RobBaer wrote:porky11 wrote:... how to load a skeleton, connect it to the default human and export it.
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Looking again I see your interest is "tails". Everything inside MH (pose-wise) is driven by the default skeleton. The other skeletons are derived at export time. The default skeleton does not have a tail so tails are best implemented downstream in your animation program, e.g., Blender. Nothing keeps you from creating a mesh proxy to be accommodated by an alternate downstream rig.
I've only done this a couple of times, but it is possible in Blender 2.7x to parent one armature to another. This is very useful for creating wigs, that can quickly be changed from one animation to another. An example would be Wonder Woman with a rigged braid wig, then a rigged loose long hair wig.
A nice feature of this parenting approach is that one rig can be strictly FK (I need this for martial arts and facial expression animations) and one rig can have FK and IK, such a swinging braid or tail.