Add static silver and black visual assets for LimX Oli
#11
by Akihisa-Watanabe - opened
The stock OLI STL visuals are monochrome. This adds a silver/black appearance as static assets for both HU_D04_01.urdf and HU_D04_01_no_hand.urdf.
- Add 34 GLB visual meshes with embedded materials and color textures, shared by the two models. Black regions include the shoes, hands and joint/sensor covers; ankle mechanisms and exposed no-hand wrist flanges stay silver.
- Change only URDF visual mesh references and remove the old gray visual material overrides. Collision meshes remain the original STLs.
- No runtime coloring, Eden source-code changes, docs, scripts or test files are included.
Colors and boundaries are photo-based approximations, not manufacturer textures.
Validation:
- Both URDFs pass structural/mesh-reference validation without findings (31 movable joints each).
- Original and updated XML are identical after removing visual elements: joints, origins outside visuals, limits, collisions, masses and inertias are unchanged.
- Visual origins and triangle topology match the source; GLB vertex positions match within 1e-7 m (float32 export).
- Both models load 32 textured visual meshes through unmodified Eden/Genesis, retaining 37 floating-base DOFs.
- A two-robot scene was built, reset and rendered on one A100 through Eden's Genesis rasterizer. No learning was run.
This replaces the runtime implementation proposed in https://github.com/Kashu7100/Eden/pull/1031.
Eden rendering
The new static-asset comparison is attached to Eden PR #1031 (Eden repository access required). Left: original STL appearance. Right: static colored GLB assets. The image is a PR attachment, not a repository file.
Kashu7100 changed pull request status to merged