A character creator, on MakeHuman's CC0 body (CHARACTER-DESIGN.md). Try it on the character builder page: a person walking while you reshape them. The data is a human pack on the CDN (makehuman/hm08/), loaded with loadHumanPack.
Body: macroWeights / morphHuman turn gender, age, muscle, weight, height, proportions and an ancestry mix into a body, in about a millisecond.
Skeleton: humanRig places UAL's 65 joints from the body's own joint cubes, and bone heat binds the skin once per base, so UAL's clips play on any body shape (buildRig, retargetClip). humanBody draws a body unrigged.
Skin: one dial from very fair to very dark through the Monk Skin Tone Scale, plus redness (skinMaterial, skinAlbedo); lips tinted from it over the pack's lips region, no UVs needed (lipTint, lipAlbedo).
Eyes: humanFace adds eyes and eyelashes that fit every body (they are the base mesh's own helper vertices); the iris is drawn in code with a colour dial (eyeTexture, irisColor); eyeGaze aims the eyes at a world point with small saccades.
Hair: Quaternius' CC0 hairstyles, beards and eyebrows, modelled for another head, fitted to any body (loadHairLibrary, headScalp, humanHair); tinted by hairColor (black to platinum, plus red). The pure fit is fitToScalp / conformOutside.
Fixed
Retargeting no longer lines a character's collarbones up with the clip's. A collarbone's rest direction is the body's shape, like the spine's; where two rigs differed (UAL's runs back to the shoulder, MakeHuman's lies flat), every clip shrugged the shoulders.