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.
- 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.
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.