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@ACMLCZH ACMLCZH commented Oct 13, 2025

When URDF loads gltf meshes, it uses "y-up" by default, but it currently loaded as "z-up" now.
franka_1

Resolves #1820

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can you add a unit test? Just for this scene and compare the image pixel?

@duburcqa
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can you add a unit test? Just for this scene and compare the image pixel? Pixel machine may not be the best, because we don't really look at them :/ We about computing the principal axes and check if it matches the one for the collision geometry?

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YilingQiao commented Oct 13, 2025

how about computing the principal axes and check if it matches the one for the collision geometry?

how to define the principal axes? Maybe we can find the longest dimension in an object. I don't have a strong opinion though.

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duburcqa commented Oct 13, 2025

how to define the principal axes?

You ask trimesh to do it for you :)

_components, vectors = trimesh.inertia.principal_axis(tmesh.moment_inertia)

@YilingQiao YilingQiao merged commit 348ac3a into Genesis-Embodied-AI:main Oct 22, 2025
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This change causes allegro_hand_right_glb.urdf to be loaded with flipped axes. I see that there is the parse_glb_with_zup option in gs.morphs.Mesh but no such option seems to be exposed for gs.morphs.URDF

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@YilingQiao YilingQiao Nov 1, 2025

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I see. Is this PR to fix Allegro hand? There are two versions of this hand?
#1820

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@ACMLCZH ACMLCZH Nov 2, 2025

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Add an option for URDF: #1938

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yeah seems that there are different versions floating around. There is no "fixing" the hand, just need to make it clear know what the default convention is and provide an option to load it with different axes.
Thanks @ACMLCZH for the quick PR

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[Bug]: Issues loading Allegro hand URDF model

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