Datasets:
Warehouse Manipulation & States
Try it before you download. Every item in this dataset is live in projectsim Lab: drag the box flaps, roll the cage casters, then copy the API call that generates a set like it. Jump straight to a class: Boxes · Cages · Pallet Boxes.
Procedurally generated, sim-ready 3D warehouse assets - cardboard boxes,
pallet-and-box stacks, and wire logistics cages - shipped as OpenUSD (.usda)
and MuJoCo XML (.xml, MJCF) with per-zone PBR maps, plus a static glTF
(.glb) for tooling that doesn't read either. Every variant carries real
per-link mass, inertia, colliders, and, where present, articulation with joint
limits and friction latches.
Motivation
Warehouse robotics work - pick-and-place of boxes, container manipulation, roll-cage navigation - needs assets that (a) look like the real thing, (b) sim-correctly in Isaac Sim / MuJoCo, and (c) come in enough parametric variation that a policy sees the distribution of shapes and materials, not one shape re-textured. Public warehouse assets are either scanned singletons (no variation, no reliable physics) or category-generic props (no articulation, guessed masses). This dataset is our procedural pipeline's output: every variant has a spec that produces watertight geometry, sim-authored physics, and PBR textures.
What's included
| Class | Count | Articulation | Materials |
|---|---|---|---|
cardboard_box |
75 | 4 top flaps, each on a revolute joint with a 0.01 N·m light hold | body + four flap zones |
pallet_boxes |
75 | static (pallet + stacked boxes prop) | pallet, boxes, tape, plus a printed shipping-label zone |
logistics_cage |
75 | 4 swivel casters + 4 wheel axles (8 revolute joints) per variant | painted-metal deck (industrial finish palette), brushed-steel wire, black-rubber casters |
Total: 225 variants across 3 classes, ~12 GB.
Per-variant contents
assets/<class>/<vid>/
├── <vid>.usda OpenUSD, textures referenced as ./textures/*.png
├── <vid>.glb glTF binary, embedded textures, static pose
├── textures/*.png PBR maps (base_color, normal, roughness, metallic; +labels on pallet_boxes)
└── mjcf/
├── <vid>.xml MJCF, drop-in for MuJoCo `simulate` (`simulate <vid>.xml`)
├── visuals/*.obj per-zone visual meshes, textured
├── visuals/textures/ PBR maps referenced by the MJCF
└── collision/*.obj per-component convex hulls (or primitives, per authored collision type)
The MJCF mirrors the USD authoring: primitives (box, sphere) where the rig
authored them, per-component convex hulls elsewhere; intra-asset self-collision
excluded so flaps and moving parts return to their home pose; visual geoms in
group 2 (shown by default), collision geoms in group 3 (press 3 in simulate
to reveal).
Parametric variation covered
Every class is authored from a spec.json sampled deterministically from a
(count, seed) pair; anchor rows are the class's presets and dimension extremes.
cardboard_box- 3 mm single-wall corrugated RSC, always articulated (thehas_top_tapeparam is pinned tofalseat generation). Body: 250–500 mm × 156–364 mm × 200–350 mm, bevel-edged panels, optional stadium hand-hole cutouts.pallet_boxes- wooden EUR pallet loaded with 3–10 stacked cardboard boxes; pallet 1200 × 800 mm ±10 %, per-box dims sampled independently, tape strips on selected boxes, printed shipping-label region on one visible face.logistics_cage- 4-sided wire cage with swivel casters; two presets are gated (nestable-frame, drop-gate). Base dims 720–1500 × 900–1700 × 700–1000 mm. All 75 variants roll (base_styleis pinned toswivel_casters- the sampler cannot draw the "welded rigid" alternative).
The exact per-variant parameter values are not shipped in v1.
Generate your own
This dataset is sample output from the projectsim pipeline. For sim-ready assets of your objects, use the projectsim API:
- Standard asset - one image in, a sim-ready asset out
- Measured asset - mm-accurate, from a ChArUco-board capture
- Variation sets - procedural or high-fidelity families from a single object
Self-serve: get an API token and order your first set in minutes. Need 1,000–10,000 assets of a category? Request a larger dataset →
Intended use
- Training and evaluating manipulation policies (grasp, place, stack, open flap)
- Perception (segmentation, category ID, pose estimation) from synthetic renders
- Domain-randomization sources for warehouse pipelines
- Sim-based experimentation before scanning real assets
- Prototyping in Isaac Sim / MuJoCo / any USD-aware DCC
Tested simulators
Verified end-to-end:
- NVIDIA Isaac Sim 6.0.1 - loads
<vid>.usdaheadless and GUI. Doors/flaps open under applied effort, casters roll, taped boxes stay one rigid body, latches hold under gravity. - MuJoCo 3.11.0 - loads
mjcf/<vid>.xmldirectly (simulate mjcf/<vid>.xml). Joint dynamics, mass/inertia, and per-component collision hulls all match the authored rig. - Blender 5.0 - USD and glTF import both work.
Physical properties - authored vs estimated
| Property | How | Notes |
|---|---|---|
| Volume, COM, inertia | Computed from watertight mesh | Falls back to the convex hull for open-shell parts (cage frame) |
| Mass | Volume × density | Density per zone, classified by a material-analysis VLM. The VLM inspects the object's renders together with the zone names in context — e.g. reading pallet slats as pine, box walls as kraft cardboard, cage wire as galvanised steel, casters as rubber — and looks each zone's density up in a shared material table (wood ~600, kraft ~180, steel ~7850, rubber ~1200 kg/m³). Per-link mass = mesh volume × classified density. |
| Collision shape | Auto-classified per link | Author-time collision types per link, taken directly from the rig: • primitives ( box, sphere) where the rig is geometric — wheels, casters, simple frames• convexHull for sealed volumes with a single graspable shape (cardboard flaps, cage forks)• convexDecomposition with PhysX shrink-wrap for multi-part rigid props whose interior matters (pallet_boxes: pallet blocks + individual boxes each become their own hull at load)• sdf (sdfResolution 256) for thin, non-convex shells where a decomposition would seal openings (logistics_cage frame, cardboard_box body)MJCF ships the same intent: primitives verbatim, per-connected-component convex hulls where the USD uses convexHull / convexDecomposition, and a single mesh geom for sdf shells (MuJoCo auto-hulls it). |
| Joint limits | Authored in the rig | Explicit degrees / meters per joint |
| Joint friction / latches | Authored | Cardboard flaps: 0.01 N·m soft latch (opens by hand, doesn't self-open). No other latches in v1 |
| Textures | 4K PBR maps (cardboard_box, pallet_boxes); procedural PBR from an industrial finish palette (logistics_cage) |
Zone-mapped so a downstream engine can rebind materials per zone |
max_mass_kg |
Cavity volume × water density | Meta-only hint for pick-and-place - not the physics mass |
Limitations
- Physics lives in the
.usdaand.xml, not the.glb. glTF has no physics equivalent - the.glbis a visual copy (static pose, single mesh per link, no joints, no colliders). Use it for previews, tooling that reads neither USD nor MJCF, Blender/Unity/three.js/model-viewer; use.usdafor Isaac Sim,mjcf/<vid>.xmlfor MuJoCo.
License
Files: CC BY 4.0 - free to use, share, and adapt for any purpose, including commercial use; attribution required.
Citation
@dataset{kaedim_warehouse_manipulation_and_states_2026,
author = {{Kaedim} and {projectsim}},
title = {Warehouse Manipulation \& States},
year = {2026},
publisher = {Hugging Face},
version = {1.0},
url = {https://huggingface.co/datasets/projectsim/warehouse-manipulation-and-states}
}
Maintenance
New classes and variants are added as separate top-level assets/<class>/
folders; the on-disk <vid> prefix is stable across future commits - a
v03_pallet_boxes_6c1b6d today will be the same asset next release. Regressions
are republished as an additive commit; assets are only ever removed with a
version bump.
Issues / questions: open a Discussion on this dataset repo, or email
team@projectsim.ai.
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