CONTENTS
Annotations are included on the rig in the viewport when you load the file. If you don't know how to navigate or move things around in Blender, start with some beginner tutorials.
Carefully follow the Musculoskeletal System Upgrade Procedure, the Skin Shader's Appending to the Body Rig or Arm Rig instructions, and the Loading Textures section of the Arm Textures Documentation. Revisit those pages as well as the Rig Docs for general usage instructions.
Unless you have the Advanced Rig, those controls are there as placeholders for the shape keys. If you want race, gender and age switching functionality you'll need to get some base meshes and append them as shape keys using the instructions here.
This can happen when combining older components with newer ones. Make sure you've downloaded the most recent updates for the rig and base meshes before appending them.
The Wrinkles node is included with the Face Rig, Body & Face Rig, since it needs to reference the shape keys. If you have either of those rigs, you can append the Skin Shader and connect it to the Wrinkles node as per the instructions. Otherwise the setup is outlined here if you want to try constructing your own.
Purportedly it can be done, but not without some effort. The rigs were made for use in Blender without regard for external applications, so weights, shape keys and drivers (and possibly bone hierarchy) are likely to be borked. If you're well versed in Blender and the application in question and are very determined, then feel free to try at your own risk (unfortunately I can't offer much in the way of support in this regard since I've only ever converted the rig once, and that was from LightWave to Blender).
Technically yes, but the rig is geared more towards realistic characters, so it's probably not be the best choice for squashy-stretchy cartoon characters.
To get everything that's currently available, you'll need the following:
You can often get away with changing the topology in areas that don't deform too much, however it can make a mess of things like joints, eyelids and the mouth. In those instances you may need to apply some corrective surgery to the weights and shape keys .
If you have one of the rigs, adjust the proportion controls to align joints, eyeballs and such to the other model. Then in Sculpt Mode, shape the base mesh to match the model as closely as possible (you might be able to speed up this process using the Shrinkwrap modifier). Lastly, bake a displacement map and apply it to the base mesh. You can adapt the instructions here for baking displacements in Blender.
Alternatively you could try binding the model itself to the base mesh using the Surface Deform modifier (this method hasn't been tried and tested though).
Not without a lot of effort transferring the weights, shape keys and drivers over. It might be possible to do it with the Surface Deform modifier, however this is as yet untested, and would probably still involve a lot of manual adjustments. An easier approach might be to align the proportion controls to match the joints of the other model, bake the displacement (see here for baking procedures) and apply the displacement map to the base mesh.
It's not made with motion capture in mind, so you'd have to reconfigure it yourself for that purpose. One way could be to use a secondary rig that is already set up for the mocap system, and bind the main rig to it by using Copy Transforms constraints on the control bones.