This operator binds a simple game-ready armature to a Rigify or an advanced MakeHuman armature, please note that the latter has an inverted hips bone. The binding is done via Copy Transforms constraints on the deform bones of the armatures.
The operator can be invoked in Object Mode by selecting the simple armature, pressing the spacebar in the 3D View, and typing in Bind Armatures. A popup will then be displayed where you can select the more complex target armature from a drop-down list.
A simple game-ready rig called game2 can be found in the makehuman-rigs directory of this repository, to use it copy it over to the makehuman/data/rigs directory in your MakeHuman installation directory, you'll then be able to select it from the Rig presets on the Pose/Animate tab in MakeHuman.
The game2 rig has no face bones or palm bones, but does have fully articulated fingers. this rig can be bound to a Rigify rig exported from MakeHuman.
Currently the operator is hard-coded to work with the game2 armature, though it could be extended to support more armatures. If you'd like to add support for additional armatures you'll also need to create an appropriate rig preset for MakeHuman. If you use the game2 rig preset as a starting point you can modify the .json file to:
- Add face bones by removing the relevant bones from the "head" entry in the merge section.
- Remove some finger bones by adding the relevant bones to the "hand.L" and "hand.R" entries in the merge section.
- Rename certain bones in the bones section, the format is "original MakeHuman bone name" : "new bone name".