Hi
Well I know my own goals after 2 years. Lets start with a very simple example. Without MakeHuman I would never have started Blender or Unreal Engine.
And I know a few people who need an easy approach first. When one starts Blender, then there is a cube. I deleted that crap from disk in the beginning. Years later I tried again. And it took some time. The game-engine? Same. There is that mannekin in Unreal, I do not want to know how many people download it, try with that sad guy and give up after some time and then delete it. So there should be some "out of the box stuff" available. The more sophisticated the hobby becomes, the more applications I need.
I will not go on with that discussion if s.o. considers the program as self-sufficient or just as a character morphing system (which it mostly is). For a morphing system a simple litsphere shader + albedo/diffuse texture would be enough. Also that orthogonal perspective we had in last version. A few poses to test etc maybe. But it would look like crap.
So a few things had been desperately needed, like perspective. Lets start with this: I tried to copy certain real persons. From photos of course. They mostly looked good in Makehuman first, but when in Blender + perspective they all had big round heads.
I know it always looked totally different, when in target-system. Diffuse textures looked blotchy, wet-map produced funny effects (wet on black + a lamp = white) ... In the end I needed a new texture in the target-system. Blender cycles worked fine, because the ray-tracing concept works totally different. But neither Godot nor Unreal Engine created sth similar. So it was interesting to add a shader similar in makehuman (game engines work with GL-Shaders as well). The target-system can correct shaders with additional elements (like filters) of course. But the more elements, the worse the runtime.
So at least a few more featutes of modern shaders shall help. Before I can export stuff to another system, I need to be sure that I do not have to repeat this a dozen times. So, best one can test it before export. Meanwhile some of my assets had the metal-roughness textures and normal-maps needed for glTF and meanwhile I am also able to see them in MakeHuman as well. Animations I did with one character. Now the hands of another character intersect with body, but it can be corrected and now exported as a walk for the other one. One should be able to save it in MakeHuman via glTF for Blender or a game engine (need to do that still, until now without correction),
Especially this took a few weeks to solve that problem, but of course, math is easy, once I understood the principle. All vertical bones (so parallel to bone axes "y") worked without any correction.
Well the bone axes and the "y" axes are the same direction. The rest-matrix explains the orientation of each bone.
When I rotate the hand a bit, I would call that a "correction matrix". So the result was:
Multiply inverse rest matrix of a bone with correction matrix, then multiply with rest matrix of same bone ... this resulting matrix then is used in all frames of the animation like an offset (or overlay).
Until now I checked exports only in blender. This I will do with game engines as well (only glTF).
Here is a test with a some wetness (using a Metal-roughness map) and a normalmap fpr the face:

- roughness and normalmap
So a few things to do still, mostly corrections of errors. One of the weird things had been the .rgb order of loaded files of metal-roughness textures. b= metal, roughness should be g ... and I found it on "r" ,,, the reflection of the landscape on metal did the same ... green and red had been swapped.
Greeting punkduck