or so to say Blender orientations that’s where the main issue lies, not MakeHuman.
Anyway, @Ozan beat me to it, but as we heard during the meet he had cleaned the model in Blender and then exported it to Maya where he did the armature and the shapekeys/blendshapes: this is where most of the issues get “solved” (since the main issue is armature rotations and the post/pre rotation use) What Id like to see is a solution for the earlier worklist item, or a fix from Blender’s end.
However, on **Blender’s side its harder to do as fbx support is now in a working order for UE4 and Unity ** (if it is the only software used), and Autodesk has still not fixed their FBX standard documentation (since it provides both as an option and cant decide one or the other), and High Fidelity is not a big player yet, so there is no push to do post-pre rotations on Blender’s side and unfortunately, all my attempts to fix that my self have not really worked due to my inability to do Matrice math yet.
I am just releasing my Sintel av progress here, just note that its mostly incomplete (No hair, weight painting is off, but it does have shapekeys) as its probably easier to re-import ozans fbx to blender. Instead of continuing on this, I am going to grab one of the male models from Sintel (I have one of the backer CDs) and import it into High Fidelity so that @Ozan could look into the differences in the blender export and maya (since this is the root cause of all the issues and complaints, Standardization aside Maya Human-IK / Mixamo is perfectly fine and faceshift too).
Also: @Ozan / @chris noticed that the marketplace release just says Sintel avatar: should have appended “© Blender Foundation - www.sintel.org” ; as per say their Creative Commons License.