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Thank you for posting this. If the goal is “spawn multiple animated people for SDG in Isaac Sim 5.1”, the supported way is:
Implication: |
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Closing for now. Please re-open / open a new ticket if you still need any support. |
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Hi using isaacsim 5.1 i want to create a SDG script that spawns multiple characters from the issacsim people assets
(https://omniverse-content-production.s3-us-west-2.amazonaws.com/Assets/Isaac/5.1/Isaac/People/) and adding some animations
(https://omniverse-content-production.s3-us-west-2.amazonaws.com/Assets/Isaac/5.1/Isaac/People/Animations)
This has not worked, and im not able to get the animations to work when manually placing the models and animations.
CLASS PeopleGenerator
FUNCTION CreatePool(count):
FOR i in 0 to count:
1. CREATE Xform prim at path "/World/PeoplePool/Person_{i}"
2. ADD REFERENCE to random Character USD (from list)
3. UPDATE Simulation (Force USD stage to load hierarchy)
4. DEFINE Animation Prim at "{person_path}/Animation"
5. ADD REFERENCE to Animation Clip USD (e.g., walk_loop.skelanim)
6. SEARCH recursively under Person Prim:
- Traverse all children
- IF child type is UsdSkel.Skeleton:
STORE as skeleton_prim
BREAK
7. BIND Animation:
IF skeleton_prim found:
- Apply UsdSkelBindingAPI to skeleton_prim
- Set AnimationSource to Animation Prim
ELSE:
- Log Error: Skeleton not found
8. APPLY Semantics ("person")
RETURN list of created person prims
i could play animations that were attached to biped_setup.usd but none of the other characters
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