11.. _migrating-from-isaacgymenvs-comparing-simulation :
22
3- Comparing Simulations Between Isaac Gym and Isaac Lab
4- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3+ .. rubric :: Comparing Simulations Between Isaac Gym and Isaac Lab
54
65
76When migrating simulations from Isaac Gym to Isaac Lab, it is sometimes helpful to compare
@@ -18,8 +17,7 @@ engine for both Isaac Gym and Isaac Lab, albeit with different versions.
1817 the Isaac Sim OmniPVD recording workflow described on this page.
1918
2019
21- Recording to PXD2 in Isaac Gym Preview Release
22- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
20+ **Recording to PXD2 in Isaac Gym Preview Release **
2321
2422Simulation traces in Isaac Gym can be recorded using the built-in PhysX Visual Debugger (PVD)
2523file output feature. Set the operating system environment variable ``GYM_PVD_FILE `` to the
@@ -36,8 +34,7 @@ For detailed instructions, refer to the tuning documentation included with Isaac
3634 This file reference is provided because Isaac Gym does not have its documentation available online.
3735
3836
39- Recording to OVD in Isaac Lab
40- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
37+ **Recording to OVD in Isaac Lab **
4138
4239To record an OVD simulation trace file in Isaac Lab, you must set the appropriate Isaac Sim Kit
4340arguments. It is important that the ``omniPvdOvdRecordingDirectory `` variable is set **before **
@@ -56,8 +53,7 @@ Do not edit Isaac Sim's installed ``SimulationApp`` sources to set these values.
5653``--kit_args `` so the command remains reproducible across Isaac Sim installations.
5754
5855
59- Inspecting PXD2 and OVD Files
60- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
56+ **Inspecting PXD2 and OVD Files **
6157
6258By opening the PXD2 file in a PVD viewer and the OVD file in OmniPVD (a Kit extension), you can
6359manually compare the two simulation runs and their respective parameters.
@@ -93,22 +89,19 @@ extension loaded to inspect OVD files.
9389.. image :: ../_static/migration/ovd_pvd_comparison.jpg
9490
9591
96- Parameters to Verify During Simulation Comparison
97- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
92+ **Parameters to Verify During Simulation Comparison **
9893
9994For PhysX articulations, each attribute is useful to inspect because it reveals how the link or shape
10095will actually behave in contact, under drives, and at constraints. Below, each attribute is expanded
10196with why it matters for debugging and tuning simulations.
10297
10398
104- PxArticulationLink
105- """"""""""""""""""
99+ **PxArticulationLink **
106100
107101Each link behaves like a rigid body with mass properties, damping, velocity limits, and contact-resolution
108102limits. Inspecting these helps explain stability issues, jitter, and odd responses to forces.
109103
110- Mass Properties
111- ```````````````
104+ **Mass Properties **
112105
113106**Mass **
114107 Determines how strongly the link accelerates under forces and how it shares impulses in collisions
@@ -130,8 +123,7 @@ Mass Properties
130123 *When to inspect: * Links are too easy or too hard to spin relative to their mass, which affects joint
131124 drive tuning and impact responses.
132125
133- Damping Properties
134- ``````````````````
126+ **Damping Properties **
135127
136128**Linear Damping **
137129 Models velocity-proportional drag on translation; higher values make links lose linear speed faster.
@@ -145,8 +137,7 @@ Damping Properties
145137 *When to inspect: * Links keep spinning after impacts or motor drives (too low), or joints feel "sticky"
146138 and fail to swing freely under gravity (too high).
147139
148- Velocity Properties
149- ```````````````````
140+ **Velocity Properties **
150141
151142**Linear Velocity **
152143 Instantaneous world-space translational velocity of the link.
@@ -173,8 +164,7 @@ Velocity Properties
173164 *When to inspect: * Links spin unrealistically fast after collisions or drives (value too large), or
174165 rotation looks unnaturally limited, especially for wheels or rotors that should rotate quickly (value too small).
175166
176- Contact Resolution Properties
177- `````````````````````````````
167+ **Contact Resolution Properties **
178168
179169**Max Depenetration Velocity **
180170 Limits how much corrective velocity the solver may add in one step to resolve penetrations at contacts.
@@ -190,8 +180,7 @@ Contact Resolution Properties
190180 too rigid (sharp impulses causing ringing or bouncing), or when tuning "soft collisions" like rubber or
191181 skin-like surfaces.
192182
193- State and Behavior Flags
194- ````````````````````````
183+ **State and Behavior Flags **
195184
196185**Kinematic vs Dynamic flag / Disable gravity **
197186 Indicates whether a link is driven kinematically or fully simulated, and whether gravity affects it.
@@ -206,14 +195,12 @@ State and Behavior Flags
206195 and causing low-amplitude jitter).
207196
208197
209- PxArticulationJoint
210- """""""""""""""""""
198+ **PxArticulationJoint **
211199
212200The inbound joint defines relative motion between a link and its parent. Inspecting motion and related
213201parameters explains limits, constraints, and how drives shape articulation pose and stability.
214202
215- Joint Configuration
216- ```````````````````
203+ **Joint Configuration **
217204
218205**Motion **
219206 Per-axis setting (locked, limited, free) that defines which degrees of freedom the joint allows and
@@ -234,8 +221,7 @@ Joint Configuration
234221 *When to inspect: * Joints hyper-extend, clip through geometry, or suddenly snap at boundaries; mis-set
235222 limits cause popping and instability.
236223
237- Drive Properties
238- ````````````````
224+ **Drive Properties **
239225
240226**Drive target position (orientation) and target velocity **
241227 Desired relative pose and relative velocity that drives the articulation, often using spring-damper models.
@@ -255,14 +241,12 @@ Drive Properties
255241 *When to inspect: * Passive joints keep swinging too long, or appear stuck even without drives.
256242
257243
258- PxShape
259- """""""
244+ **PxShape **
260245
261246Shapes attached to links determine collision representation and contact behavior. Even if they are internal
262247in OmniPhysics, their properties have a strong impact on stability, contact timing, and visual alignment.
263248
264- Collision Offsets
265- `````````````````
249+ **Collision Offsets **
266250
267251**Rest Offset **
268252 Distance at which two shapes come to rest; sum of their rest offsets defines the separation where they "settle".
@@ -279,8 +263,7 @@ Collision Offsets
279263 contact count) or "too late" (tunneling or jitter). The difference between contact and rest offsets is
280264 crucial for predictive, stable contacts.
281265
282- Geometry and Materials
283- ``````````````````````
266+ **Geometry and Materials **
284267
285268**Geometry type and dimensions **
286269 Box, sphere, capsule, convex, mesh, and the associated size parameters.
@@ -294,8 +277,7 @@ Geometry and Materials
294277 *When to inspect: * An articulation foot skids too easily, sticks to the ground, or bounces unexpectedly.
295278 Wrong materials can make mechanisms unstable or unresponsive.
296279
297- Shape Flags
298- ```````````
280+ **Shape Flags **
299281
300282**Flag for simulation / query / trigger **
301283 Whether the shape participates in simulation contacts, raycasts only, or trigger events.
@@ -310,16 +292,14 @@ Shape Flags
310292 reduces performance.
311293
312294
313- PxRigidDynamic
314- """"""""""""""
295+ **PxRigidDynamic **
315296
316297``PxRigidDynamic `` is the core simulated rigid body type in PhysX, so inspecting its attributes is crucial
317298for understanding individual object behavior, stability, and performance in the scene. Many attributes
318299mirror ``PxArticulationLink ``, but a rigid dynamic is not constrained by articulation joints and can also
319300be used in kinematic mode.
320301
321- Mass and Mass-Related Properties
322- ````````````````````````````````
302+ **Mass and Mass-Related Properties **
323303
324304**Mass **
325305 Controls translational response to forces and impulses; for the same impulse, lower mass gives higher
@@ -341,8 +321,7 @@ Mass and Mass-Related Properties
341321 small hits), or when anisotropic behavior is needed (e.g., wheels that spin easily around one axis but
342322 resist others).
343323
344- Damping and Velocity Limits
345- ```````````````````````````
324+ **Damping and Velocity Limits **
346325
347326**Linear Damping **
348327 Adds velocity-proportional drag on translation.
@@ -380,8 +359,7 @@ Damping and Velocity Limits
380359 *When to inspect: * Thin or small bodies spin so fast they destabilize the scene (value too high), or
381360 spinning elements such as wheels, propellers, or debris appear artificially capped (value too low).
382361
383- Contact Resolution and Impulses
384- ```````````````````````````````
362+ **Contact Resolution and Impulses **
385363
386364**Max Depenetration Velocity **
387365 Limits the corrective velocity the solver may introduce in one step to resolve interpenetrations.
@@ -396,8 +374,7 @@ Contact Resolution and Impulses
396374 *When to inspect: * Create softer contacts (lower limit) or very rigid, almost unyielding bodies (high or
397375 default limit); objects sink into each other or bounce unrealistically.
398376
399- Sleep and Activation Behavior
400- ```````````````````````````````
377+ **Sleep and Activation Behavior **
401378
402379**Sleep Threshold **
403380 Mass-normalized kinetic energy below which a body becomes a candidate for sleeping.
@@ -411,8 +388,7 @@ Sleep and Activation Behavior
411388 *When to inspect: * Bodies refuse to wake up on interactions or wake too easily. Bad sleep behavior can
412389 make scenes feel "dead" or too noisy.
413390
414- Kinematic Mode and Locking
415- ``````````````````````````
391+ **Kinematic Mode and Locking **
416392
417393**Kinematic Flag (PxRigidBodyFlag::eKINEMATIC) **
418394 When set, the body is moved by ``setKinematicTarget `` and ignores forces and gravity, while still
@@ -435,8 +411,7 @@ Kinematic Mode and Locking
435411 *When to inspect: * Objects float in mid-air or drop unexpectedly. A common source of confusion in
436412 mixed setups with some gravity-less bodies.
437413
438- Forces and Solver Overrides
439- ```````````````````````````
414+ **Forces and Solver Overrides **
440415
441416**Applied force and torque (accumulated per step) **
442417 Net forces/torques that will be integrated into velocity.
@@ -451,8 +426,7 @@ Forces and Solver Overrides
451426 stability or more accurate stacking. Low iterations can cause jitter and penetration; too high wastes
452427 performance.
453428
454- Shape-Related Aspects
455- `````````````````````
429+ **Shape-Related Aspects **
456430
457431While not properties of ``PxRigidDynamic `` itself, the shapes attached to it heavily influence behavior.
458432
@@ -469,8 +443,7 @@ While not properties of ``PxRigidDynamic`` itself, the shapes attached to it hea
469443 is material configuration rather than mass or damping.
470444
471445
472- Summary: What to Inspect and Why
473- """"""""""""""""""""""""""""""""
446+ **Summary: What to Inspect and Why **
474447
475448The table below summarizes the key inspection areas for each PhysX component:
476449
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