I have found using the "basic.json" rig with 73 bones (including jaw bone) gives me a better result than the "humanik.json", especially if you want to use the facial puppeteering panel in iClone.
Even though you have to map the bones individually, it moves right along & funtions well once imported into iClone.
I did find that if you don't want the character to go "wonky" in iClone, you must manually adjust the characters T-pose in 3dXchange first (unclick the "active" box in the bone mapping panel, adjust the bones to reflect a true T-pose, then click the "active" box, then convert) to accurately reflect the iClone T-pose, then you don't get the "twisted wonkiness" when brought into iClone.
You can also take an extra step & import the Make Human fbx into 3dsmax and replace the rig with the G5 rig, then you can export directly as a G5 avatar instead of non-standard human (but it seems to be easier to just create the character in 3ds max altogether if you have that SW & are familiar with the process & want G5 versus non-standard).
You can use the "Make Target" to bring .obj items made in zbrush, mudbox, blender, etc., into Make Human.... just make sure you have previous aligned them to the proper axis.
This is just what I have found that works - it may not be optimum for everyone, but seems to work the best for me.... If any of y'all have found better methodologies, please share! Knowledge is always a beautiful thing!
Have a super day, everyone
iClone Certified Content Developer and Author of the Pinky Frink® Adventure Series & the Pinky Frink® Learning Books
site: Granny J's 3D Attic SKYPE = grannyjsplace email: grannyj@grannyjs3dattic.com
MY RIG: GPU: Dual GeForce GTX 970M | CPU: Intel(R) Core(TM)i7-5930K @3.50GHz| 32.00 GB RAM | OS: Win 7 Pro SP1 | DX11
Edited
10 Years Ago by
GrannyJ