Question
I noticed that InternNav supports both Habitat (using .glb format) and Isaac Sim (using .usd format). In the codebase, these are linked via the same scene_id. It appears that the assets are not converted at runtime but are pre-processed offline.
Questions To better understand the consistency between the two simulation environments, I would like to ask about the offline conversion pipeline:
Conversion Toolchain: Which tools or scripts are used to convert the assets (e.g., from .glb to .usd)? Are these scripts available in this repo, or is the process based on NVIDIA Omniverse's Asset Converter?
Consistency Alignment: How do you ensure that the visual scales, coordinate systems (e.g., Y-up vs. Z-up), and origin points remain identical across Habitat and Isaac Sim?
Physical Properties: Beyond visual meshes, how are the physical properties (collision shapes, mass, friction) synchronized between the two formats to ensure that a policy trained in Habitat behaves predictably in Isaac Sim?
Reason for Inquiry Understanding this process is crucial for users who wish to import their own custom scenes into the InternNav framework while maintaining cross-platform fidelity.
Thank you for your great work on this project!