A. Generate an Asset
Open the editor, and try a prompt such as:industrial metal cabinet with two hinged doors and three sliding drawersor attach a reference image alongside your prompt:
mobile lab cart with drawers, caster wheels, and a handleThe agent can use multiple geometry pipelines:
- Auto (default) — lets the agent pick the best approach
- Parametric — editable primitives with modifiers
- Precision CAD — B-Rep solids for mechanical/engineering parts
- Articulated structure — correct joints (revolute, prismatic, spherical, or fixed) with sensible limits
- Collision geometry — for every body, including convex decomposition for complex shapes
- Mass, inertia, friction, and restitution — computed per primitive from material density and geometry
- Material assignments — PBR textures generated to match the asset
- Affordances — doors, drawers, lids, knobs, handles, and wheels, correctly grouped and labeled
- Robotics validation — the asset is ready to drop into a downstream simulator without manual cleanup
- Are the dimensions reasonable?
- Are doors and drawers grouped correctly?
- Do joints rotate or slide in the expected direction?
- Are collision shapes present?
- Are mass, friction, and material settings populated?
B. Use Premade Assets
For common objects, browse the premade catalog (3,000+ physics-ready assets). You can search by name or category, preview in 3D, and place directly into your scene without waiting for generation.C. Run the Physics Preview
Click Play in the editor. The browser preview uses real-time physics, allowing you to inspect joint behavior before exporting to an external simulator. Verify that:- Doors swing around the correct hinge edge
- Drawers slide along the correct axis
- Objects do not fall through the floor
- Collision approximations are reasonable
- Articulated parts remain attached
D. Export
The same scene can be exported to multiple targets — choose whichever simulator you want to test in. From the editor toolbar:- Export → Export USD (Isaac Sim / Omniverse)
- Export → Export MJCF (MuJoCo)
- Export → Export SDF (Gazebo)
- Export → Export USDZ (single-file USDZ archive)
- Export → Export GLB (visual mesh interchange)
You can also optionally embed a robot from the robot library at export time.