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isaac_linkerbot/urdf/l20/left/linkerhand_l20_left/payloads/materials.usda
T
sunxianghui 0b727785c6 Add LinkerHand Isaac Sim bridge and G20 assets.
Includes G20 PLAN/cmd_u8 bridge, joint mapping, dual-hand sim scripts,
and G20/L20/O6 URDF with USD payloads for Isaac Sim integration.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-27 14:13:00 +08:00

91 lines
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#usda 1.0
(
customLayerData = {
string creator = "URDF USD Converter v0.1.3"
}
doc = """Generated from Composed Stage of root layer /tmp/tmp7daip3z6/linkerhand_l20_left.usdc
Generated from Composed Stage of root layer /tmp/urdf_import_linkerhand_l20_left_dqwe6zav/usdex_linkerhand_l20_left/linkerhand_l20_left.usdc
Generated from Composed Stage of root layer /tmp/urdf_import_linkerhand_l20_left_dqwe6zav/temp_linkerhand_l20_left/linkerhand_l20_left.usd
Generated from Composed Stage of root layer /home/lxqs/mujoco_testwork/linkerhand-urdf/l20/left/linkerhand_l20_left/payloads/base.usd
"""
kilogramsPerUnit = 1
metersPerUnit = 1
upAxis = "Z"
)
def Scope "Materials"
{
def Material "silver"
{
color3f inputs:diffuseColor = (0.21404114, 0.21404114, 0.23302203)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token inputs:wrapMode = "repeat"
token outputs:displacement (
displayGroup = "Outputs"
)
prepend token outputs:displacement.connect = </Materials/silver/PreviewSurface.outputs:displacement>
token outputs:surface (
displayGroup = "Outputs"
)
prepend token outputs:surface.connect = </Materials/silver/PreviewSurface.outputs:surface>
token outputs:volume (
displayGroup = "Outputs"
)
def Shader "PreviewSurface" (
apiSchemas = ["NodeDefAPI"]
)
{
token info:id = "UsdPreviewSurface"
prepend color3f inputs:diffuseColor.connect = </Materials/silver.inputs:diffuseColor>
prepend float inputs:metallic.connect = </Materials/silver.inputs:metallic>
prepend float inputs:opacity.connect = </Materials/silver.inputs:opacity>
prepend float inputs:roughness.connect = </Materials/silver.inputs:roughness>
token outputs:displacement
token outputs:surface
}
}
def Material "BlackAccent"
{
color3f inputs:diffuseColor = (0.01960665, 0.01960665, 0.01960665)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token inputs:wrapMode = "repeat"
token outputs:displacement (
displayGroup = "Outputs"
)
prepend token outputs:displacement.connect = </Materials/BlackAccent/PreviewSurface.outputs:displacement>
token outputs:surface (
displayGroup = "Outputs"
)
prepend token outputs:surface.connect = </Materials/BlackAccent/PreviewSurface.outputs:surface>
token outputs:volume (
displayGroup = "Outputs"
)
def Shader "PreviewSurface" (
apiSchemas = ["NodeDefAPI"]
)
{
token info:id = "UsdPreviewSurface"
prepend color3f inputs:diffuseColor.connect = </Materials/BlackAccent.inputs:diffuseColor>
prepend float inputs:metallic.connect = </Materials/BlackAccent.inputs:metallic>
prepend float inputs:opacity.connect = </Materials/BlackAccent.inputs:opacity>
prepend float inputs:roughness.connect = </Materials/BlackAccent.inputs:roughness>
token outputs:displacement
token outputs:surface
}
}
}