OK, I finally got everything working... took me all day to get this straight.
First off, I applied the diff to the blender script located on the official forum post here
http://www.ogre3d.org/forums/viewtopic.php?f=8&t=61485&sid=efd641d40098ca8bc71fc9e287168e12&start=650I can not say 100% if this is required or not, I didn't realize what all I was doing wrong. I got Ogremeshy from here
http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Ogre+MeshyThis is so I could view the model/bones/animations/ quickly after exporting to see how Ogre was seeing it.
The first problem I had was the script erroring out saying my armature was rotated or scaled.
This was fixed by going into object mode, pressing A to select all, then pressing CTL+A and selecting location/rotation/scale. This zeroed everything out and is what was required to get my skeleton to export in the proper position.
Next my animations I had set as two different actions. This was causing a large empty set of frames in each animation. To fix that I created a NLA track in blender and put both the animations on a single track with their proper names.
Finally my export settings to get everything exporting correctly as far as I can tell, in the export options after selecting export to ogre, the following are what I have checked,
Trim Weights:0.014 (I raised this to get rid of the warnings about vertices being attache to too many bones for Ogre, this may not need to be touched in your model)
Any of the other number settings I did not change from the default if I didn't mention them.
That looks to of gotten everything in there. I will note that my normal map does not look quite as good in the exported version as it does in Blender. Like I said previously, I am no artists, so I do not know if this is normal behavior for models to be slightly less details once exported. The material also doesn't retain its shine. I am sure this is something that will be easily fixed with the engines built in material editor. Haven't see any engines that maintain the look the blender materials, so I assume this is also normal behavior.
As it stands right now the model has around 13k vertices, is this too much to be useful for you guys? If so I will down scale it some more before posting it to the forums.
I have an idle animation and an attack. The idle could be used for moving the character too probably.. My first animation so go easy on me
