跳到正文
cccskills
免费在 GitHub 公开

import-carla-prop

Import FBX 3D models into CARLA as props that can be placed through its Python API. Handles category tags, measured dimensions, asset registration, and spawn checks for individual files or folders of models.

中文简介正在准备中。当前显示英语简介。

原文查看原文说明

Imports FBX meshes into a CARLA source build as spawnable static.prop.* blueprints — pass a directory whose subdirectories name the semantic tags, or a single FBX with its tag, and the props are imported into content, registered, added to the prop factory and verified by spawning. Use when the user asks to "add a prop to CARLA", "import an FBX as a prop", "add street furniture/benches/signs", or needs a custom mesh spawnable from the Python API.

查看安装方法

适用场景

  • Add custom benches and signs to CARLA
  • Import a folder of models grouped by tag
  • Check model dimensions and spawning
  • Prepare a standalone prop package for distribution

包含的文件(7)

  • SKILL.md9.1 KB
  • references/props.md10.2 KB
  • scripts/check_env.sh6.0 KB
  • scripts/editor/import_and_register.py12.8 KB
  • scripts/env.sh3.2 KB
  • scripts/import_prop.py15.8 KB
  • scripts/verify_prop.py7.0 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Import a prop into CARLA

Paths. scripts/… and references/… below are relative to the directory holding this SKILL.md. Your working directory is the user's project, not that directory, so prefix them with its absolute path or the command is not found.

# a directory — each subdirectory names the semantic tag for what is inside
python3 scripts/import_prop.py ~/meshes/props

# a single file — state its tag
python3 scripts/import_prop.py ~/meshes/Windmill.fbx --tag Building

Each mesh is imported into /Game/Carla/Static/<Tag>/<Name>, registered in Content/Carla/Config/Default.Package.json, and added to PropFactory — after which it spawns exactly like a native CARLA prop:

barrier_bp = bp_lib.find('static.prop.policebarrier')
for spawn_loc in spawn_locations:
    world.spawn_actor(barrier_bp, spawn_loc)

Pipeline detail, schema and the P-lessons: references/props.md.

Instructions

Prop Import Progress:
- [ ] Step 1: Check prerequisites — hand off to build-carla-ue4 on a build FAIL
- [ ] Step 2: Import (one command, one editor boot)
- [ ] Step 3: Verify the props spawn on a running server
- [ ] (opt-in) Export as a standalone package

Step 1: Check prerequisites

bash scripts/check_env.sh

What must exist is a runnable editor for this project: UE4_ROOT, the checkout, a built CarlaUE4Editor, and PythonScriptPlugin.

This skill never builds. On a FAIL naming UE4, CarlaUE4Editor or missing content, stop and run [[build-carla-ue4]] against that checkout, then come back.

The check also reports whether Content/Carla is a symlink to a shared content clone — if so, everything below lands in a tree every other checkout sees. --package NAME keeps an import out of it.

Step 2: Import

The directory form takes each prop's tag from the first level below the path you give — the same shape as the destination:

~/meshes/props/
├── Building/Windmill.fbx
├── Static/Bench_Modern.fbx
└── Dynamic/Crate.fbx

Any directory works. An FBX loose in the root, or under a directory that is not a tag, is an error before the editor boots.

size is measured, not asked. EPropSize is defined by physical scale, so the importer reads the mesh's bounding box and reports it:

[import] OK    static.prop.windmill    3.2 x 3.1 x 12.4 m    size=huge (measured)    412 KB

Read the dimensions: a mesh exported at the wrong scale shows up here. --size overrides.

tag cannot be measured and is never defaulted. It sets the semantic segmentation label, and a wrong one is labelled None with nothing raised. When filling it in from a request rather than from directory names:

the object is…tag
bolted-down street furniture — bench, ATM, bus stop, fountain, mailbox, vending machineStatic
portable or knockable — bin, box, bag, cone, chair, cart, barrierDynamic
a structure with mass — kiosk, shed, windmill, towerBuilding
a plantVegetation
a post — street light, sign post, bollardPole
road-surface debrisOther

Say which tag you chose and why in one line, so the user can correct it before anything is written. When the object is ambiguous, ask.

Other flags:

flagwhy
--nameprop name for a single file; defaults to the FBX stem
--package NAMEimport into its own /Game/NAME/ tree — self-contained, exportable, touches no shared content, no factory entry
--no-factoryskip PropFactory; the registry entry alone still makes the prop spawnable
--meshnominate one mesh when a multi-mesh FBX yields several
--verbosestream the editor log instead of capturing it

The importer stats every .uasset at the path it registered and fails if one is missing or too small to hold geometry.

Step 3: Verify they spawn

Start a server ([[run-carla-server]] — the default -nullrhi mode is enough, props need no rendering to spawn):

bash ../run-carla-server/scripts/run_server.sh Town10HD 2000 >/tmp/carla_server.log 2>&1 &
until nc -z 127.0.0.1 2000; do sleep 1; done
python3 scripts/verify_prop.py --name Windmill
pkill -x UE4Editor          # clean stop — never pkill -f (run-carla-server S3)

verify_prop.py filters, finds, spawns and destroys each prop. Blueprint ids are lowercase: static.prop.windmill.

Add --keep to leave the props standing, paired with a windowed server.

This is where the skill stops by default.

Optional: export as a standalone package

Only for --package imports, and only when the request asks to distribute the props — the stock route has nothing separate to export:

python3 scripts/import_prop.py ~/meshes/props --package MyProps
PACKAGES=MyProps bash ../package-carla-ue4/scripts/package.sh
# -> Dist/MyProps_<tag>.tar.gz, installable into a release via ImportAssets.sh

Examples

Example 1: one prop

User says: "add this windmill FBX to CARLA as a prop"

bash scripts/check_env.sh
python3 scripts/import_prop.py ~/models/Windmill.fbx --tag Building
python3 scripts/verify_prop.py --name Windmill

Result: static.prop.windmill spawnable from any carla.Client.

Example 2: a directory of props

User says: "import all the street furniture in this folder"

Arrange it by tag once, then import in a single boot:

python3 scripts/import_prop.py ~/meshes/street_furniture
python3 scripts/verify_prop.py --package Carla     # every prop in the stock set

Example 3: import and distribute (opt-in)

User says: "import these props and give me a package I can drop into a release"

Use --package MyProps, verify with --package MyProps, then PACKAGES=MyProps bash ../package-carla-ue4/scripts/package.sh.

Troubleshooting

Error: CarlaUE4Editor not built / UE4 not built Cause: the checkout is not built; this skill has no build step. Solution: run [[build-carla-ue4]] against that checkout, then re-run the check.

Error: these FBX files sit directly in <dir> with no tag directory Cause: the directory form needs <dir>/<Tag>/mesh.fbx. Solution: move each mesh into a subdirectory named for its semantic tag, or import it on its own with --tag.

Error: the editor produced no result Cause: the editor died before finishing. Solution: re-run with --verbose and read the first error, not the last.

Error: the import produced no StaticMesh Cause: the FBX holds no static mesh geometry — skeletal-only, curves, or an unreadable FBX version. Solution: re-export as a static mesh FBX, with the origin of geometry at the scene origin: that becomes the prop's anchor point.

Error: the import produced N static meshes and none was nominated Cause: a multi-node FBX the importer could not merge, or --no-combine. Solution: pass --mesh <object path> to choose one, or re-export as a single mesh. Name collision hulls UCX_<MeshName> so they are absorbed rather than imported as their own asset (P4).

Error: the editor reported success but no asset on disk at … Cause: the import was rolled back or written elsewhere; the registry entry would point at nothing. Solution: re-run with --verbose; the first FBX error explains it.

Error: static.prop.<name> missing from the blueprint library Cause: the registry entry is missing, or its path points at an asset that does not exist (P1, P4). Solution: check the registry file the importer printed. Note the id is lowercased (P6).

Error: the prop spawns but semantic segmentation labels it None Cause: a tag ATagger::GetLabelByFolderName does not recognise (P2). Solution: re-import under a tag from the table above.

Outputs

  • Content/<Root>/Static/<Tag>/<Name>/<Mesh>.uasset — the imported mesh (<Root> is Carla by default, or your --package name).
  • Content/Carla/Config/Default.Package.json — the registration that makes each prop spawnable as static.prop.<name>; with --package, it is Content/<Name>/Config/<Name>.Package.json, which is also what [[package-carla-ue4]] needs to export the package.
  • Content/Carla/Blueprints/Props/PropFactory.uasset — the factory entry, unless --no-factory or --package.

评价

还没有评价。欢迎分享你的使用感受。

评论

无需登录即可发表。欢迎分享使用感受、提问,或说明在哪些环境下无法运行。

还没有评论。来写第一条吧。

提交后会立即公开。请勿填写邮箱、电话等个人信息。URL 最多 2 个。

0 / 1000 字

此表单受 reCAPTCHA 保护,适用 Google 的隐私权政策和服务条款。

同一仓库的技能

Add a message type to CARLA's native ROS 2 interface. Create its C++ data structure, serialization code for transmission, type identity hash, registration, and tests, with Docker-based hash calculation and build checks.

中文简介正在准备中。当前显示英语简介。

  • Adding a standard ROS 2 message type missing from CARLA
  • Defining a custom carla_msgs message
  • Investigating type-hash warnings
carla-simulator/carla1.5万2026年10月23日 更新

Extend CARLA’s native ROS 2 interface to publish sensor data or receive vehicle commands. Covers topic implementation, registration, data connections, and verification, plus adding middleware, the communication layer used to exchange messages.

中文简介正在准备中。当前显示英语简介。

  • Publish obstacle sensor data to ROS 2
  • Add a topic for vehicle speed commands
  • Integrate another communication middleware
carla-simulator/carla1.5万2026年10月23日 更新

Summarize ScenarioRunner results to see which scenarios passed and which checks failed. Compare runs before and after changes, or analyze recorded driving to produce measurements and plots of vehicle distance and deviation from the lane center.

中文简介正在准备中。当前显示英语简介。

  • Checking scenario pass and fail results
  • Comparing results before and after controller changes
  • Plotting vehicle distances from a recorded run
carla-simulator/carla1.5万2026年10月23日 更新

Checks a local CARLA checkout for missing API documentation, outdated references, broken links, and pages absent from navigation. Produces a grouped Markdown report without building the project or running the simulator.

中文简介正在准备中。当前显示英语简介。

  • Reviewing documentation before a release
  • Finding missing or outdated API references
  • Checking broken links and navigation gaps
carla-simulator/carla1.5万2026年10月23日 更新

Read and display CARLA object bounding boxes, then project them onto a camera image as 2D rectangles. Export an annotated PNG and box coordinates in JSON for object detection annotation work.

中文简介正在准备中。当前显示英语简介。

  • Adding vehicle boxes to a camera image
  • Exporting box coordinates for detection annotations
  • Checking vehicle dimensions
carla-simulator/carla1.5万2026年10月23日 更新

Builds CARLA's ue4-dev branch on Linux, producing the Unreal Engine 4.26 editor, server modules, and an installed Python client package. Fetches required content, optionally compiles native ROS 2 support, and verifies the build against a source-built server.

中文简介正在准备中。当前显示英语简介。

  • Building CARLA ue4-dev from source
  • Compiling CARLA with native ROS 2 support
  • Building the Python client for an existing environment
carla-simulator/carla1.5万2026年10月23日 更新

查看 carla-simulator 的全部技能

报告此技能的问题