FAQ:What happened to the MHX export in MH 1.1.x and later?
MHX2 is now a plugin you download from https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange
If you use Blender you will most likely want to install this. If you don't use Blender, there is not yet an importer available for your application.
For installation of the MakeHuman exporter component, you should save the 9_export_mhx2 folder into you MakeHuman plugins folder.
The location of this plugins folder will vary with operating system.
- MacIntosh OSX: Macintosh HD/Applications/MakeHuman.app/Contents/Resources/plugins
- Windows 7/8/10: C:\MakeHuman\plugins (Assuming you installed as C:\MakeHuman)
- Debian/Ubuntu Linux: ~/bin/makehuman/plugins (double check accuracy of this)
The old MHX format has been deprecated (both by MakeHuman and by its author, Thomas Larsson).
Thomas Larsson has replaced MHX with MHX2 which is available as an external, separately maintained plugin. The major change with mhx2 is that it was broken into separate exporter and importer components, so that this format can theoretically be used with any application for which there is a suitable importer. Currently, the only importer available ifs for Blender.
For details on this MHX2 plugin (as well as download the MakeHuman Exporter and Blender Importer) see https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange
MHX2 is not integrated in the core distribution because of separate maintenance and release cycles. However, it remains the most high fidelity ways to move assets from MakeHuman to Blender (and other applications when suitable importers become available). The alternative is to use the generic transfer formats: DAE and FBX. Because of their generic nature their generic nature, these will not give you the full fidelity of using .mhx2.
If you need the specific features of MHX2, visit the link above and follow the instructions.
There is also a tutorial video on how to install MHX2 here: https://www.youtube.com/watch?v=3CCHGX-6Mtk