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| license: other | |
| tags: | |
| - usd | |
| - usdz | |
| - isaac-sim | |
| - simready | |
| - 3d | |
| - robotics | |
| pretty_name: SimReady Dataset Sample with Real Objects | |
| size_categories: | |
| - n<1K | |
| # SimReady Dataset Sample with Real Objects | |
| 100 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 | 100 `.usdz` and `.glb` 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 | |
| ```python | |
| 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) or `0` (native, full resolution); | |
| - **`collision_mode`**: `sdf` (default) or `convexHull`. | |
| ### From Python | |
| ```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. | |
| - **`0`** is 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). |