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usd-composition-architecture

Layered USD composition with physics and appearance payloads. Use when structuring sim-ready robot or environment assets.

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isaac-sim/IsaacSim
Dernière activité de la source
18 septembre 2026 à 16:05
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SKILL.md
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name
usd-composition-architecture
description
Layered USD composition with physics and appearance payloads. Use when structuring sim-ready robot or environment assets.
license
Apache-2.0
metadata
{"author":"Renato Gasoto <info@nvidia.com>"}
# USD Composition Architecture for Isaac Sim ## Purpose Author sim-ready USD with layered payloads (base, instances, materials, physics, robot) following NVIDIA composition conventions. ## Prerequisites - Built Isaac Sim (`$ISAAC_SIM_DIR` or `_build/linux-x86_64/release`). - NVIDIA GPU with a current driver (`nvidia-smi`). - Shell env contract from `isaac-sim-orchestrator`: `$ISAAC_SIM_DIR`, `$ISAAC_LAB_DIR`, `$WORKSPACE_DIR`. ## Limitations - Targets Isaac Sim 6 / Kit 110 unless a section states otherwise. - Does not replace official NVIDIA documentation for unsupported edge cases. ## Troubleshooting | Error / symptom | Cause | Solution | |---|---|---| | Extension or import not found | Wrong `$ISAAC_SIM_DIR` or stale build | Point env vars at `_build/linux-x86_64/release` or rebuild | | Black or empty frames | Missing lights or non-RTX render mode | Add dome/key light; confirm RTX / PathTracing settings | | Hang on stage load or first render | MDL compile or oversized stage | Follow isolation steps in `isaac-sim-troubleshooting` | ## When to use - Build new robot or environment assets. - Restructure an existing asset with the Asset Transformer. - Optimize RL training startup time and VRAM. - Diagnose physics edits in a USDA that aren't taking effect. - Debug joint limits, mass, or solver parameters. - Create variants of an existing asset (configs, materials). ## Core Concept: One Binary Crate, Many USDA Layers Isaac Sim's recommended asset structure splits a robot into one binary geometry crate plus a set of ASCII layers, composed by an `interface.usda`: ``` {robot}/ interface.usda <- Final composed asset (entry point) payloads/ base.usda <- Simulation-ready hierarchy + xforms geometries.usdc <- Mesh data ONLY (binary crate) instances.usda <- Mesh + material + collider assembly materials.usda <- Material defs (MDL bindings) Textures/ <- Texture assets robot.usda <- Isaac robot schema + metadata Physics/ physics.usda <- Neutral USD/Newton physics physx.usda <- PhysX-only tuning (sublayers physics.usda) mujoco.usda <- MuJoCo-only tuning (sublayers physics.usda) ``` USD `payload` arcs enable **lazy loading** — a payload is only loaded when explicitly requested. This is the key to headless RL optimization. ## File Format Decision Guide The rule is simple: **binary crate (`.usdc`) for raw mesh data, USDA for everything else.** The Asset Transformer's `GeometriesRoutingRule` enforces this split automatically. | Layer | Format | Why | |---|---|---| | `geometries.usdc` | `.usdc` (binary crate) | Mesh topology, points, indices — high-volume numeric data, never edited by hand | | `base.usda` | `.usda` | Hierarchy and transforms — diffable, hand-editable | | `instances.usda` | `.usda` | References meshes + applies materials + collision approximation choice | | `materials.usda` | `.usda` | Material prims, MDL shader bindings — readable look-dev | | `physics.usda` / `physx.usda` / `mujoco.usda` | `.usda` | Joint limits, masses, solver params — frequent tuning | | `robot.usda` | `.usda` | Isaac robot schema metadata and relationships | | `interface.usda` | `.usda` | Composition arcs (references, payloads, variants) — the entry point | | Texture assets | original (PNG, JPG, EXR) + `.mdl` | Stored under `Textures/` | | Archive/portable | `.usdz` | Single-file distribution (iOS AR) | **Rationale:** Mesh arrays are large and never hand-edited, so binary crate wins on size and load time. Everything else is small, frequently inspected, and benefits from being diffable in version control and editable by both humans and agents. ## Producing This Structure: Asset Transformer Use the Asset Transformer (Isaac Sim Structure profile) to convert an imported URDF/MJCF asset into the layout above. The relevant rules: - `GeometriesRoutingRule` — extracts mesh prims to `geometries.usdc` (binary), creates instanceable references in `instances.usda`. Set `save_base_as_usda: true` to keep `base` ASCII. - `MaterialsRoutingRule` — deduplicates materials into `materials.usda`, copies textures to `Textures/`. - `SchemaRoutingRule` — splits physics, physx, mujoco, and robot schemas into their respective USDA layers. - `InterfaceConnectionRule` — generates `interface.usda` with the composition arcs. Refer to the Asset Transformer Rules Reference for the full pipeline. ## Physics USDA Schema ### physics.usda — Joint and Mass Definitions ```usda #usda 1.0 def PhysicsRevoluteJoint "FL_hip_joint" { uniform token physics:axis = "X" float physics:lowerLimit = -46.0 float physics:upperLimit = 46.0 rel physics:body0 = </Robot/trunk> rel physics:body1 = </Robot/FL_hip> } def RigidBodyAPI "trunk" { float physics:mass = 4.713 point3f physics:centerOfMass = (0.012, 0.002, -0.002) float3 physics:diagonalInertia = (0.0120, 0.0220, 0.0270) } ``` ### physx.usda — PhysX-Only Tuning ```usda #usda 1.0 def PhysxJointAPI "FL_hip_joint" { float physxJoint:maxJointVelocity = 20.0 float physxJoint:jointFriction = 0.05 } def PhysxRigidBodyAPI "trunk" { bool physxRigidBody:enableGyroscopicForces = true float physxRigidBody:maxDepenetrationVelocity = 10.0 int physxRigidBody:solverPositionIterationCount = 32 int physxRigidBody:solverVelocityIterationCount = 1 } ``` `physx.usda` typically sublayers `physics.usda` so PhysX-only opinions stack on top of the neutral physics definition. ## Headless RL Optimization: Skip Appearance The biggest RL training startup optimization: **don't load appearance payloads**. When Isaac Lab loads a robot for RL: 1. Loads: `interface.usda` + base + physics layers (joints, masses, collision shapes). 2. Skips: `materials.usda` and `Textures/` (irrelevant for physics sim). ```python ArticulationCfg( spawn=sim_utils.UsdFileCfg( usd_path=f"{ASSETS_ROOT}/Robots/MyRobot/interface.usda", activate_contact_sensors=True, # Do NOT load appearance payloads for RL visual_material=None, ) ) ``` ## Composition Arc Precedence USD applies opinions in this order (last wins for most properties): ``` Sublayers < Reference < Payload < VariantSet < Direct opinions ``` If your physics USDA changes "don't take effect", check that the override opinion is in a higher-precedence layer. ## Common Debugging ```python from pxr import Usd # Find which layer is setting a specific property attr = prim.GetAttribute("physics:mass") for spec in attr.GetPropertyStack(Usd.TimeCode.Default()): print(f" Layer: {spec.layer.GetDisplayName()} = {spec.default}") ```
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