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What kind of use cases do you think would there be for a USD importer? Authoring/editing scenes in something like Blender? |
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Yes exactly I was asking that question because in combination with a feature complete USD exporter, a corresponding importer would significantly ease interfacing with tools such as Blender. For example, you could design the (collision and visual) meshes and materials for your simulation in Blender, then hand that off to MuJoCo for simulation and then either render it in Blender or potentially use a different rendering engine that supports USD. All in all, it would make MuJoCo more of a first class of a landscape of very sophisticated 3D modeling and rendering tools. |
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I would like to know the main difficulty in conducting such a conversion. In my understanding, a USD file offers verbose information about the scene, and the only difficulty lies in finding the corresponding definitions, splitting the assets and the "skeletons", and organizing the resources accordingly. |
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I think you're right about the high-level picture: creating an importer is mostly about converting data structures. I was asking here in the forum instead of getting my hands dirty right away because of two reasons:
Therefore I think that there is a conversation to be had about what structure to expect from these USD files that should be imported, ideally taking into account the interoperability with existing tools. |
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After discovering the USDExporter just some days ago while browsing through the documentation and codebase, I was wondering whether there are plans to implement a similar feature for importing USD scenes into MuJoCo for simulation. Or is this task seen as too ambiguous due to the expressiveness of USD (and the many ways of describing scenes in it)?
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