Adding colliders to omni.anim.people animated characters

Isaac Sim Version

4.2.0

Operating System

Ubuntu 22.04

GPU Information

  • Model: RTX 4070 Ti
  • Driver Version: 560.35.03

Topic Description

Detailed Description

I have managed to add colliders to the meshes generated by omni.anim.people, however, when the characters move around as part of their animations, the colliders stay in the original spots. (Please refer to the screenshot below)

Is there anyway to make the colliders move around with the characters?

For extra context, I am spawning the characters as part of my Python extension by using the omni.anim.people extension’s functions directly. I have also added colliders by using omni.physx.scripts’ setColliders() function. The colliders are using boundingCube shape approximations.

Thank you!

Screenshots or Videos

Hi, here are the steps to get collider moving with character.

  1. Add rigidbody component to a character joint. Please make sure RigidBodyEnabled is True.
  2. Attach the bounding cube under the above joint, and add collider for the bounding cube.
  3. Save and reopen the scene. The collider should move with the joint now.

@jiajunl

Hi~

I’m a bit unclear about what “bounding cube” refers to. Does it mean I should add a cube mesh with a collider to the character’s body mesh?

Additionally, could you clarify what “character joint” refers to? Does it mean the skeleton of the character?

Thank you in advance for your help!

Hi, the bounding cube is just a cube mesh (Create->Mesh->Cube) and setprimVars:IsVolume to True, this way cube will not be rendered while collider can still use its shape.

1 Like

You can try my method:
Can characters add rigidbody and collisions? - Omniverse / Isaac Sim - NVIDIA Developer Forums