Did you try DAZ, luvs? And Andrzej (did I spell that right?) too. It's free, so there's no obstacle. I know it's put down as kind of low quality stuff, but with a bit of extra work you can get pretty decent characters out of it. My main reason for using it is the internal rigging and ease of setting poses.
If you make a figure, have it animated in a few frames from a base T-pose (with slightly hanging arms) to your final pose. Export both. Import T-pose (in meters) to add garment in MD, have it draped, etc, then import the posed figure as morph (which than has the same poly values, and such), and MD does its magic. Pull a little at the garments to get it perfect, change particle distance from 20 to 10 or so, select all, export all selected as (multiple) obj, import in Poseray (you can import a few obj's at once, to be merged automatically), do materials to groups, set all invisible, make groups that use same texture visible, merge and set its name. Some groups may require welding and recalculating of normals, so do that. After all groups done, do groups to materials, then export. Then in TG make all shaders. That's my workflow in short.