Motion Library

Human motion, ready to run on a robot

Twenty-six captured performances, retargeted to a seventeen-degree-of-freedom humanoid and published as joint-space animation: quaternions per bone, fifty frames a second, no mesh to re-import. Scrub a clip below to see exactly what a controller receives.

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0.00 / 0.00 s JSON
glTF 2.0 · +Y up · metres · 50 fps fixed step · 23 joints
26clips, sport to combat to daily movement
17degrees of freedom the retarget drives
50frames a second, quaternion per joint
0meshes — every clip is joint data only
What a controller receives
Format
JSON node graph with glTF-style local transforms — one quaternion (x, y, z, w) and one offset per joint
Rate
50 fps, fixed step — 0.02 s per frame, no dropped or interpolated frames
Frame
Right-handed, +Y up, metres, figure facing +Z, origin at the root joint on the ground
Chain
23 named joints, retargeted to a 17-degree-of-freedom humanoid; mechanical limits applied at export. Links draws the segments between them, joints isolates the 23 a controller drives.
Payload
Open the selected clip as JSON — the same stream this viewer plays
Source
Captured human performance, retargeted to a 17-degree-of-freedom humanoid
See one decoded frame
Select a clip to read its first frame.
Technical note

Each clip is joint-space animation derived from captured human performance, retargeted to a seventeen-degree-of-freedom humanoid and clamped to its mechanical limits. No mesh, texture or capture file is served by this page — the browser plays quaternions, which is the same stream a controller or simulator consumes.

Need the clips as BVH, as a per-frame angle table, or retargeted to your own kinematic chain? Talk to the team.