The collision constraint currently does not lock the skeleton before setting the state and evaluating the validity of the state. It looks like the hand frequently falls off when I run experiments with HERB. Locking the skeleton right before setState() alleviates the issue. I am not sure if we somehow take care of this in our current planning pipeline?
The collision constraint currently does not lock the skeleton before setting the state and evaluating the validity of the state. It looks like the hand frequently falls off when I run experiments with HERB. Locking the skeleton right before
setState()
alleviates the issue. I am not sure if we somehow take care of this in our current planning pipeline?