rigged-body

One shape for a character's body, whoever made it. A rigged body is a rest mesh on UAL's skeleton with its skin weights: what the rig tool makes of any mesh and its markers, and what human-rig makes of MakeHuman's body and its sliders. Everything the character builder does with a body (play clips, stand it on the floor, cut garments, fit hair, dress it) takes a rigged body, so it works the same on either.

import { bodyFromMarkers, buildBody, objTriangles } from 'tosijs-3d'

const body = bodyFromMarkers(objTriangles(text))   // markers guessed
const built = buildBody(scene, 'weasel', body)     // a Babylon skeleton on it

THREE PRODUCERS: bodyFromMarkers (any mesh and its markers), humanBodyMaker (MakeHuman's sliders), and loadSkinnedBody (in auto-rig): a file already skinned to UAL's skeleton, as Quaternius' characters are or as you can bind a mesh to it in Blender, taken as it is: its joints, its weights, no markers. The skeleton to bind to comes with Quaternius' Universal Animation Library and Universal Base Characters (CC0, pay what you want; the Blender sources are in the paid tiers): get it there rather than from the copies this site's demos load.

A rigged body is plain data, Babylon-free:

buildBody (in auto-rig) makes it a Babylon skeleton.