This works ok:
# Default scene settings. This script default is 1 (IsaacSim), so if you change
# the meters per unit or up axis, you need to alter the coordinates and rotations.
# IsaacSim default is 1, Code is 0.01
stage_unit_setting:
settings.set_stage_meters_per_unit:
meters_per_unit: 1
# IsaacSim default is "Z"", Code is "Y"
stage_up_axis_setting:
settings.set_stage_up_axis:
up_axis: Z
# Enable Path Tracing
path_tracing:
settings.set_render_pathtraced:
samples_per_pixel: 32
path_tracing_clamp:
settings.carb_settings:
setting: /rtx/pathtracing/clampSpp
value: 0
# Load the stage
load_stage:
create.from_usd:
usd: omniverse://localhost/Library/wh1.usd
# Select the objects in the stage
forklift:
get.prim_at_path:
path: /Replicator/Ref_Xform/Ref/forklift
floor:
get.prims:
semantics: [[class, floor]]
racks_and_walls:
get.prims:
semantics: [[class, rack], [class, wall]]
light:
get.prim_at_path:
path: /Environment/defaultLight
camera:
create.camera:
position: [0, 0, 0]
rotation: [0, 0, 0]
# Create output
render_product:
create.render_product:
camera: camera
resolution: [1280, 720]
writer:
writers.get:
name: KittiWriter
init_params:
partly_occluded_threshold: 0.24
fully_visible_threshold: 0.25
semantic_filter_predicate: class:person
output_dir: /workspaces/Surveily.Datasets.Generator.Omniverse/.out/Surveily.Omniverse.Worlds/Warehouse/
writer_attach:
writer.attach:
render_products: render_product
# Load the animations
businessmbb0001476549_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, businessmbb0001476549]]
dir_path: omniverse://localhost/Library/Assets/People/business-m-bb-0001-476549/Motion/
businessmbb0001476549_animations:
get.prims:
semantics: [[animation, businessmbb0001476549]]
# Load the animations
businessmbb0003476551_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, businessmbb0003476551]]
dir_path: omniverse://localhost/Library/Assets/People/business-m-bb-0003-476551/Motion/
businessmbb0003476551_animations:
get.prims:
semantics: [[animation, businessmbb0003476551]]
# Load the animations
casualfbb0001476556_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, casualfbb0001476556]]
dir_path: omniverse://localhost/Library/Assets/People/casual-f-bb-0001-476556/Motion/
casualfbb0001476556_animations:
get.prims:
semantics: [[animation, casualfbb0001476556]]
# Load the animations
casualfbb0002476554_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, casualfbb0002476554]]
dir_path: omniverse://localhost/Library/Assets/People/casual-f-bb-0002-476554/Motion/
casualfbb0002476554_animations:
get.prims:
semantics: [[animation, casualfbb0002476554]]
# Load the animations
casualmbb0002476553_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, casualmbb0002476553]]
dir_path: omniverse://localhost/Library/Assets/People/casual-m-bb-0002-476553/Motion/
casualmbb0002476553_animations:
get.prims:
semantics: [[animation, casualmbb0002476553]]
# Load the animations
uniformf0002_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformf0002]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-f-0002/Motion/
uniformf0002_animations:
get.prims:
semantics: [[animation, uniformf0002]]
# Load the animations
uniformf0003_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformf0003]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-f-0003/Motion/
uniformf0003_animations:
get.prims:
semantics: [[animation, uniformf0003]]
# Load the animations
uniformf0004_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformf0004]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-f-0004/Motion/
uniformf0004_animations:
get.prims:
semantics: [[animation, uniformf0004]]
# Load the animations
uniformf0015_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformf0015]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-f-0015/Motion/
uniformf0015_animations:
get.prims:
semantics: [[animation, uniformf0015]]
# Load the animations
uniformf0016_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformf0016]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-f-0016/Motion/
uniformf0016_animations:
get.prims:
semantics: [[animation, uniformf0016]]
# Load the animations
uniformf0017_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformf0017]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-f-0017/Motion/
uniformf0017_animations:
get.prims:
semantics: [[animation, uniformf0017]]
# Load the animations
uniformm0004_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformm0004]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-m-0004/Motion/
uniformm0004_animations:
get.prims:
semantics: [[animation, uniformm0004]]
# Load the animations
uniformm0005_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformm0005]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-m-0005/Motion/
uniformm0005_animations:
get.prims:
semantics: [[animation, uniformm0005]]
# Load the animations
uniformm0006_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformm0006]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-m-0006/Motion/
uniformm0006_animations:
get.prims:
semantics: [[animation, uniformm0006]]
# Load the animations
uniformm0021_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformm0021]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-m-0021/Motion/
uniformm0021_animations:
get.prims:
semantics: [[animation, uniformm0021]]
# Load the animations
uniformm0022_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformm0022]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-m-0022/Motion/
uniformm0022_animations:
get.prims:
semantics: [[animation, uniformm0022]]
# Load the animations
uniformm0023_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformm0023]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-m-0023/Motion/
uniformm0023_animations:
get.prims:
semantics: [[animation, uniformm0023]]
# Load the animations
uniformm0024_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformm0024]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-m-0024/Motion/
uniformm0024_animations:
get.prims:
semantics: [[animation, uniformm0024]]
# Load the animations
uniformm0025_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformm0025]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-m-0025/Motion/
uniformm0025_animations:
get.prims:
semantics: [[animation, uniformm0025]]
# Load the animations
uniformm0026_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformm0026]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-m-0026/Motion/
uniformm0026_animations:
get.prims:
semantics: [[animation, uniformm0026]]
# Load the animations
uniformm0027_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformm0027]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-m-0027/Motion/
uniformm0027_animations:
get.prims:
semantics: [[animation, uniformm0027]]
# Overwrite Seed
# set_seed:
# core.set_global_seed:
# seed: 123456789
# Set the trigger as on_frame
trigger:
trigger.on_frame:
interval: 2
max_execs: 100
#rt_subframes: 10
# Set sun intensity
with.light:
modify.attribute:
name: intensity
value: 4000
# When the trigger executes, run the following logic
with_trigger:
with.trigger:
# Randomize sun
with.light:
modify.attribute:
name: angle
value:
distribution.uniform:
lower: -20
upper: 0.53
modify.pose:
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 60, 180]
# move the camera around and rotate
with.camera:
modify.pose:
position:
distribution.uniform:
lower: [-23.6, -3, 2.5]
upper: [3.03, 3, 7.5]
rotation:
distribution.uniform:
lower: [0, -30, -120]
upper: [0, -10, -60]
# move the forklift around and rotate
with.forklift:
modify.pose:
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
# randomizer.scatter_2d:
# seed: 100
# surface_prims: floor
# no_coll_prims: racks_and_walls
# check_for_collisions: True
# create and scatter forklifts
fork_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/NVIDIA/Assets/Isaac/2023.1.1/Isaac/Props/Forklift/forklift.usd
size: 20
mode: scene_instance
with.fork_instance:
modify.pose:
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
randomizer.scatter_2d:
seed: 100
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# create and scatter cones
cone_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/NVIDIA/Assets/Isaac/2023.1.1/Isaac/Environments/Simple_Warehouse/Props/S_TrafficCone.usd
size: 50
mode: scene_instance
with.cone_instance:
modify.pose:
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
randomizer.scatter_2d:
seed: 101
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# create and scatter wet floor signs
wet_floor_sign_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/NVIDIA/Assets/Isaac/2023.1.1/Isaac/Environments/Simple_Warehouse/Props/S_WetFloorSign.usd
size: 50
mode: scene_instance
with.wet_floor_sign_instance:
modify.pose:
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
randomizer.scatter_2d:
seed: 103
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# create and scatter cage trolleys
trolley_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/trolley1-fbx.usd
size: 50
use_cache: False
trolley_wall:
get.prims:
semantics: [[class, cagesteel], [class, cagedarksteel]]
trolley_floor:
get.prims:
semantics: [[class, cagefloor]]
with.trolley_wall:
randomizer.materials:
materials:
- /Replicator/Ref_Xform/Ref/Looks/Painted_Metal_Yellow_A
- /Replicator/Ref_Xform/Ref/Looks/Painted_Metal_Yellow_Glossy_A
- /Replicator/Ref_Xform/Ref/Looks/Painted_Metal_Grey_Glossy_A
- /Replicator/Ref_Xform/Ref/Looks/Painted_Metal_Orange_A
- /Replicator/Ref_Xform/Ref/Looks/Painted_Metal_Red_A
# - /Replicator/Ref_Xform/Ref/Looks/Powdercoat_A
# randomizer.color:
# colors:
# - [5, 5, 0]
# - [111, 111, 111]
# - [155, 155, 104]
# - [155, 155, 53]
with.trolley_floor:
randomizer.materials:
materials:
- /Replicator/Ref_Xform/Ref/Looks/Gold_Scratched
- /Replicator/Ref_Xform/Ref/Looks/Aluminum_Scratched
- /Replicator/Ref_Xform/Ref/Looks/Stainless_Steel_Milled
with.trolley_instance:
# modify.semantics:
# semantics: [[class, cagetrolley]]
modify.pose:
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
randomizer.scatter_2d:
seed: 102
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
businessmbb0001476549_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/business-m-bb-0001-476549/Actor/business-m-bb-0001-476549/business-m-bb-0001-476549.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.businessmbb0001476549_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: businessmbb0001476549_animations
randomizer.scatter_2d:
seed: 0
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
businessmbb0003476551_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/business-m-bb-0003-476551/Actor/business-m-bb-0003-476551/business-m-bb-0003-476551.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.businessmbb0003476551_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: businessmbb0003476551_animations
randomizer.scatter_2d:
seed: 1
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
casualfbb0001476556_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/casual-f-bb-0001-476556/Actor/casual-f-bb-0001-476556/casual-f-bb-0001-476556.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.casualfbb0001476556_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: casualfbb0001476556_animations
randomizer.scatter_2d:
seed: 2
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
casualfbb0002476554_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/casual-f-bb-0002-476554/Actor/casual-f-bb-0002-476554/casual-f-bb-0002-476554.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.casualfbb0002476554_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: casualfbb0002476554_animations
randomizer.scatter_2d:
seed: 3
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
casualmbb0002476553_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/casual-m-bb-0002-476553/Actor/casual-m-bb-0002-476553/casual-m-bb-0002-476553.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.casualmbb0002476553_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: casualmbb0002476553_animations
randomizer.scatter_2d:
seed: 4
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformf0002_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-f-0002/Actor/uniform-f-0002/uniform-f-0002.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformf0002_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformf0002_animations
randomizer.scatter_2d:
seed: 5
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformf0003_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-f-0003/Actor/uniform-f-0003/uniform-f-0003.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformf0003_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformf0003_animations
randomizer.scatter_2d:
seed: 6
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformf0004_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-f-0004/Actor/uniform-f-0004/uniform-f-0004.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformf0004_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformf0004_animations
randomizer.scatter_2d:
seed: 7
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformf0015_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-f-0015/Actor/uniform-f-0015/uniform-f-0015.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformf0015_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformf0015_animations
randomizer.scatter_2d:
seed: 8
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformf0016_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-f-0016/Actor/uniform-f-0016/uniform-f-0016.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformf0016_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformf0016_animations
randomizer.scatter_2d:
seed: 9
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformf0017_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-f-0017/Actor/uniform-f-0017/uniform-f-0017.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformf0017_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformf0017_animations
randomizer.scatter_2d:
seed: 10
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformm0004_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-m-0004/Actor/uniform-m-0004/uniform-m-0004.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformm0004_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformm0004_animations
randomizer.scatter_2d:
seed: 11
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformm0005_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-m-0005/Actor/uniform-m-0005/uniform-m-0005.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformm0005_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformm0005_animations
randomizer.scatter_2d:
seed: 12
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformm0006_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-m-0006/Actor/uniform-m-0006/uniform-m-0006.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformm0006_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformm0006_animations
randomizer.scatter_2d:
seed: 13
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformm0021_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-m-0021/Actor/uniform-m-0021/uniform-m-0021.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformm0021_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformm0021_animations
randomizer.scatter_2d:
seed: 14
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformm0022_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-m-0022/Actor/uniform-m-0022/uniform-m-0022.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformm0022_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformm0022_animations
randomizer.scatter_2d:
seed: 15
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformm0023_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-m-0023/Actor/uniform-m-0023/uniform-m-0023.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformm0023_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformm0023_animations
randomizer.scatter_2d:
seed: 16
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformm0024_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-m-0024/Actor/uniform-m-0024/uniform-m-0024.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformm0024_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformm0024_animations
randomizer.scatter_2d:
seed: 17
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformm0025_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-m-0025/Actor/uniform-m-0025/uniform-m-0025.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformm0025_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformm0025_animations
randomizer.scatter_2d:
seed: 18
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformm0026_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-m-0026/Actor/uniform-m-0026/uniform-m-0026.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformm0026_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformm0026_animations
randomizer.scatter_2d:
seed: 19
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformm0027_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-m-0027/Actor/uniform-m-0027/uniform-m-0027.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformm0027_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformm0027_animations
randomizer.scatter_2d:
seed: 20
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Randomize floor
with.floor:
modify.material:
value:
- /Replicator/Ref_Xform/Ref/SM_floor27/Looks/MI_Floor_02b
- /Replicator/Ref_Xform/Ref/Looks/Concrete_Floor_Damage
- /Replicator/Ref_Xform/Ref/Looks/Concrete_Polished
- /Replicator/Ref_Xform/Ref/Looks/Concrete_Precast
This spawns all instances in a single spot:
# Default scene settings. This script default is 1 (IsaacSim), so if you change
# the meters per unit or up axis, you need to alter the coordinates and rotations.
# IsaacSim default is 1, Code is 0.01
stage_unit_setting:
settings.set_stage_meters_per_unit:
meters_per_unit: 1
# IsaacSim default is "Z"", Code is "Y"
stage_up_axis_setting:
settings.set_stage_up_axis:
up_axis: Z
# Enable Path Tracing
path_tracing:
settings.set_render_pathtraced:
samples_per_pixel: 32
path_tracing_clamp:
settings.carb_settings:
setting: /rtx/pathtracing/clampSpp
value: 0
# Load the stage
load_stage:
create.from_usd:
usd: omniverse://localhost/Library/wh1.usd
# Select the objects in the stage
forklift:
get.prim_at_path:
path: /Replicator/Ref_Xform/Ref/forklift
floor:
get.prims:
semantics: [[class, floor]]
racks_and_walls:
get.prims:
semantics: [[class, rack], [class, wall]]
light:
get.prim_at_path:
path: /Environment/defaultLight
camera:
create.camera:
position: [0, 0, 0]
rotation: [0, 0, 0]
# Create output
render_product:
create.render_product:
camera: camera
resolution: [1280, 720]
writer:
writers.get:
name: KittiWriter
init_params:
partly_occluded_threshold: 0.24
fully_visible_threshold: 0.25
semantic_filter_predicate: class:person
output_dir: /workspaces/Surveily.Datasets.Generator.Omniverse/.out/Surveily.Omniverse.Worlds/Warehouse/
writer_attach:
writer.attach:
render_products: render_product
# Load the animations
businessmbb0001476549_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, businessmbb0001476549]]
dir_path: omniverse://localhost/Library/Assets/People/business-m-bb-0001-476549/Motion/
businessmbb0001476549_animations:
get.prims:
semantics: [[animation, businessmbb0001476549]]
# Load the animations
businessmbb0003476551_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, businessmbb0003476551]]
dir_path: omniverse://localhost/Library/Assets/People/business-m-bb-0003-476551/Motion/
businessmbb0003476551_animations:
get.prims:
semantics: [[animation, businessmbb0003476551]]
# Load the animations
casualfbb0001476556_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, casualfbb0001476556]]
dir_path: omniverse://localhost/Library/Assets/People/casual-f-bb-0001-476556/Motion/
casualfbb0001476556_animations:
get.prims:
semantics: [[animation, casualfbb0001476556]]
# Load the animations
casualfbb0002476554_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, casualfbb0002476554]]
dir_path: omniverse://localhost/Library/Assets/People/casual-f-bb-0002-476554/Motion/
casualfbb0002476554_animations:
get.prims:
semantics: [[animation, casualfbb0002476554]]
# Load the animations
casualmbb0002476553_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, casualmbb0002476553]]
dir_path: omniverse://localhost/Library/Assets/People/casual-m-bb-0002-476553/Motion/
casualmbb0002476553_animations:
get.prims:
semantics: [[animation, casualmbb0002476553]]
# Load the animations
uniformf0002_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformf0002]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-f-0002/Motion/
uniformf0002_animations:
get.prims:
semantics: [[animation, uniformf0002]]
# Load the animations
uniformf0003_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformf0003]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-f-0003/Motion/
uniformf0003_animations:
get.prims:
semantics: [[animation, uniformf0003]]
# Load the animations
uniformf0004_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformf0004]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-f-0004/Motion/
uniformf0004_animations:
get.prims:
semantics: [[animation, uniformf0004]]
# Load the animations
uniformf0015_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformf0015]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-f-0015/Motion/
uniformf0015_animations:
get.prims:
semantics: [[animation, uniformf0015]]
# Load the animations
uniformf0016_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformf0016]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-f-0016/Motion/
uniformf0016_animations:
get.prims:
semantics: [[animation, uniformf0016]]
# Load the animations
uniformf0017_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformf0017]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-f-0017/Motion/
uniformf0017_animations:
get.prims:
semantics: [[animation, uniformf0017]]
# Load the animations
uniformm0004_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformm0004]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-m-0004/Motion/
uniformm0004_animations:
get.prims:
semantics: [[animation, uniformm0004]]
# Load the animations
uniformm0005_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformm0005]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-m-0005/Motion/
uniformm0005_animations:
get.prims:
semantics: [[animation, uniformm0005]]
# Load the animations
uniformm0006_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformm0006]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-m-0006/Motion/
uniformm0006_animations:
get.prims:
semantics: [[animation, uniformm0006]]
# Load the animations
uniformm0021_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformm0021]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-m-0021/Motion/
uniformm0021_animations:
get.prims:
semantics: [[animation, uniformm0021]]
# Load the animations
uniformm0022_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformm0022]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-m-0022/Motion/
uniformm0022_animations:
get.prims:
semantics: [[animation, uniformm0022]]
# Load the animations
uniformm0023_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformm0023]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-m-0023/Motion/
uniformm0023_animations:
get.prims:
semantics: [[animation, uniformm0023]]
# Load the animations
uniformm0024_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformm0024]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-m-0024/Motion/
uniformm0024_animations:
get.prims:
semantics: [[animation, uniformm0024]]
# Load the animations
uniformm0025_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformm0025]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-m-0025/Motion/
uniformm0025_animations:
get.prims:
semantics: [[animation, uniformm0025]]
# Load the animations
uniformm0026_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformm0026]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-m-0026/Motion/
uniformm0026_animations:
get.prims:
semantics: [[animation, uniformm0026]]
# Load the animations
uniformm0027_load_animations:
create.from_dir:
recursive: True
semantics: [[animation, uniformm0027]]
dir_path: omniverse://localhost/Library/Assets/People/uniform-m-0027/Motion/
uniformm0027_animations:
get.prims:
semantics: [[animation, uniformm0027]]
# Overwrite Seed
# set_seed:
# core.set_global_seed:
# seed: 123456789
# Set the trigger as on_frame
trigger:
trigger.on_frame:
interval: 2
max_execs: 100
#rt_subframes: 10
# Set sun intensity
with.light:
modify.attribute:
name: intensity
value: 4000
# When the trigger executes, run the following logic
with_trigger:
with.trigger:
# Randomize sun
with.light:
modify.attribute:
name: angle
value:
distribution.uniform:
lower: -20
upper: 0.53
modify.pose:
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 60, 180]
# Randomize floor
with.floor:
modify.material:
value:
- /Replicator/Ref_Xform/Ref/SM_floor27/Looks/MI_Floor_02b
- /Replicator/Ref_Xform/Ref/Looks/Concrete_Floor_Damage
- /Replicator/Ref_Xform/Ref/Looks/Concrete_Polished
- /Replicator/Ref_Xform/Ref/Looks/Concrete_Precast
# move the camera around and rotate
with.camera:
modify.pose:
position:
distribution.uniform:
lower: [-23.6, -3, 2.5]
upper: [3.03, 3, 7.5]
rotation:
distribution.uniform:
lower: [0, -30, -120]
upper: [0, -10, -60]
# move the forklift around and rotate
with.forklift:
modify.pose:
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
# randomizer.scatter_2d:
# seed: 100
# surface_prims: floor
# no_coll_prims: racks_and_walls
# check_for_collisions: True
# create and scatter forklifts
fork_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/NVIDIA/Assets/Isaac/2023.1.1/Isaac/Props/Forklift/forklift.usd
size: 20
mode: scene_instance
with.fork_instance:
modify.pose:
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
randomizer.scatter_2d:
seed: 100
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# create and scatter cones
cone_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/NVIDIA/Assets/Isaac/2023.1.1/Isaac/Environments/Simple_Warehouse/Props/S_TrafficCone.usd
size: 50
mode: scene_instance
with.cone_instance:
modify.pose:
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
randomizer.scatter_2d:
seed: 101
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# create and scatter wet floor signs
wet_floor_sign_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/NVIDIA/Assets/Isaac/2023.1.1/Isaac/Environments/Simple_Warehouse/Props/S_WetFloorSign.usd
size: 50
mode: scene_instance
with.wet_floor_sign_instance:
modify.pose:
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
randomizer.scatter_2d:
seed: 103
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# create and scatter cage trolleys
trolley_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/trolley1-fbx.usd
size: 50
use_cache: False
trolley_wall:
get.prims:
semantics: [[class, cagesteel], [class, cagedarksteel]]
trolley_floor:
get.prims:
semantics: [[class, cagefloor]]
with.trolley_wall:
randomizer.materials:
materials:
- /Replicator/Ref_Xform/Ref/Looks/Painted_Metal_Yellow_A
- /Replicator/Ref_Xform/Ref/Looks/Painted_Metal_Yellow_Glossy_A
- /Replicator/Ref_Xform/Ref/Looks/Painted_Metal_Grey_Glossy_A
- /Replicator/Ref_Xform/Ref/Looks/Painted_Metal_Orange_A
- /Replicator/Ref_Xform/Ref/Looks/Painted_Metal_Red_A
# - /Replicator/Ref_Xform/Ref/Looks/Powdercoat_A
# randomizer.color:
# colors:
# - [5, 5, 0]
# - [111, 111, 111]
# - [155, 155, 104]
# - [155, 155, 53]
with.trolley_floor:
randomizer.materials:
materials:
- /Replicator/Ref_Xform/Ref/Looks/Gold_Scratched
- /Replicator/Ref_Xform/Ref/Looks/Aluminum_Scratched
- /Replicator/Ref_Xform/Ref/Looks/Stainless_Steel_Milled
with.trolley_instance:
# modify.semantics:
# semantics: [[class, cagetrolley]]
modify.pose:
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
randomizer.scatter_2d:
seed: 102
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
businessmbb0001476549_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/business-m-bb-0001-476549/Actor/business-m-bb-0001-476549/business-m-bb-0001-476549.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.businessmbb0001476549_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: businessmbb0001476549_animations
randomizer.scatter_2d:
seed: 0
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
businessmbb0003476551_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/business-m-bb-0003-476551/Actor/business-m-bb-0003-476551/business-m-bb-0003-476551.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.businessmbb0003476551_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: businessmbb0003476551_animations
randomizer.scatter_2d:
seed: 1
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
casualfbb0001476556_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/casual-f-bb-0001-476556/Actor/casual-f-bb-0001-476556/casual-f-bb-0001-476556.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.casualfbb0001476556_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: casualfbb0001476556_animations
randomizer.scatter_2d:
seed: 2
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
casualfbb0002476554_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/casual-f-bb-0002-476554/Actor/casual-f-bb-0002-476554/casual-f-bb-0002-476554.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.casualfbb0002476554_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: casualfbb0002476554_animations
randomizer.scatter_2d:
seed: 3
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
casualmbb0002476553_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/casual-m-bb-0002-476553/Actor/casual-m-bb-0002-476553/casual-m-bb-0002-476553.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.casualmbb0002476553_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: casualmbb0002476553_animations
randomizer.scatter_2d:
seed: 4
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformf0002_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-f-0002/Actor/uniform-f-0002/uniform-f-0002.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformf0002_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformf0002_animations
randomizer.scatter_2d:
seed: 5
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformf0003_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-f-0003/Actor/uniform-f-0003/uniform-f-0003.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformf0003_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformf0003_animations
randomizer.scatter_2d:
seed: 6
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformf0004_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-f-0004/Actor/uniform-f-0004/uniform-f-0004.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformf0004_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformf0004_animations
randomizer.scatter_2d:
seed: 7
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformf0015_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-f-0015/Actor/uniform-f-0015/uniform-f-0015.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformf0015_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformf0015_animations
randomizer.scatter_2d:
seed: 8
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformf0016_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-f-0016/Actor/uniform-f-0016/uniform-f-0016.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformf0016_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformf0016_animations
randomizer.scatter_2d:
seed: 9
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformf0017_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-f-0017/Actor/uniform-f-0017/uniform-f-0017.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformf0017_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformf0017_animations
randomizer.scatter_2d:
seed: 10
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformm0004_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-m-0004/Actor/uniform-m-0004/uniform-m-0004.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformm0004_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformm0004_animations
randomizer.scatter_2d:
seed: 11
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformm0005_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-m-0005/Actor/uniform-m-0005/uniform-m-0005.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformm0005_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformm0005_animations
randomizer.scatter_2d:
seed: 12
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformm0006_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-m-0006/Actor/uniform-m-0006/uniform-m-0006.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformm0006_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformm0006_animations
randomizer.scatter_2d:
seed: 13
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformm0021_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-m-0021/Actor/uniform-m-0021/uniform-m-0021.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformm0021_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformm0021_animations
randomizer.scatter_2d:
seed: 14
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformm0022_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-m-0022/Actor/uniform-m-0022/uniform-m-0022.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformm0022_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformm0022_animations
randomizer.scatter_2d:
seed: 15
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformm0023_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-m-0023/Actor/uniform-m-0023/uniform-m-0023.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformm0023_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformm0023_animations
randomizer.scatter_2d:
seed: 16
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformm0024_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-m-0024/Actor/uniform-m-0024/uniform-m-0024.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformm0024_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformm0024_animations
randomizer.scatter_2d:
seed: 17
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformm0025_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-m-0025/Actor/uniform-m-0025/uniform-m-0025.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformm0025_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformm0025_animations
randomizer.scatter_2d:
seed: 18
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformm0026_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-m-0026/Actor/uniform-m-0026/uniform-m-0026.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformm0026_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformm0026_animations
randomizer.scatter_2d:
seed: 19
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True
# Create and scatter
uniformm0027_instance:
randomizer.instantiate:
paths:
- omniverse://localhost/Library/Assets/People/uniform-m-0027/Actor/uniform-m-0027/uniform-m-0027.usd
size: #15
distribution.uniform:
lower: [1]
upper: [3]
use_cache: False
with.uniformm0027_instance:
modify.pose:
scale: 0.01
rotation:
distribution.uniform:
lower: [0, 0, -180]
upper: [0, 0, 180]
modify.semantics:
semantics: [[class, person]]
modify.animation:
values:
distribution.sequence:
items: uniformm0027_animations
randomizer.scatter_2d:
seed: 20
surface_prims: floor
no_coll_prims: racks_and_walls
check_for_collisions: True