An easy, but perhaps long way of doing this would be to meddle with the qb and male/female.json files.
I learned how to do it while working on my robo mod. No rigging needed.
Basically, each person (for the time being) is made up of 27 parts. Right now in vanilla stonehearth for it gets these from the head and body files. (and later on the profesion)
The Head provides the head, which (unfortunately ) have the hair glued on.
The Other 26 parts come from the Body.
So far the professions are just replacing the torso and the pelvis, I think.
So that leaves us the head (hair, bows, barrettes, etc), hands and fingers(rings and bracelets) and the feet(shoes/boots)
What you can do is divide up the body.qb into different parts (head, L hand, R hand, and feet (L&R?))
Make a bunch of different combinations and then tell the fe/male.json file to grab one of each. This is easy to do as the script is already there for picking a head.
Ta-da! More variations!
Anything more complicated than this would require rerigging the skeleton and redoing every animation.
However… (now that I think about it) since @voxel_pirate’s blender add-on can now import animations, perhaps that actually wouldn’t be too hard!
I believe you would just have to make the skeleton and meta files, then import them and the new model into blender, then import the animation, then export the animation. Since you would just be adding to the animation (not actually editing it) ,as long as the meta file is correct, all the new pieces should just follow along with the animation!