human-rig

UAL's 65-joint skeleton on a human pack's body, placed from the body itself: every joint is the centre of one of MakeHuman's joint cubes, small groups of vertices inside the mesh that the shape targets move along with the skin. So a morphed body carries its own joint positions, and nothing is fitted or guessed.

The character builder shows it: the body walking while its sliders move.

How it works

MakeHuman's own 163-bone skeleton is not used, only where its joints are. The result is a FittedRig, the same thing the auto-rig produces from markers, so the rest of that pipeline applies unchanged: skinSegments and boneHeat bind the skin, buildRig makes the Babylon skeleton, and retargetClip plays UAL's clips on it. The skin weights depend only on the mesh's topology, so they are computed once per base and reused for every body.

HM08_UAL is the table, a row per UAL joint: its parent and the joint cube it sits at (bone____head or bone____tail, in MakeHuman's naming), or a rule for the two that have no cube (root is on the floor under the pelvis). A base with different joint cubes brings its own table.

The pack is right-handed and a character faces +Z with its left on +X, as rig-fit assumes, so MakeHuman's .L is UAL's _l.