r/IsaacSim

Hey, Anybody intrested in a Remote Robotics Simulation Engineer Job? $180/hr - $200/hr

DM me for more

What You'll Do

  • Design and implement high-fidelity robot models (URDF/MJCF) with accurate kinematics, dynamics, and contact properties
  • Build and maintain simulation environments using MuJoCo, NVIDIA Isaac Sim, and/or Gazebo
  • Develop end-to-end simulation pipelines for robot training, testing, and validation
  • Tune physics parameters — friction, damping, inertia, actuator models — to maximize sim-to-real transfer
  • Integrate simulations with ROS2 for perception, planning, and control workflows
  • Write clean, performant code in Python and/or C++ to support simulation infrastructure
  • Collaborate asynchronously with robotics researchers and engineers on model accuracy and environment design
  • Profile and optimize simulation performance for large-scale or parallelized runs
  • Document simulation configurations, model parameters, and pipeline architecture

Requirements

  • Strong hands-on experience with at least one major robotics simulator: MuJoCo, NVIDIA Isaac Sim, or Gazebo
  • Proficient in Python and/or C++ in a robotics or scientific computing context
  • Solid understanding of rigid-body dynamics, contact mechanics, and control theory
  • Experience creating and validating robot models (URDF, MJCF, or SDF formats)
  • Familiarity with ROS2 and its integration with simulation environments
reddit.com
u/ApplicationRich5216 — 2 days ago

What are the next steps after uploading a URDF for a custom bipedal humanoid robot?

Hey everyone,

I’ve been working on a custom small humanoid/bipedal robot project and I recently got my URDF successfully imported into simulation. The robot is roughly a 2-foot-tall humanoid with multiple DOF in the legs, and my long-term goal is to get it balancing and eventually walking using reinforcement learning / locomotion policies.

Right now I’m trying to understand what the actual pipeline looks like after the URDF stage. I see a lot of people showing robots walking in Isaac Sim / Isaac Lab, MuJoCo, etc., but I’m struggling to understand the practical next steps between:

Importing the URDF

Setting up joints/actuators properly

Adding sensors (IMU, contact sensors, cameras?)

Creating observations/actions

Training a locomotion policy

Transferring sim-to-real onto actual hardware

Some specific questions I have:

What should I focus on immediately after the URDF import?

How important is accurate mass/inertia tuning early on?

Do most people start with standing/balancing before attempting walking?

What controllers are typically used before RL (PID, PD, inverse kinematics, etc.)?

How do you structure observations/actions for bipeds?

What are common mistakes beginners make at this stage?

Any recommended tutorials/repos specifically for humanoid locomotion?

For context, I’m using serial bus servos and building the physical hardware alongside the simulation. I’m trying to learn the full process instead of just copying a demo.

I’d really appreciate any advice, roadmaps, or resources from people who’ve actually gone through this process. Thanks!

reddit.com
u/PlatinumAndr0id — 3 days ago

Hey, Anybody intrested in a Remote Robotics Simulation Engineer Job? Pay: $180/hr - $200/hr

What You'll Do

  • Design and implement high-fidelity robot models (URDF/MJCF) with accurate kinematics, dynamics, and contact properties
  • Build and maintain simulation environments using MuJoCoNVIDIA Isaac Sim, and/or Gazebo
  • Develop end-to-end simulation pipelines for robot training, testing, and validation
  • Tune physics parameters — friction, damping, inertia, actuator models — to maximize sim-to-real transfer
  • Integrate simulations with ROS2 for perception, planning, and control workflows
  • Write clean, performant code in Python and/or C++ to support simulation infrastructure
  • Collaborate asynchronously with robotics researchers and engineers on model accuracy and environment design
  • Profile and optimize simulation performance for large-scale or parallelized runs
  • Document simulation configurations, model parameters, and pipeline architecture
reddit.com
u/ApplicationRich5216 — 4 days ago
▲ 9 r/IsaacSim+1 crossposts

From Fusion 360 to IsaacLab: training a custom robot with reinforcement learning

Hi everyone,

I recently worked on a small project where I designed a custom robot in Fusion 360 and trained it in IsaacLab using reinforcement learning.

USDZ File

CAD File

The robot is a wheeled biped-style platform. After creating the CAD model, I converted it into a simulation-ready asset, set up the joints, and used it for stabilization and jump-recovery tasks in IsaacLab.

What I found most interesting was how much the physical design affects the learning process. Things like joint placement, link length, wheel contact, collision shapes, inertia, and actuator settings all had a noticeable impact on whether the robot could learn stable behavior.

The first task was basic stabilization, where the robot learns to maintain its posture. I also tested a jump-and-stabilize task, where the robot needs to recover after a more dynamic motion.

This made me realize that building a robot for RL is not just about making a nice-looking CAD model. The morphology, physics properties, and simulation setup are all part of the learning problem.

The workflow was roughly:

Fusion 360 → asset preparation → joint setup → IsaacLab training → policy evaluation

I’m planning to extend this robot to more tasks, including wheeled balance control, push recovery, locomotion, turning, navigation, and object interaction.

I wrote a longer post with more details about the design process and what I learned from training it in IsaacLab.

Stabilize Task

Jump & Stabilize Task

reddit.com
u/Ok-Video-2620 — 9 days ago

Meet Rupert: 5-DOF 3D-printed arm with Isaac Sim sim-to-real mirroring, MicroPython firmware, and an MCP server for natural language control

I've been building Rupert, a 5-axis 3D-printed robotic arm, and Isaac Sim ended up being the centerpiece of the project. Sharing it here because the sim-to-real loop is where most of the interesting engineering happened.

The setup

  • 5 DOF arm, fully 3D printed
  • MG90S servos on wrist/gripper, larger servos on base/shoulder
  • Raspberry Pi Pico running MicroPython for low-level servo control
  • USB serial bridge between the Pico and the host running Isaac Sim
  • Per-servo duty cycle calibration table on the firmware side (MG90S units are wildly inconsistent)

Three control modes, same hardware

  1. Direct Python scripting — host sends joint targets straight to the Pico. Useful for repeatable trajectories and calibration sweeps.
  2. Isaac Sim sim-to-real mirroring — the URDF runs in Isaac Sim and the physical arm mirrors joint states in real time. This is the mode I use to validate motions before they touch the hardware.
  3. Natural language via an MCP server — a Claude MCP server exposes the arm's motion primitives as tools, so I can describe a motion in plain English and it gets decomposed into joint commands.

Things that bit me along the way

  • RTX 5060 (Blackwell) was not playing nice with Isaac Sim until I downgraded to NVIDIA driver 591.59.
  • pyserial import errors disappear once you use Isaac Sim's bundled Python interpreter instead of the system one.
  • Movement fluidity is dominated by firmware-side trajectory shaping, not by control loop rate.

Repo (code, URDF, firmware, MCP server, architecture diagram): https://github.com/RaoneGSC/rupert

Happy to go deep on any part of the pipeline — especially the Isaac Sim integration if anyone's setting up something similar. Feedback welcome.

u/Ray-X-One — 8 days ago
▲ 35 r/IsaacSim+2 crossposts

Isaac Sim 5.1.0 on AMD Radeon RX 7800 XT

​

I have been developing a project called the Ghost Environment to prove that

hardware vendor lock in is a software choice rather than a physical limitation.

Today I reached a significant milestone by successfully initializing NVIDIA

Isaac Sim 5.1.0 on an AMD Radeon RX 7800 XT.

Technical Overview: The system operates as a Rust based hypervisor that

intercepts proprietary API calls at the system level. It utilizes JIT compiled

C++ stubs to spoof the NVIDIA Management Library and a specialized ZLUDA fork to

translate CUDA math kernels into AMD compatible instructions in real time.

Current State and Performance: The engine reached the app ready state in 16

seconds with near zero overhead. It is important to note that the viewport is

currently fully black as OptiX and hardware accelerated Ray Tracing support have

not been implemented yet. However the core physics engine and UI are fully

operational and the hardware gate is officially bypassed.

Release Status: This specific build featuring Isaac Sim and Omniverse support is

currently in private beta and has not been released to the public repository

yet. I am finalizing the internal logic to ensure the system is stable before

the official launch.

If you would like to follow the development or be notified when the full release

drops please star or watch the repository on GitHub at

https://github.com/Void-Compute/AMD-Ghost-Enviroment

I am 15 years old and I engineered this because I wanted to break the walls of a

closed ecosystem. If I can do this anyone can. You have the power to achieve great things.

u/ChrisGamer5013 — 12 days ago
▲ 9 r/IsaacSim+1 crossposts

[Project Demo 2] Training a Humanoid agent to shoot a ball in IsaacLab! ⚽🤖

Hey everyone! I wanted to share the second demo from my IsaacLab project series.

For Project Demo 2, I trained a humanoid agent to approach a ball and shoot it toward a goal. Compared to my previous Ackermann-steering soccer agent, this task focuses more on full-body coordination, balance, and contact-rich control.

The main challenge is that the agent has to approach the ball, maintain balance, time the kick properly, and generate contact force in the goal direction without falling too early.

### What’s next?

I’m planning to extend this task to more complex soccer-style behaviors, such as:

  1. dribbling before shooting,
  2. shooting from different angles,
  3. balance recovery after kicking,
  4. staged skills like approach → stabilize → kick.

I’d love to hear any feedback or suggestions, especially on reward shaping for humanoid sports tasks.

Thanks for reading!

https://reddit.com/link/1tc4t6f/video/cadj16njlx0h1/player

reddit.com
u/Ok-Video-2620 — 9 days ago

[Project Demo] Training an Ackermann-steering robot to play soccer in IsaacLab! ⚽🏎️

Hey everyone! Just wanted to share a demo of my latest agent. I've been training an Ackermann robot in IsaacLab to track a ball and kick it into a goal.
Ackermann kinematics make this much trickier than using a simple differential drive, as the turning radius limits how the robot can approach the ball for a shot.
The Setup:
I’m using a 17-dimensional observation space to give the agent a clear "spatial awareness." Here is the breakdown of what the robot sees:

  • Positional Data: rel_robot_ball and rel_ball_goal (all in robot body frame).
  • Heading: I used sin/cos of the heading errors to the ball and the goal to ensure the gradients stay smooth.
  • Velocities: Robot linear/angular velocities + the ball's velocity in the body frame.
  • History: Including the _prev_action to encourage smoother control and prevent jitter.

What’s next for Real-world Deployment?
The goal is to get this running on a 1/10th scale RC car. To get there, I’m working on:

  1. System ID: Better matching the steering lag of real servos.
  2. Noise Injection: Adding sensor noise to the observations during training.
  3. Visual RL: Moving away from ground truth data to using a camera-based input (likely via a Kalman Filter or a small CNN).

Would love to hear your thoughts on Reward Shaping for sports-based tasks or any tips for Sim-to-Real with Ackermann steering!

https://reddit.com/link/1t99lf0/video/sf3bww4ftb0h1/player

reddit.com
u/Ok-Video-2620 — 12 days ago