Hi!
Leaving a note wrt something that was very counter intuitive and took a while resolving for me in case it is helpful to others (couldn’t add it to an existing post since it was closed)
In my quest to get animated characters working within my Isaac sim extension, I finally came across the final hurdle - reparenting my multi-camera rig to a joint of the skeleton (e.g. the Left Eye) would cause me to be unable to access the pose of the rig, although switching to the camera would demonstrate the images being rendered correctly.
I tried all timecode variants of get_world_transform() as suggested in Synthetic data get pose is wrong - #13 by eliabntt94
And casting(?) as an XFormPrim to access the poses would mutate the pose I cared about every time I queried the pose - which is completely not what I expected or intended.
What finally worked for me was using the CameraParams annotator, and initialising the cameras in the setup() method of my extension
I agree with the conclusion in Synthetic data get pose is wrong - #13 by eliabntt94 - calling get_pose() should work for such use cases, and there should definitely be some gotchas called out for XFormPrim calls being able to mutate the state (I think I saw a comment in UsdPrimView? maybe that hinted at it not being thread-safe?)