rotation_quaternion": {"w": 0.0606, "x": 0.9980, "y": 0.0082, "z": -0.0159},
"matrix": [[...4x4 world matrix...]]
},
"bone_length_armature_space": 0.0714,
"parent": null,
"has_children": true,
"is_end_bone": false
}
Detailed schemas and joint mappings are provided in the repository.
Intended Use
This dataset is intended for research and development in:
- Avatar animation
- Sign language avatar synthesis
- Embodied AI
- Motion retargeting
- Quaternion-based pose regression
Limitations
- Synthetic data only
- Fixed avatar skeleton
- Not intended for direct biomechanical interpretation
Creators and Contributors
Created by:
- Galiya Yelubayeva
- Meriam Malik
- Dirk Lewanczeck
With support from:
- Professor Dr. Christian Gawron
- Jonas D. Stephan
Citation
If you use this dataset, please cite:
WholeBody3D-to-AvatarPose Dataset
G. Yelubayeva, M. Malik, D. Lewanczeck,
C. Gawron, J. D. Stephan
and reference the code repository:
https://github.com/fhswf/avatar-pose
License
Please specify the license under which this dataset is released.