List of motion and gesture file formats

The BVH format is mainly used as a standard representation of movements in the animation of humanoid structures.

It is currently one of the most popular motion data formats and has been widely adopted by the animation community (probably because of its simple specifications).

In addition, the format includes several other variables to be exported such as joint angles, segment velocity and free acceleration, center of mass trajectory and calibrated sensor data of the individual motion trackers.

MVNX data can also be imported into leading software programs including MATLAB and Excel.

Adaptative Optics is a company dedicated to the creation of hardware support for the motion capture.

This ASCII file format simply describes the captors and their position at each sampling period.

Once entered in the public domain it has been used by Oxford Metrics (Vicon Motion Capture Systems).

The format is uniquely used by the motion capture system Ascension Technology “Flock of Birds” developed by LambSoft.

GRC includes RAW data from inertial sensors (such as rotation, acceleration, and magnetic field strength), skeleton details, absolute position of the skeleton root and various metadata (notes, TimeCode, ..).

The Tak, pronounced "take," file format is used by the Motive[1] software developed by OptiTrack.

The introduction of the C3D format resulted in the availability of a substantial body of third-party software and freed the research community from dependence on any individual 3D data system manufacturer.

The GMS format takes into account the minimal features a format carrying movement/gesture information needs: flexible dimensionality for the signals, versatile structuration, flexible types of the encoded variables, and spatial and temporal properties of gesture and motion signals.

A closed binary file format developed by House of Moves for use in their proprietary software called (at the time) Diva.

The format can encode both body and facial animation, and can be applied by dropping the file onto the character in the viewport.