Here is the simple renaming script, adjust as needed. Yeah I noticed that the foot bones are strange you can probably just rebuild that section and reimport the skinweights.
//----------------------------------------------------------------------------------------------
// Renaming Poser file to a naming convention that can be retargeted
//----------------------------------------------------------------------------------------------
DoRenamePoserFile();
global proc DoRenamePoserFile(){
//Base
RenameMesh("Genesis2Female", "Character1_Reference");
RenameMesh("hip", "Hips");
//Legs
RenameMesh("lThigh", "LeftUpLeg");
RenameMesh("lShin", "LeftLeg");
RenameMesh("lFoot", "LeftFoot");
RenameMesh("lToe", "LeftToeBase");
RenameMesh("rThigh", "RightUpLeg");
RenameMesh("rShin", "RightLeg");
RenameMesh("rFoot", "RightFoot");
RenameMesh("rToe", "RightToeBase");
//Chest
RenameMesh("abdomen", "Spine");
RenameMesh("abdomen2", "Spine1");
RenameMesh("chest", "Spine2");
//Arms
RenameMesh("rCollar", "RightShoulder");
RenameMesh("rShldr", "RightArm");
RenameMesh("rForeArm", "RightForeArm");
RenameMesh("rHand", "RightHand");
RenameMesh("lCollar", "LeftShoulder");
RenameMesh("lShldr", "LeftArm");
RenameMesh("lForeArm", "LeftForeArm");
RenameMesh("lHand", "LeftHand");
//Hands
RenameMesh("rThumb1", "RightHandThumb1");
RenameMesh("rThumb2", "RightHandThumb2");
RenameMesh("rThumb3", "RightHandThumb3");
RenameMesh("rIndex1", "RightHandIndex1");
RenameMesh("rIndex2", "RightHandIndex2");
RenameMesh("rIndex3", "RightHandIndex3");
RenameMesh("rMid1", "RightHandMiddle1");
RenameMesh("rMid2", "RightHandMiddle2");
RenameMesh("rMid3", "RightHandMiddle3");
RenameMesh("rRing1", "RightHandRing1");
RenameMesh("rRing2", "RightHandRing2");
RenameMesh("rRing3", "RightHandRing3");
RenameMesh("rPinky1", "RightHandPinky1");
RenameMesh("rPinky2", "RightHandPinky2");
RenameMesh("rPinky3", "RightHandPinky3");
//------------------------------------------
RenameMesh("lThumb1", "LeftHandThumb1");
RenameMesh("lThumb2", "LeftHandThumb2");
RenameMesh("lThumb3", "LeftHandThumb3");
RenameMesh("lIndex1", "LeftHandIndex1");
RenameMesh("lIndex2", "LeftHandIndex2");
RenameMesh("lIndex3", "LeftHandIndex3");
RenameMesh("lMid1", "LeftHandMiddle1");
RenameMesh("lMid2", "LeftHandMiddle2");
RenameMesh("lMid3", "LeftandMiddle3");
RenameMesh("lRing1", "LeftHandRing1");
RenameMesh("lRing2", "LeftHandRing2");
RenameMesh("lRing3", "LeftHandRing3");
RenameMesh("lPinky1", "LeftHandPinky1");
RenameMesh("lPinky2", "LeftHandPinky2");
RenameMesh("lPinky3", "LeftHandPinky3");
//Feet
RenameMesh("lBigToe", "LeftFootThumb1");
RenameMesh("lSmallToe1", "LeftFootIndex1");
RenameMesh("lSmallToe2", "LeftFootMiddle1");
RenameMesh("lSmallToe3", "LeftFootRing1");
RenameMesh("lSmallToe4", "LeftFootPinky1");
RenameMesh("rBigToe", "RightFootThumb1");
RenameMesh("rSmallToe1", "RightFootIndex1");
RenameMesh("rSmallToe2", "RightFootMiddle1");
RenameMesh("rSmallToe3", "RightFootRing1");
RenameMesh("rSmallToe4", "RightFootPinky1");
}
global proc RenameMesh(string $objName, string $renameTo){
if( `objExists $objName` ) {
select -r $objName;
rename $renameTo;
}
}