It has been quite a process getting animated characters working happily in blender -> game engine. The blender community hasn't matured much past stills and shorts (hopefully this will change since we really like blender). Our first large trial was the disappointment of using blender's rigify which has a mind bottling amount of bones. Rigify its really good within the confines of blender but utterly useless for game export. Being snobbish my wife and I we wanted to be able to leverage good animation controls on the models. We have a blerg post detailing our process for baking animations from a fancy rig to a deformation rig.
So fancy rig -> deformation rig aside we have had general problems with every exporter in blender. Blender can't even import its own fbx files it creates.
https://projects.blender.org/tracker/index.php?func=detail&aid=36676&group_id=9&atid=498 The urho plugin works really well except that there is an issue with the vertex wieghts (left arm mesh following right arm bones?) We have finally pinned down a workflow which is a tall order but it should carry predictable results. The process involves cleaning the fbx from blender with the help of the autodesk fbx converter
http://usa.autodesk.com/adsk/servlet/pc/item?id=10775855&siteID=123112 This doesn't work perfectly. It seems that the mesh is rotated 90 degrees but the amature is fine. So fiddle the knobs and crank the levers a bit before you export and voila!
Here is a blerg post detailing the exporting workflow
I am hoping that Marie and I are just Doing It Wrong (TM). Even when we were using unity we had lots of issues. I feel pity on a young whippersnapper if they have to go through this.
Thanks,
Chris