Commit f18fcaff authored by Ashwin Varghese Kuruttukulam's avatar Ashwin Varghese Kuruttukulam Committed by Kelly Guo

Fixes scipy quaternion ordering for dex retargeting (#319)

Isaac Sim uses an older version of scipy that does not support the
`scalar_first` flag. This fix removes the flag and fixes the quaternion
ordering to match scipy standards.

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parent 870c3f13
[package]
# Note: Semantic Versioning is used: https://semver.org/
version = "0.36.11"
version = "0.36.12"
# Description
title = "Isaac Lab framework for Robot Learning"
......
Changelog
---------
0.36.11 (2025-04-09)
0.36.12 (2025-04-09)
~~~~~~~~~~~~~~~~~~~~
Changed
......@@ -12,7 +12,7 @@ Changed
the cuda device, which results in NCCL errors on distributed setups.
0.36.10 (2025-04-01)
0.36.11 (2025-04-01)
~~~~~~~~~~~~~~~~~~~~
Fixed
......@@ -21,8 +21,8 @@ Fixed
* Added check in RecorderManager to ensure that the success indicator is only set if the termination manager is present.
0.36.9 (2025-03-24)
~~~~~~~~~~~~~~~~~~~
0.36.10 (2025-03-24)
~~~~~~~~~~~~~~~~~~~~
Changed
^^^^^^^
......@@ -31,7 +31,7 @@ Changed
the default settings will be used from the experience files and the double definition is removed.
0.36.8 (2025-03-17)
0.36.9 (2025-03-17)
~~~~~~~~~~~~~~~~~~~
Fixed
......@@ -41,6 +41,15 @@ Fixed
:attr:`effort_limit` is set.
0.36.8 (2025-03-17)
~~~~~~~~~~~~~~~~~~~
Fixed
^^^^^
* Removed ``scalar_first`` from scipy function usage to support older versions of scipy.
0.36.7 (2025-03-14)
~~~~~~~~~~~~~~~~~~~
......
......@@ -151,7 +151,8 @@ class GR1TR2DexRetargeting:
# Convert hand pose to the canonical frame.
joint_position = joint_position - joint_position[0:1, :]
xr_wrist_quat = hand_poses.get("wrist")[3:]
wrist_rot = R.from_quat(xr_wrist_quat, scalar_first=True).as_matrix()
# OpenXR hand uses w,x,y,z order for quaternions but scipy uses x,y,z,w order
wrist_rot = R.from_quat([xr_wrist_quat[1], xr_wrist_quat[2], xr_wrist_quat[3], xr_wrist_quat[0]]).as_matrix()
return joint_position @ wrist_rot @ operator2mano
......
......@@ -304,7 +304,7 @@ class EventCfg:
"y": [0.0, 0.05],
},
"velocity_range": {},
"asset_cfg": SceneEntityCfg("object", body_names=".*"),
"asset_cfg": SceneEntityCfg("object"),
},
)
......
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