Um… well…
First off, models/animations/etc shouldn’t be holding you up from working on your game. As cool as graphics are, they are lipstick on a pig. First… write your pig, then put some lipstick on it. Use simple geoms (Box, Sphere, etc) as placeholders and keep going on your game logic while you learn the quirks of Blender/Ogre Export & JME’s blender model handling (or 3jo is an even better idea).
As for the Blender issue:
1. Select your model, then select your Armatures (bones).
2. CTRL+P (Make parent)
3. Select Armatures as parent option
4. Select Named Groups option.
5. Now select just your model and go into Edit Mode.
6. Assign the vertices you want to to each bone vertices group.
7. Add a new Pose Library to you model. (In the buttons window… don’t remember exactly where off the top of my head)
8. Use the action editor to create your named animations.
9. Open the Script Window and select Ogre Export > Meshes
10. Select your model (In Object mode) and then click the Update button in the Script window to make sure the model you have selected is the one you are exporting.
11. Add your animation poses (Keep track of the names)
12. Set your export directory so you can find the exported files.
13. Make sure your material name is the SAME as your model.
14. Copy the outputted files into your assets folder… under whatever sub you want.
15. Select the *.mesh.xml (I think it is named) file, right-click and select Covert to j3o.
One of the 3 xml files is named *.skeleton.xml (I believe) This with have all of your pose library’s bones/vertices groups/transform information. But, really… doesn’t matter at this point. Just load the j3o, grab the relevant AnimChannels and write your animation handling routine.
If you plan on applying your materials via code, remember to flip your images vertically.