Oh yes I did this a couple of years back.
I found a skeleton medical scan and did retopology work on it.
it has all the human bones on it properly separated it just needs a rig to move but it might be a bit hard to make it all move without looking super weird on the torso but I could push this into the body to use but it would mean some extra bones to twist arms and such.
if you guys like the references I will go on with it. the other parts of the body are less annoying to deal with and I still have no idea I like for those maybe later I will find something cool for that.
It is definitely possible in godot, I worked with it. But for just posing in external program I think then you could just use blender and load a pre rigged model. You can pose and build entire scenes too. That’s basically what I do.
This is the Loomis head or the closest I was able to do for it. This is the most easy one to make so first.
This is composed by primitive shapes so I just made it with booleans so it is adjustable still if the proportions are wrong. The others will not have this review option and will have to be corrected destructively.
Thanks for working on this! I came off too dismissive earlier, I was simply thinking this feature would be a lot of work to implement in Krita. I do use mannequins myself, and I can definitely see a use for a good, libre model.
Manga Head.
These for me are the hardest ones to get right not properly to do. Manga is highly warped geometry and stylized so it tends to not hold up panning it around.
As far as making the mesh it is on hold. I have some RL projects I am trying to tackle and I did the tela plugin while I have been trying to find a good design for the character so the rig is easy to set up and does not look bad like it does with others. I was trying to avoid doing squishy parts because that will bring uneeded issues.