The rigification process has now been integrated with the MHX importer. It is now down to a two-step process:
1. Export from MH as mhx with Rigify checked.
2. Import into Blender with Rigify checked.
Details can still be found here.
Deformation has been improved by adding extra deformation bones. It is definitely not perfect, but the most awkward defects are gone.
Original post:
One of the more popular Blender rigs, or rather rigging systems, is Nathan Vegdahl's Rigify. MakeHuman can now export a character with a Rigify-prepared rig.

To get a rigified MakeHuman character into Blender, follow the steps described here.
There are still a number of severe problems. Some can be improved by better weight painting, others probably require extra bones or corrective shape keys.

Update 2011.06.30: Weighting improved. I finally managed to get automatic weighting to work with the MH mesh. This was not so trivial, because auto-skinning in Blender does not find solutions for the MH mesh, even with the simplest of armatures. The problem has something to do with either the mouth, eyes, brows or diamonds. When I deleted those, the remaining mesh could be auto-skinned, and the weights could then be transferred to the full mesh.
Three problems remain: 1. Bad shoulder and hip deformation, which problably requires extra bones. 2. IK fingers bending in the wrong direction. Finger joints need to be moved slightly, to tell the IK solver which way to bend. 3. Arm and leg twisting causing a candy-wrap effect. In the MHX rig that was solved with B-bones.






