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If this parameter is off, all collisions of all pieces of the articulation are ignored. If this parameter is on, parts that are connected at a joint ignore collisions but parts that are more separated will collide. So, the cartpole only has the two parts connected by a single joint so this parameter won't effect anything either way. The shadow hand is a little more involved, I've read that it is based off of the MuJoCo shadow hand asset which has specific collision pairs. I'll take a look at how that's set up and add more detail, but I hope this answer is a good start. have you gone through the Isaac Lab tutorials? |
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It seems like that enabled_self_collisions parameter might behave differently in the Isaac Sim environment and the Isaac Lab environment. I like your dictionary idea for something with a small number of colliders like we see in robotics, but it's important to keep in mind that the same scene authoring tools are used in entirely different disciplines like media and entertainment that might work with very large numbers of colliders. Regardless, I agree with your conclusion that the collider filtering UI could be more clear and easy to set up. One possibility is that somehow the enabled_self_collisions flag you are setting is being overidden at some other point in your environment setup. It might be a good idea to print that flag in your logs to debug it at runtime and see if it has the value you expect. As far as the articulation_enabled goes, that should toggle the physics model betweeen a low-fidelity joint solver and a high-fidelity joint solver where an articulation is the high-fidelity solver. |
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newbie to the sim2real world. In cartpole config, enabled_self_collisions is set to False whereas shadow hand config has set it to True. how does this parameter affects a robot's dynamic behavior?
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