Using SkeletonRestPoses as start/restpose sets all parts not specified in that pose to identity rotation. With this patch this behavior can be disabled, i.e. in agentspec:
In multi-agent setups, this allows us to set different starting poses per agent when initializating the SkeletonEmbodiment, and not have them overridden when setting the restpose.
Using SkeletonRestPoses as start/restpose sets all parts not specified in that pose to identity rotation. With this patch this behavior can be disabled, i.e. in agentspec:
In multi-agent setups, this allows us to set different starting poses per agent when initializating the SkeletonEmbodiment, and not have them overridden when setting the restpose.