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Description
Bug Description
Rigid bodies made from meshes all appear grey when written to USD in warp and loaded in Isaacsim.
Reason: USD seems to expect one color per vertex, warp gives one color per mesh.
Solution: Changing this line to
mesh.GetDisplayColorAttr().Set(colors * (len(indices) // 3), self.time)
fixes the issue for me. Probably, similar adaptions for primitives with multiple vertices would also be necessary.
Screenshots show before and after in Isaacsim.
Edit: The hotfix is problematic bc. for large meshes, creating a list with duplicated colors like that will cause high memory consumption.
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