Blender is able to do what you describe because they only license the "application code" under the GPL. The meshes used by the application (including the susan monkey "primitive") are public domain licensed (as in they claim no copyright over the meshes whatsoever). This is not the case with MakeHuman where the mesh & it's morphs are currently GPL licensed; hence the ongoing discussion as to what license should be used for the meshes and morphs.
From what I can tell, Manuel & company want credit for the MH-derived mesh regardless of how it is used. While not ideal, I can understand this. However, GPL is most definitely NOT the way to go about this... at least, not if people want it to be used beyond the quick fiddle. Source code & "art" are two different areas with (from my experience) very different expectations on how others should be able to "derive" other works from...
--EK
Actually, the current Make human mesh is under the MIT license and is clear for commercial use (
http://www.dedalo-3d.com/legal.php ). Blender is a good example of the two license method, one protecting programmers freedoms to expand the program, and another protecting users creative rights. Also, regarding credit, one would assume that the team rightfully wants to maintain the copyright to the original base mesh, but, most likely, they also want people to be able to use the program in a way that fulfils the original goals of the project. This is why, if they can't find a suitable one, it may be a good idea to go ahead and write a new, simple, additional license (the "Dedalo 3d", "Make Human", or "User creation" license ) to cover the output of the program (including bs files, any 3d files, textures etc).
Ok, lets look at this from a different perspective. If the mesh being bundled with the application code is the central problem, lets remove the mesh from the code. Here's how this could work:
1) Make the source code for the application (engine, etc) available as a separate installation. ( licensed under whichever license is needed).
2) Store the other files in a separate executable or zip file ( targets, bs files, base.* files, textures etc. ) ( licensed under a separate, simple license, like the one from MIT. The creative commons one suggested, in it's detailed description, leaves to many legal loopholes if not modified by the team. The "share alike" clause has to be optional in order to work commercially ).
3) Users load the application in first. Then, they load in the separate mesh, targets, etc ( through second executable ). The user, after agreeing to the mesh license, picks the location of the data folder, then, hits "install" (they could be given options like partial, custom, or full install, etc).
4) This solves the "source code" problem, because the mesh is now treated like a plug-in ( same method used by other software like Gimp, Photoshop, Zbrush, for example ) and can be made available anywhere necessary .
4a) This also solves the "target update" situation. You no longer have to update the whole application in order to make new targets available to users, fix the base mesh, etc. The team can make new target updates as they become available (like clothing, hair, fantasy morphs, etc. ). The user then has the choice to load in the number of targets that he or she wants or needs to load in for their particular use.
5) This option also makes it easier to use the maketarget software without encountering any posssible GPL issues ( currently users can modify the base targets without issue, because the base mesh is under MIT ).
6) As an additional option, the MH program could also be modified to use a simple runtime folder option to load targets, mesh files & other data. Makehuman could then be told (from a preferences tab) to access the runtime and its subfolders for the information.
Blender could have a new plug in created that allows any mesh to be exported into Makehuman's native file formats. This would allow users to make modifications to the MH mesh (change edge loops, add / remove polygons, etc ) or use any mesh of their choosing to load into Makehuman. This way, if there were any issues with the base mesh, users could substitute their own mesh ( and targets, etc, for that mesh ), maintaining functional use of the software.
7) Problem solved (end)