About usd-pipeline
A USD asset workflow skill for Isaac Sim users who need to inspect, select, place, and validate assets. Scripts measure bounds, shaders, and prim counts, correct placement offsets, and help check headless rendering compatibility.
Key features
- 01Catalog and measure USD assets
- 02Inspect shader types and prim counts
- 03Replace placeholders with asset references
- 04Correct placement using bounding-box offsets
- 05Check headless shader compatibility
- 06Build USD articulation trees
Use cases
- 01Catalog assets in a directory
- 02Swap block prototypes for real assets
- 03Place assets accurately in modular scenes
- 04Filter assets for headless rendering
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ isaac-sim/ isaacsim --skill usd-pipelineAfter installing, type/usd-pipelinein Claude Code to confirm it loaded.
Bundled files
References and scripts installed along with SKILL.md.
scripts/articulation_builder.pymeasure_asset.pyplace_assets.pyDetails
From the project READMEUSD Asset Pipeline
Purpose
Discover assets, measure bounds and shaders, swap placeholders, correct offsets, and validate headless shader compatibility before rendering.
Prerequisites
- For standalone USD inspection/authoring: a completed
source/librariesbuild or matching installed foundation distributions. - For live Kit stages, asset services, MDL, or rendering: built Isaac Sim and
the environment from
isaac-sim-orchestrator; GPU needs are route-specific.
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 |
|---|---|---|
| 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 |
Standalone USD versus live Kit stage
Use isaacsim.foundation.usd.openusd or the standalone
isaacsim.foundation.usd.ovstage backend, plus isaacsim.foundation.objects,
isaacsim.foundation.prims, and isaacsim.foundation.utils from
source/libraries/isaacsim/foundation/ for supported standalone OpenUSD stage,
object, prim, and utility work.
Use omni.usd, Kit asset services, MDL, viewport/rendering, commands, and
live-stage interaction only on the Kit route.
Available Scripts
| Script | Purpose | Arguments |
|---|---|---|
scripts/articulation_builder.py | Helpers for building USD articulation trees with physics joints | see script --help |
scripts/measure_asset.py | Measure a USD asset: bounding box, shader type, and prim count | see script --help |
scripts/place_assets.py | Place USD assets at block positions with bbox-center offset correction | see script --help |
Running scripts
From agent runtimes that expose skill execution helpers, invoke helpers with run_script():
run_script("scripts/articulation_builder.py", args=["--help"])
From a built Isaac Sim tree, run the same file with ./python.sh (Linux) or python.bat (Windows) from _build/*/release, or execute shell helpers directly when they do not require the simulator.
When to use
- Catalog USD assets from a folder tree (sizes, shaders, prim counts).
- Replace placeholder geometry (cubes/spheres/bboxes) with real assets.
- Build set-dressed scenes from modular libraries.
- Validate headless rendering compatibility (MDL vs UsdPreviewSurface).
- Cube-prototype to real-asset swap workflows.
Core Concepts
The Placeholder-to-Asset Pipeline
Real-world USD scene building follows this pattern:
- Prototype with cubes — Layout spatial zones using colored UsdGeom.Cube meshes
- Catalog assets — Measure every candidate USD asset (bbox, shaders, prim count)
- Map blocks to assets — Match placeholder types to appropriately-sized real assets
- Place with offset correction — Reference assets at block positions, correcting for asset bbox center offset
- Validate renders — Vision model + domain expert scoring
- Iterate — Fix overshoot, corridor intrusion, scale mismatches
Why Bbox Offset Correction Matters
Most USD assets are NOT centered at origin. A rack asset might have its bbox center at (46.7, 104.6, 4.5) — if you place it at the target position (112.0, 20.0, 0.0) without correction, it lands 46.7m east and 104.6m north of where you want it.
Formula:
translate_x = target_x - asset_bbox_center_x
translate_y = target_y - asset_bbox_center_y
translate_z = -asset_bbox_min_z (puts asset base on ground plane)
Phase 1: Asset Discovery & Measurement
Script Pattern (Kit Python — No Renderer Needed)
measure_asset(path) — open a USD file, compute bbox, detect UsdPreviewSurface shader, count prims. Returns dict with width/depth/height/center/mpu/prims/dual_shader/shader_tag. catalog_assets(root_dir, extensions) — recursively find and measure all USD assets.
Key Learnings
- Use
Usd.Stage.Open()notSdf.Layer.FindOrOpen()— Sdf fails silently on binary .usd crate files, returns default mpu=1.0 - Always check mpu — Some assets use cm (mpu=0.01), some use meters (mpu=1.0). Scale measurements accordingly.
- Invalid bbox (min > 1e30) means the asset didn't compose — usually missing references or payloads
- Kit Python (
kit/python/bin/python3) is fastest for measurement — no renderer startup needed - For bbox in Kit runtime (SimulationApp), define a temp prim with reference, update a few frames, then compute bbox — more reliable for complex compositions
Phase 2: Shader Compatibility Check
The MDL Problem on Headless arm64
| Shader Type | Headless SimulationApp | Isaac Sim GUI | OVRTX |
|---|---|---|---|
| UsdPreviewSurface only | renders | renders | renders |
| MDL + UsdPreviewSurface (dual) | falls back to Preview | uses MDL | uses MDL |
| MDL only (sourceAsset) | black | renders | renders |
| No materials | grey/invisible | grey | grey |
Rule: For headless rendering pipelines, ONLY use assets with UsdPreviewSurface fallback (dual-shader) or native UsdPreviewSurface.
Xvfb Discovery
Running Isaac Sim under DISPLAY=:99 (Xvfb virtual framebuffer) instead of the locked real display :0 produces non-black renders for some MDL assets. Not fully reliable but worth trying:
# Start Xvfb
Xvfb :99 -screen 0 1920x1080x24 &>/dev/null &
# Run with virtual display
DISPLAY=:99 isaac-sim.sh --exec script.py
Identifying Dual-Shader Assets
Look for these patterns in USD:
info:id = "UsdPreviewSurface"on any Shader prim → headless-safeinfo:mdl:sourceAssetwithout UsdPreviewSurface sibling → MDL-only, headless-unsafe- Lightspeed-processed assets typically = MDL-only
- "Collected" Dematic assets often = dual-shader
Phase 3: Placeholder-to-Asset Mapping
Strategy
- Group placeholder cubes by name prefix (e.g.,
CvL001→CvL,BRk045→BRk) - For each prefix, find the best-fit asset by:
- Similar function (racks→rack assets, conveyors→conveyor assets)
- Compatible size (asset shouldn't massively overshoot the placeholder zone)
- Dual-shader compatibility (headless rendering requirement)
- Document the mapping table before building
Mapping Table Format
| Block Prefix | Count | Placeholder Size | Asset | Asset Size | Shader | Notes |
|---|---|---|---|---|---|---|
| BRk | 352 | 3.5×1.2×5.0m | ASRS_Racks_Center | 2.36×2.82×8.29m | dual | Per-block, no scaling |
| CvL | 190 | 2.0×4.0×1.5m | Conveyor_09 | 0.94×6.72×1.66m | dual | Roller conveyor |
Size Philosophy
Use natural asset sizes, NOT scaled-to-cube. Scaling assets to match cube dimensions destroys visual density and realism. Place at the block's XY position with the asset's natural dimensions.
Exception: If an asset is dramatically larger than its zone (e.g., 83m assembly in a 20m zone), use smaller modular pieces instead.
Phase 4: Placement Script Pattern
SimulationApp Runtime Placement
get_asset_bbox(stage, asset_path, app) — reference asset temporarily to get accurate bbox center. collect_blocks(stage) — group visible Cube prims by name prefix with world positions. place_assets(stage, blocks, asset_map, asset_bboxes, module_name) — place assets at block positions with bbox-center offset correction; hides original cubes.
Hierarchy Convention
/World/
Module1/ # Racks
VNA/
VNA001 # Individual asset reference
VNA002
BRk/
BRk001
Module2/ # Conveyors, sorters
CvL/
CvL001
Sort/
Sort001
Module3/ # Safety, humans
Phase 5: Animation & Articulation
Animation Baking
Use bake_waypoints() from spatial-reasoning skill to animate robots, humans, or objects along paths.
bake_waypoints(xform_op, waypoints, speed_mps, fps, mpu) — keyframe an XformOp along a list of (x,y,z) waypoints. Defined in the spatial-reasoning skill at ../spatial-reasoning/scripts/spatial.py.
Articulation Builder
For robot USD:
build_forklift_articulation(output_path) — create chassis + fixed-joint mast + prismatic lift joint; includes _create_box, _create_fixed_joint, _create_prismatic_joint helpers.
See scripts/articulation_builder.py.
UV Mapping & Materials
For textures:
- Use
sphereUVmapping for global assets - Use
linearfor flat planes (floors, walls) - Always use
UsdPreviewSurfaceas fallback - Never use MDL-only materials for headless
Phase 6: Validation
Color Key for Placeholder Flow
| Color | Value | Represents |
|---|---|---|
| Red | (1.0, 0.2, 0.2) | Failed validation |
| Yellow | (1.0, 1.0, 0.2) | Warning (near overlap) |
| Green | (0.2, 1.0, 0.2) | Valid, ready to replace with asset |
Format Validation Checklist
- All assets have
.usd,.usda, or.usdcextension - All paths use forward slashes
/ - No
..relative paths -
mpu= 1.0 for all assets (script validates scale) - No
./or../syntax in references - Topology: artifacts must not be nested under
Xformif empty
Asset Recommendation (Based on Scan)
First, scan all assets with catalog_assets(), then:
- Filter:
dual_shaderis True - Sort:
prims < 5000 - Assign: Match bbox dimensions within 20% tolerance of placeholder cube
- Reject: All
blockpallet_a*,palletstack_a*— these are not real assets
Hard-Won Lessons
- Never scale assets to match cube dimensions — destroys visual density. Use natural sizes.
- Large assemblies (>20m) rarely fit block clusters — use smaller modular pieces instead.
- Always correct for bbox center offset — most assets aren't origin-centered.
- Lightspeed-processed assets = MDL-only = BLACK on headless arm64. Only use "Collected" dual-shader variants.
- Tote_01, Pallet_Pile, AMR_Table = MDL-only — they'll place but render black. Use Scissor_Lift or Electrical_Panel as functional placeholders.
- Kill ALL kit processes before new Isaac Sim launch — zombie processes cause 90-170s cold starts.
- Clean
/dev/shm/carb-*between restarts to prevent SIGKILL. - SimulationApp headless requires explicit DomeLight + DistantLight — GUI adds viewport lights automatically, headless does NOT.
- Xvfb (DISPLAY=:99) can improve MDL rendering over locked desktop (:0), but not a universal fix.