Hi,
I realise I'm bumping a slightly old topic but it comes up as the best result on google so I figured it best to ask here as opposed to a new thread since it's related.
Since I don't want to step on anybody's toes I just wanted to make absolutely sure I'm understanding that I could do the following as a character customisation system within a commercial game due to the exports being CC0.
I *think* I can if I understand joepal 's quote correctly but before I put the work in I just wanted to check.
So creating the system would go something along these lines:
1) Use MakeHuman in its' default state and drag each slider (for the adjustments I'd want) either to the extreme left or extreme right.
2) For each slider position export out the resulting mesh as an fbx file.
3) Within a 3D application, create a morph map between the two meshes that represent each minimum/maximum value.
4) Merge all these morphs into one file, this would mean the unmodified (all morphs at 0) mesh would be identical looking to the MakeHuman startup mesh.
5) Potentially change the head of the mesh since while I have nothing against the current head I have a selection of others to use in its' place, and also reduce the polygon count down to game engine levels.
6) Import into a game engine (rig etc.), setup a UI to adjust these morph maps via player input controls - let the player create their custom character for within the games environment (no exporting/extracting by legitimate means).
So, I wouldn't be using any code, and I'd be doing all the morphing inside a 3D application which I think is what joepal considered as being fair use under the CC0 but I thought it prudent to ask.
Chief.