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license: cc-by-4.0
pretty_name: Atech module SimReady assets
tags:
- simulation
- robotics
- usd
- simready
- isaac-sim
- mujoco
- urdf
- gltf
- glb
- unity
- threejs
- 3d
Atech SimReady modules and boards
3-D simulation assets for the Atech boards and modules on atech.dev: every module in the Atech SDK catalog, the products the SDK has no firmware for yet (USB-C, Power Jack, Micro-SD Card, Big Screen, Camera, Soil Sensor, Load Cell), and the 8-, 10- and 14-port boards.
Every asset comes in four formats: USD (Isaac Sim / Omniverse), MJCF (MuJoCo),
URDF (ROS / Gazebo) and glTF (.glb: Unity, three.js, Blender, Unreal, Godot,
Babylon.js, any web page).
Rendered in three.js straight from the .glb files: each module seated on its port
with the frames inside the files.
License: free to use, credit Atech
These assets are open under CC BY 4.0: use, change and redistribute them, in research, teaching and commercial products, as long as you credit Atech. In anything you publish or ship with them (a paper, a video, a game, a product, a modified copy), say so, for example:
3D models: Atech SimReady assets by Atech (atech.dev), CC BY 4.0, https://huggingface.co/datasets/atechdev/simready-assets
Note if you changed them. CC BY 4.0 covers these 3-D files. It gives no rights to the Atech name or logo beyond that credit, and it does not suggest Atech endorses your work.
Build with the real hardware
- Firmware and drivers: the
atechPython library.pip install atechgives you the module catalog, Atech's module drivers, and the commands that turn a smallproject.yamlinto firmware, build it, flash the board and talk to it from your laptop (atech new,atech build,atech upload,atech monitor). It can also run that firmware on an emulated board (atech emulate) and export these assets (atech sim-assets). Source: github.com/atechdotdev/python-sdk. - Building on the Atech platform: atech.dev. The boards and modules these assets model, and the platform to build projects with them.
Layout
Each top-level folder is one SimReady asset package, in four formats:
NN_<asset>/
├── com.nvidia.simready.packaging.json package marker (license, BOM hash)
├── .metadata/ root USD list, bill of materials (sha256 per file)
├── simready_usd/<asset>.usd USD (crate), following NVIDIA SimReady: Isaac Sim / Omniverse
│ └── .thumbs/256x256/<asset>.usd{,_light,_transparent}.png
├── mjcf/<asset>.xml + mjcf/meshes/<asset>/*.stl MuJoCo
├── urdf/<asset>.urdf + urdf/meshes/<asset>/*.stl ROS / Gazebo
└── gltf/<asset>.glb Unity, three.js, Blender, Unreal, Godot (one file)
Folders are numbered (01_atech_board_14port, 02_atech_board_10port, ...) only to set
the order the Hub lists them in; the files inside carry the plain asset name.
Asset names are atech_<module id> (e.g. atech_distance_sensor) and
atech_board_<board id> (e.g. atech_board_14port); the robot-arm module is
atech_robot_arm_integrator, its product name.
Generated with atech sim-assets --all --board 8port,10port,14port (USD, MJCF, URDF, glTF)
(pip install "atech[sim]") on the SDK's development version, then repackaged one
folder per asset. The thumbnails
are MuJoCo renders of the MJCF, so they show the CAD's flat material colours, not
the USD's PBR shading or the display's screen texture.
Unity, three.js and other engines: gltf/<asset>.glb
One self-contained file per asset, glTF 2.0 binary. It passes the Khronos glTF validator
with no errors or warnings. It keeps the CAD's own materials (metallic-roughness, the
clear glass lids through KHR_materials_transmission and _ior, emissive strength,
unlit silkscreen, and the textures embedded), which STL cannot carry. Nodes:
atech_<asset> root: turns the asset's +z up into glTF +y up
├── atech_<asset>_visual the mesh, one primitive per material
├── atech_<asset>_connector where a module meets a board port
├── atech_<asset>_sensor | _actuator
└── atech_<asset>_port_<n> boards: one empty node per port
Put a module on a board: module root = port node (world) x inverse(connector node (world)). glTF has no colliders or mass, so the root's extras.atech (userData.atech
in three.js) holds the collision boxes, the mass, the centre of mass and the friction.
three.js:
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
const url = (folder) => `https://huggingface.co/datasets/atechdev/simready-assets/resolve/main/${folder}/gltf/${folder.slice(3)}.glb`;
const loader = new GLTFLoader();
const board = (await loader.loadAsync(url('01_atech_board_14port'))).scene;
const button = (await loader.loadAsync(url('15_atech_button'))).scene;
scene.add(board, button);
board.updateMatrixWorld(true); button.updateMatrixWorld(true);
const port = board.getObjectByName('atech_board_14port_port_1');
const conn = button.getObjectByName('atech_button_connector');
port.matrixWorld.clone().multiply(conn.matrixWorld.clone().invert())
.decompose(button.position, button.quaternion, button.scale);
Give the scene an environment map (RoomEnvironment, or any HDRI) so the metals and
glass look right.
Unity: install glTFast (com.unity.cloud.gltfast, Package Manager) and drop the
.glb into Assets/. It imports as a prefab with the same node names, already
converted to Unity's frame. To seat a module:
var m = port.localToWorldMatrix * connector.worldToLocalMatrix * module.localToWorldMatrix;
module.SetPositionAndRotation(m.GetPosition(), m.rotation);
glTFast does not import extras. Add a BoxCollider by hand, or read the boxes from
the file's JSON. Unity's URDF Importer also reads urdf/ (STL meshes, URDF colours,
box colliders, mass).
Blender, Unreal, Godot, Babylon.js, <model-viewer>: open or import the .glb as is.
What is real and what is not
- Visuals are Atech's production CAD (module-renders release v1.7), with the GLB's own PBR materials. Colliders are boxes: the bounds of that CAD.
- The 8-port board is Atech's CAD of it ("Node 8 Position Motherboard", from Atech's website models), not yet in the module-renders release; its source says so.
- Derived models. The PIR, CO₂ (SCD40), robot-arm, stepper, power-jack, soil-sensor
and load-cell modules have no model in the CAD release. Theirs are built from the CAD that
exists plus placeholder parts, and say
derived:in every format (atech:visual:sourcein USD, the MJCF text, the URDF comment). They are not Atech CAD. The CO₂, robot-arm, power-jack, soil-sensor and load-cell modules follow Atech's product renders; the PIR is drawn as its AM312 sensor. The Robot Arm Integrator (atech_robot_arm_integrator, catalog idrobot_arm) plugs into one port, but its housing is two cells long: itsconnectorframe is the centre of the -x cell. - Masses and inertias are placeholders. Atech has not published them.
- Tested: the
.glbfiles pass the Khronos glTF validator and render in three.js (r170), as in the image above. They have not been opened in Unity here. - With real CAD, NVIDIA's SimReady validator reports VG.007 warnings: the CAD tessellation has non-manifold vertices.
atech guide sim (in the SDK) documents every attribute and the full layout.
