Thomas.
I am taking a Makehuman character and importing it into blender with the mhx2 rig. Then animating it with a combination of fk and ik. Saving the animations out as actions then exporting the whole model to fbx for import into unity. All of that does not work perfectly but after much trail and error I have gotten it to almost work ( I am going to write and publish a tutorial latter this summer on the pitfalls and tips that others might encounter)
Once you bring the fbx file into the unity project folder all the actions show up as animation clips. And they PREVIEW in the object inspector perfectly. The problem is mapping the Makehuman`s character's bones to what Unity thinks the bones should be. I wll included 3 screenshots of what I mean. There needs to be some defintion of which bones actually make the mesh deform in a mhx2 rig. Which is that I "Think" Unity's Mecanim system wants to know.