Accepted: Overcoming the Blender T-Pose Limitation with Documentation
Metadata
- Status: Accepted
- Deciders: V-Sekai, fire, Lyuma, Zodiepupper, Cthulhoo
- Tags: V-Sekai, VRM, Godot Engine, T-Pose, A-Pose
Context
The VRM importer and specification in Godot Engine necessitates a T-Pose. However, artists often prefer using an A-Pose as it simplifies body modeling.
Problem
The issue arises when Blender VRM defaults the skeleton without adjusting the pose.
Solution
Here’s a step-by-step guide to overcome this limitation:
- Select all bones and create an animation pose for A-Pose. (Optional)
- Click on the mirror axis butterfly icon and the x-axis.
- Adjust the shoulder by approximately 15 degrees and position the upper arm to form a T-Pose.
- Position the legs straight and at shoulder width apart to match the T-Pose.
- Select all bones again and create an animation pose for T-Pose. (Optional)
Benefits
This solution allows artists to continue using their preferred A-Pose for modeling while still meeting the T-Pose requirement of the VRM importer in Godot Engine.
Drawbacks
The process of manually adjusting the pose from A-Pose to T-Pose can be time-consuming and may require some technical knowledge.
Alternatives Not Pursued
At this time, no other alternatives have been pursued.
Rare Use Cases
This solution is primarily beneficial for artists who prefer using A-Pose for modeling but need to meet the T-Pose requirement of the VRM importer in Godot Engine.
In-House Solution?
Yes, this solution was developed by us.
Additional Resources
- V-Sekai · GitHub - The official GitHub account for the V-Sekai development community, which focuses on social VR functionality for the Godot Engine.
- V-Sekai/v-sekai-game - The GitHub page for the V-Sekai open-source project that brings social VR/VRSNS/metaverse components to the Godot Engine.
This article was assisted by AI.