projectsim/warehouse-manipulation-and-states
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… See the full description on the dataset page: https://huggingface.co/datasets/projectsim/warehouse-manipulation-and-states.
Warehouse Manipulation & States
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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
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 (the
has_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
Limitations
- Physics lives in the `.usda` and `.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.
