Below is a link to a YouTube video showing the 2nd Test export of an mGear rigged character to an X3D CGE Skin character.
https://youtu.be/oNO8iUVeg6A
Explanation (same as in YouTube video Description)
The difference between this export and the 1st export is that it does not traverse the actual mGear skeleton.
Test One
The exporter traversed the mGear skeleton to extract the mesh, the skeleton, and weighting, and then wrote that out to the X3D file as a CGE Skin character.
Test Two
I wrote a setup function that gets executed through a QPushButton in a RawKee UI. This setup function duplicates the mGear skeleton to a RawKee skeleton (it’s just a regular joint skeleton), transfers the skin and identical weighting to the new RawKee skeleton, and then creates a Parent Constraint between each RawKee skeleton joint to its corresponding mGear joint.
All the mGear content (including the skin) gets placed into a reference Maya layer. The exporter will not traverse any of the DAG that is in a Template or Reference layer, essentially ignoring all content in that layer unless it is connected to non-Template/Reference content. Because of this, the exporter finds the Skin meshes when traversing the RawKee skeleton at export time.
I will do a full “setup” video once I have had an opportunity to revise the GUI and test X3D HAnim export in addition to X3D CGE Skin export.