Hand / head action space - linear/angular velocity should be w.r.t the body frame
Allowed per-timestep offset 1) is too high for RL agent (maybe that's okay, we need to accommodate fast-moving human), 2) should depend on action frequency (the offset should be smaller if action frequency is higher)
Currently the effect of twist is only approximated by p.getQuaternionFromEuler(delta_orn) and local_pos += delta_pos. The way to compute the exact value can be found in my HW1 of CS336.
p.getQuaternionFromEuler(delta_orn)
andlocal_pos += delta_pos
. The way to compute the exact value can be found in my HW1 of CS336.