I’m going to assume the character is rigged via envelopes and not vertex weights.
If you’re planning on using blender’s game engine it’s easy:
- I’d suggest saving to another file (e.g. character-model_game.blend).
- With the skeleton in pose mode, click one of the character’s meshes. Ctrl+Tab to go into weight mode.
- Click each bone that’s close by (tho I’d suggest limiting it to 4 or less bones if you can) and hit W to transfer the enevelope weights.
- Repeat with each mesh.
You might also need to parent the mesh to the skeleton before you do this, I forget. Turn off evenopes in the armature modifier to test it, and it should work in blender game.
Other tips :
Try to keep it to one material/texture. Makes it easier to export. So one texture has skin, clothing, and hair texturing. And I guess you could have another one for alpha maps for hair and clothing, but using the same UV information as the first. (some engines let you use a single png file for both color and opacity info).
Good luck, hope that helps.