How to improve the quality for XRBodyModifier3D bones rotation in VR?

Godot Version

4.6.stable

Question

Hey everyone. I know this can be a tricky problem, and that the XRBodyModifier3D node is still under development, but I think it is amazing already.

I have had some success with implementing basic full-body tracking, but sometimes the bones rotation get all messed up for some reason I have not been able to identify yet. In the screenshot below we can see the best implementation of it I could achieve so far. It works mostly reasonable, but the specially the fingers rotation seem to be skewed to a weird offset. In other skeletons, this messed up even more, to the point that the meshes are turned from the inside-out, it seems.

My guess lays with, mostly, some kind of axis and origins orientation mismatch of the models and the expected transforms, if that’s the case, is there any way to minimize this mismatch? Perhaps a rest pose/rotation template to follow. I am also not sure if the rigging weighs can be causing this, although I have tried many rigs.

Another potential issue is that I am using Godot’s Humanoid Skeleton Profile, which doesn’t contains all of the required bones for OpenXR tracking. Do we have anything in mind to overcome that issue? Perhaps a new XR Skeleton Profile would be great.

This is my setup(I have also messed with the Skeleton’s motion scale):