For the DETERMINED among you I have the blender files i used to make an imperfect LURK spiky. I warn you, this is dirty work especially if you plan to start with another character.
Read "Read Me Please.txt" for instructions.
http://xoopstuner.com/nex/LURK.zip
Spiky LURK:
Between the importer and exporter, the bones roll. Until I can fix the import to match the export I'll be rolling the bones by hand.
Here is the imported armature in pose mode with the manipulator set to Normal (instead of global) axes. This way i can "see" how much the bone is the roll es about the y (green). The x (red axis is about 20 degrees from aligning with the global y axis so this is probably wrong.
Look at a bone bone i fixed by trial and error: see how the normalised z (blue) matches the global y axis. This is the the correct orientation. I noticed all the bones "snap" to an axis like this when rolled correctly.
You have to switch over to edit mode to actually set the roll of the bone. Unfortunately the axes are always global in this view.
Make sure to set the weights to 1 for all your vertices. I don't think that zym shares weighting, but i could be wrong. I used 100% opacity, took off "all faces", and took off the "soft" brush feature.
When I get time i'll make a properly tested armature for you all to rig your meshes to. Until then this at least proves that there is an export path from blender to Nexuiz for humanoid models.