During this week, I setup the MotionBuilder-friendly skeleton for the tool, and skinned all the meshes to that joint hierarchy. However, since the joints had to re-position themselves to match the clothing choices and gender/age/proportions blendshapes, I exported all the skin weighting information as XML files so that the tool can pull them in after the character has been designed and is ready for export.
The other big task for this week was creating set driven keys on all the joints to actually conform to the aforementioned deformations, the result of which you can see here:
Finally, I began the creation of UI mockups to subject them to the end users' (artists and producers from the Focal Length team) judgement. By doing so, I can make sure that the tool is usable and easy to understand before I write the first line of code.