SimReady Dataset Sample with Real Objects
50 SimReady assets for NVIDIA Isaac Sim, one self-contained .usdz per object. Each
asset has a physics setup and two visual levels of detail. Both the level of detail and
the collider type are USD variant sets, so you can switch them in Isaac Sim without
re-exporting.
Contents
| Assets | 50 .usdz files |
| Up axis / units | Z-up, meters (metersPerUnit = 1), kilograms |
| Visual LODs | 0 = native mesh, 1 = 300k-triangle mesh (default) |
| Colliders | sdf (default) and convexHull |
| Physics | rigid body with mass, physics materials, collider meshes |
Inside each package, the root prim is /Asset:
/Asset
└─ bodies/<object>/
├─ mesh_obj visual mesh (the selected LOD)
├─ colliders/ collider meshes (purpose "guide": not rendered)
└─ grasp/ grasp vectors, if present (purpose "guide")
Download
from huggingface_hub import snapshot_download
path = snapshot_download(repo_id="ALLSIDES/ALLSIDES-Dataset-Sample-with-Real-Objects", repo_type="dataset")
Using the assets in Isaac Sim
Drag a .usdz into the viewport or the Stage window, or add it as a reference from
Python. Either way, the asset appears under a prim of your choice (e.g. /World/Object),
and both variant sets are available on that prim.
In the UI
Select the asset's top prim in the Stage window. In the Property panel, under Variants, set:
lod:1(300k triangles, default) or0(native, full resolution);collision_mode:sdf(default) orconvexHull.
From Python
import omni.usd
stage = omni.usd.get_context().get_stage()
prim = stage.DefinePrim("/World/Object", "Xform")
prim.GetReferences().AddReference("/path/to/<asset>.usdz")
prim.GetVariantSet("lod").SetVariantSelection("0") # native mesh
prim.GetVariantSet("collision_mode").SetVariantSelection("convexHull")
The selections are stored on your stage, not in the .usdz. The package itself stays
unchanged and read-only.
Level of detail (lod)
1(default) is the 300k-triangle version, meant for simulation and synthetic data.0is the original scan-resolution mesh.
Each level is stored in its own file inside the package, and only the selected level is composed into the scene.
Colliders (collision_mode)
sdf(default): signed-distance-field mesh collision on a precise collider mesh. It's accurate for non-convex shapes and is what the SimReady COL.001 check requires.convexHull: convex-hull colliders. They're cheaper and work with more PhysX features, but less accurate for concave geometry.
Only the selected kind is active; the other is deactivated. Mass and physics materials are the same in both modes.
Notes
- Colliders and grasp vectors use
purpose = "guide", so they don't show up in rendered images or synthetic data. - To modify an asset, extract the
.usdz(it's a zip archive).
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