OK. Update:
The mesh is composed of multiple meshes, all grouped together, but
intersecting one another -- there is even a tongue and teeth inside
that mouth. Additionally, the mesh comes in as a multitude of
triangles which are not joined together!! So, here are the steps to
fix the model in blender -- or any model that you import, and find
multiple overlapping bits, or disconnected bits.
Task 1: Turn triangles into a mesh.
1) Import the file.
2) In edit mode, press "A" in vertex selection mode to select all
vertices. Use Mesh tools>Remove Doubles>limit .010, threshold .000 .
This will take all the touching vertices of the triangles and weld
them together. You should see a dialog box that says "32,345 removed"
or something like that.
Now you are working with an actual set of meshes, instead of a huge
group of triangles. task 1 is complete.
Task 2: Use boolean operators to create 1 mesh from the multiple
meshes.
1) In edit mode, with vertex selection on, move your mouse cursor over
a body part -- start with the hand -- and press "L". This will select
all linked vertices, which in this case, selects the hand mesh.
2) with that selection highlighted, press "P". This will detach the
selection to a separate object. The hand should turn black, or
whatever color signifies "not in edit mode" while the rest of the mesh
continues to show vertices.
3) Repeat this process with all body parts. Keep in mind that some
body parts, like the muzzle will occlude -- or visibly block -- the
other body parts like the tongue. In order to get around this, you can
press "H" to hide, or "alt+H" to unhide a selected object or set of
vertices.
4) once you have all body parts separated into individual objects,
switch to object mode. Select two objects by holding shift while right
clicking them. Press the "W" key to bring up the boolean operators
menu. Choose union -- this creates a new mesh which occupies all the
volume that either mesh contained, but ignores the faces which
overlap. The program should take a little time to work, and when you
are done, switching to edit mode should show that indeed, the
intersection of the two meshes has become more complicated, because
new triangles were needed to facilitate the change.
5) Continue doing this for all objects, until you have one mesh.
Now Task 2 is complete.
At this point, you may want to use blender or meshlab to check for
manifold-ness of the mesh, as well as for holes, etc, just in case
there was a glitch in any of the steps. I did a quick version of this
to your model, and uploaded it here:
http://www.box.net/shared/5naye244ee
It doesn't have all the meshes booleaned together to save time, but
it's got all the tricky ones, so it should be a useful test. I kept
the tongue, and removed the muzzle and teeth, cause this looked
weirder :)
Let me know if this technique helps, or if some new problem presents
itself.