Apparently I declared the thread closed to early
. Using Makehuman as the character editor raises some other questions (mainly blender tools related). I would like to go through a few cases:
1) User installs the game (closed-source) and is presented with the option of downloading Makehuman as character editor. He installs it and exports a character. The export should be CC0 in this case. The game searches the My documents folder (or /home/...) and loads the characters saved there to be available for playing. The game can be close-source. I think this one should be pretty straight forward.
2) Based on case 1), but this time, I would like to present the user with a library of created assets, for example a ponytail hairstyle, an uniform, etc. This assets should be created using Makeclothes by me. I'm not very certain where those fall. I've found something regarding this:
http://bugtracker.makehuman.org/issues/141.
a)So if I use the helpers (for the uniform for example) the result is AGPL. Using this AGPL asset in Makehuman for the final character (export), makes it also AGPL? or it remains CC0?
b) Suppose I provide my own mesh (for the hairstyle) the mhclo file generated (so it can be used in Makehuman) is AGPL and we fall back to 2)a.?
3) Based on case 2) but regarding targets and Maketarget. Again there are 2 cases:
a) I create a target using the base mesh -> the target file is AGPL. I then use this new target in Makehuman (I have to figure out how - let's leave that aside for the moment). The generated export is AGPL or CC0?
b) I create a target for the hairstyle ( I'm not sure it can be done in Maketarget... but let's discuss this case). The original hairstyle mesh was supplied by me and the target is also sculpted by me. The resulting target file is AGPL or CC0? Anyway, saying it's AGPL we fall back to 3)a.
4) Let's say we safely made it through the first 3 steps and the export is still CC0. Suppose I need a special bone for the hairstyle. I need to parent it to the head and position it relative to the parent. Also I need to add some vertex groups and weights to the hairstyle. There are 2 ways that come to my mind I can achieve this:
a) Join the Mh team and add a plugin that alows this kind of customization. The character will be CC0;
b) Create a custom format file linked to the ponytail asset/proxy. After the character is exported (supposing it is still CC0), upon import in the game, the custom script is applied which adds the bone to the ponytail, parents it and places it where it should be. Shortly, I would modify the exported content. Would this waive the CC0 exemption?
It's a long post
, but I need to go through all this cases.
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Later edit: originally, instead of ponytail hairstyle I used a pistol example, but I realized it was a very poor example and non-scaling objects should be handled externally.