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  ---
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  license: other
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- license_name: license
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- license_link: LICENSE
 
 
 
 
 
 
 
 
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  ---
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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  ---
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  license: other
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+ tags:
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+ - usd
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+ - usdz
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+ - isaac-sim
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+ - simready
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+ - 3d
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+ - robotics
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+ pretty_name: SimReady Dataset Sample with Real Objects
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+ size_categories:
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+ - n<1K
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  ---
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+
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+ # SimReady Dataset Sample with Real Objects
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+
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+ 100 SimReady assets for NVIDIA Isaac Sim, one self-contained `.usdz` per object. Each
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+ asset has a physics setup and two visual levels of detail. Both the level of detail and
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+ the collider type are USD variant sets, so you can switch them in Isaac Sim without
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+ re-exporting.
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+
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+ ## Contents
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+
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+ | | |
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+ |---|---|
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+ | Assets | 100 `.usdz` and `.glb` files |
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+ | Up axis / units | Z-up, meters (`metersPerUnit = 1`), kilograms |
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+ | Visual LODs | `0` = native mesh, `1` = 300k-triangle mesh (**default**) |
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+ | Colliders | `sdf` (**default**) and `convexHull` |
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+ | Physics | rigid body with mass, physics materials, collider meshes |
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+
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+ Inside each package, the root prim is `/Asset`:
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+
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+ ```
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+ /Asset
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+ └─ bodies/<object>/
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+ ├─ mesh_obj visual mesh (the selected LOD)
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+ ├─ colliders/ collider meshes (purpose "guide": not rendered)
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+ └─ grasp/ grasp vectors, if present (purpose "guide")
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+ ```
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+
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+ ## Download
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+
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+ ```python
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+ from huggingface_hub import snapshot_download
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+
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+ path = snapshot_download(repo_id="ALLSIDES/ALLSIDES-Dataset-Sample-with-Real-Objects", repo_type="dataset")
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+ ```
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+
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+ ## Using the assets in Isaac Sim
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+
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+ Drag a `.usdz` into the viewport or the Stage window, or add it as a reference from
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+ Python. Either way, the asset appears under a prim of your choice (e.g. `/World/Object`),
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+ and both variant sets are available on that prim.
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+
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+ ### In the UI
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+
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+ Select the asset's top prim in the Stage window. In the **Property** panel, under
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+ **Variants**, set:
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+
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+ - **`lod`**: `1` (300k triangles, default) or `0` (native, full resolution);
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+ - **`collision_mode`**: `sdf` (default) or `convexHull`.
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+
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+ ### From Python
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+
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+ ```python
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+ import omni.usd
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+
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+ stage = omni.usd.get_context().get_stage()
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+ prim = stage.DefinePrim("/World/Object", "Xform")
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+ prim.GetReferences().AddReference("/path/to/<asset>.usdz")
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+
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+ prim.GetVariantSet("lod").SetVariantSelection("0") # native mesh
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+ prim.GetVariantSet("collision_mode").SetVariantSelection("convexHull")
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+ ```
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+
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+ The selections are stored on your stage, not in the `.usdz`. The package itself stays
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+ unchanged and read-only.
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+
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+ ### Level of detail (`lod`)
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+
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+ - **`1`** (default) is the 300k-triangle version, meant for simulation and synthetic data.
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+ - **`0`** is the original scan-resolution mesh.
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+
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+ Each level is stored in its own file inside the package, and only the selected level is
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+ composed into the scene.
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+
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+ ### Colliders (`collision_mode`)
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+
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+ - **`sdf`** (default): signed-distance-field mesh collision on a precise collider mesh.
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+ It's accurate for non-convex shapes and is what the SimReady COL.001 check requires.
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+ - **`convexHull`**: convex-hull colliders. They're cheaper and work with more PhysX
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+ features, but less accurate for concave geometry.
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+
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+ Only the selected kind is active; the other is deactivated. Mass and physics materials
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+ are the same in both modes.
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+
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+ ## Notes
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+
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+ - Colliders and grasp vectors use `purpose = "guide"`, so they don't show up in rendered
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+ images or synthetic data.
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+ - To modify an asset, extract the `.usdz` (it's a zip archive).