Using Animation Graph to load animation clip to skeleton pose. This makes it move in a weird way. The zebra still moves in-place but Rhino rotates and translates around z/y like is a helical path but slowly.
Adding articulation root and physics joint+ drivers along with rigid bodies. Since its a single mesh creating rigid bodies makes it imobile and adding joints within same body leads to error. And without rigid bodies the joints throw error. Its like paradox here.
Adding Root Motion in blender and exporting to .usdc, I import the glb models in blender and tried to export it with added root motion but results still the same, moving-inplace.
Adding physics contact sensor to lowest joint and using articulation root so that the friction would make it move. Still didn’t work.
I am not sure I did everything exactly correctly I new to both isaac sim and blender or the whole animation thingy.
I want to create an environment where the animals are moving and they can be captured with some sensors like camera.
I understand Isaac or omniverse doesn’t support skeleton animation in any way. but if there is a way I can control these skeleton through scripting that would be amazing. For starters I was thing to using blend in animation graph for mixing animation but if I can maybe put some algorithm for animal behaviors that would be gold.
Steps to Reproduce
Open Isaac sim 4.2 (skeleton and skinned mesh is imported) or USD composer ( gives omni joints and other details) and go to import option.
Open the downloaded assets from sketchfab and select world as meter unit or scale it as needed.
It sounds to me like you have the characters walk cycle stored as an animation clip that we support, but the actual forward motion of the character is a separate curve based animation, that does not translate to Kit / Isaac Sim. This means the characters walk cycle makes it in, but not the forward motion.
The easiest way to solve this is to hard bake out all the animation data into keyframes. That way there is no problem. I would open your characters in Blender, or whatever you use, and “collapse” the mesh and animation to hard keyframes first. You are always best to bake out animation before exporting and importing from package to package.
Here is a video of the rhino walking. I just imported it as the USDZ file and yes, there is no forward movement. So I just selected the skeleton asset directly and added a forward movement with two simple linear keyframes, 800 units apart. No Blender required.
is there a way I can keep it walking ? Like when pressed play the animation starts it walks and then its position resets and walks again. Very similar to looping a clip.
I want it to keep moving, any way that can be achieve.
I saw it creates a Push Graph for the animation added by translating, How do I combine this whole walking animation with other animation to blend.
The end goal is to simulate some of animal behavior. Like it walks for a while then Idles and then walks again or may starts running. I know this can be done using blend in animation graph but how to put it together with walking translation ?
Importing usdz loads only walking animation but importing glb provided walking and idle as well as running.
Well this is getting a lot more advanced. You really need an animation background for this. Why are you simulating animals in Isaac Sim? If the GLB file format provides better animation, go with that then. The walk cycle is infinite, so if you want it to “keep walking” it will just walk right out of camera, no? I mean you can make it walk as long and as far as you want. Just add more frames and more distance.
At the end my aim is to use drone to track these animals. Thats why I am using isaac since I can do drone simulation with it. Thats Why I am using Isaac, and it won’t be an issue if animals walks out of camera since the drone camera would be tracking it and sending data.