[Question] How do I rescale a primitive upon reset along with it's collision mesh? #4756
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Screencast.from.2026-01-30.15-48-21.mp4 |
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Thank you for posting this and adding the video. Note that you may randomize your obstacle dimensions through the Isaac Lab spawn/config layer ( |
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What I'm trying to achieve is to be able to rescale and recolor objects with every reset because destroying and recreating them is quite slow. I'm already hitting low FPS on my RL task 150 FPS with 96 environments with 2 tiled cameras each, 3072 objects total on a RTX TITAN; destroying and recreating the object would be much slower than rescaling during reset right? |
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Following up, apologies for the late reply. That is a good question I don't have an answer for. I will move this to our Discussions for follow up. |
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Question
Hi, I've been trying to non-uniformly rescale my primitives at runtime using the function below:
I'm able to scale the visual material just fine, but my agent, a MeshCuboid that I control with the keyboard, just passes through the objects. I also see that some objects just float while others sink partially into the ground (see attached images).
All these obstacle objects are part of a
RigidObjectCollectionand I want to rescale them upon every reset.Can someone help me out?
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