Since some time MakeHuman has expressions and pose libraries. They can now be exported to Blender with MHX2. You need to use the development versions of both MakeHuman and MHX2 for this.
To include expressions and poses, we must first make sure to equip the character with a rig that can handle them. Select one of the rigs with facial bones, i.e. Default or Default no toes. I generally prefer the latter, because I have never had any need for detailed toe poses, and it works better with control rigs.
Then go to the MHX2 exporter, select Expressions and Poses in the Options box, and press Export.
Next import the mhx2 file into Blender. There is no special option to control import of expressions and poses. If they are included in the mhx2 file, and we select a rig which has the required bones, they are automatically loaded. This means that the exported rig must also be imported, either by unchecking the Override Exported Data option, or by selecting the Exported rig in the Rigging group. Expressions will also work with the new Exported-MHX and Exported-Rigify rigs, but poses will not because the bone names differ.
Several new panels now become visible in the MHX2 Runtime tab. Face Units contains sliders that drive the facials bones.
The Expressions panel contains buttons for more complex expressions. Note that this panel consists of buttons rather than sliders – the expression buttons set the sliders in the Face Units panel. However, you can reduce the effect of an expression with the Expression Strength slider at the top of this panel. This is useful for expressions like a little bit angry. Reducing the expression strength may also be necessary to avoid breaking the face of extreme characters like the baby.
In the Poses panel we find buttons with the same poses as in MakeHuman. However, the poses probably don’t look quite as good in Blender as in MakeHuman, because the corrective shapekeys are not exported. Expressions and poses can be mixed, so the character can have an angry face while the body is fighting.