markandre13 wrote:skeleton which makehuman generates need to be cramed into godot.
Therein lies the most difficult part of the task.
the makehuman core functionality, taking a skeleton, base and proxy meshes and morph them can be kept separate.
But all of this needs to be stored in the engine itself.
I'll tell you what I don't like about MH. Here the skeleton is built by sculpt (body shape). It's an artistic approach. I have a construction mindset. It makes more sense to build the skeleton first, and then "attach" the flesh to it. This will give the opportunity to create more real models and forms, and to use such a program in more diverse situations. There have been reports that MH has been tried to be used for usability testing and workplace optimization — which it is designed poorly for — it is purely an artistic tool. Unfortunately, I'm not skilled enough to do such a project, so I'll be looking for workarounds.