Here it is.
http://www.mediafire.com/?xzxkwbc2hxa1lbn
The licensing and credits for the file are as follows:
This model was originally made by Denny Lindberg and is released under the
Creative Commons 3.0(Attribution-NonCommercial-ShareAlike 3.0 Unported) license.
Big thanks and appreciation to the author.
It's based on the Flick v.01.4 model that is downloadable
here. My modified file is saved in Blender 2.6 and it works there (after some small tweaks).
I changed it around a bit to be (almost) exportable to Ogre.
What I did: merged all relevant parts of her to one mesh (currently I did not add insides of mouth, and glass lenses on eyes and compass). The objects I did not merge were added to layer 2. Note that eye lenses were originally parented by the eyeballs, redo this parent relationship to have them in the right places.
I removed the blender materials because the blender2ogre export script crashes with an error on the original materials. Blender materials are now default stubs. The submesh groups are kept intact. I did mock up some ogre materials for her quickly, they are included in a .material file in the zip. I however need to add transparency to hair and eyelashes, maybe eyelashes and hair can be merged in one submesh.
Originally all meshes were parented by the armature, I undid this relationship.
One thing I forgot to do: to simplify the rigging modifier. Select Flick and remove the Armature.000 modifier, be sure to untick "Multi modifier" checkbox of the Armature modifier above it and remove the "UpperBody" from the vertex group input field. We only want the armature applied once to the whole body for our purposes.
At the moment she is poseable using her original complex rigify rig. Lots of it is controlled using IK (Inverse Kinematics) bones, like her feet: there are no visible bones in the legs, just pose the position of her feet and the legs follow automatically.
Maybe you'll notice that she has 286 bones, even though you don't see all of them. Select the armature and in the armature properties you can make visible the other bone layers, which will reveal, among others, her leg bones.
286 bones is too much to be exported to Ogre, but you can remove all the non-deformational bones and still have an intact (but more difficult to pose) armature that does export to Ogre. You will still need to fix the hair, eyes and sword as they are not assigned to any bones, which will result in all their vertices being at the origin and thus not visible in Ogre.
To remove all non-deforming bones: make all the bone layers visible, then in the outliner go through the whole Flick_Armature tree, select each bone with the bone properties tab open. If Deform checkbox is unselected, delete the bone. I did this and was able to export her to Ogre. She had 156 bones which is a lot, but animating her worked.
A better idea, however, would be to rig her with a simpler skeleton. A good starting point would be the human meta-rig. I already added one to the blend file and it's in a separate layer. She is not yet posed to it, and still posed to the original rig. To detach her from the original rig you only need to remove the armature modifier. This is where the work starts I guess. I already tried automatically weighting her to the meta-rig, but there is a lot of manual weight painting work to be done.
Bone weights in blender are stored using vertex groups, you could delete all Flick's vertex groups to start rigging from scratch, or try and reuse some of them.
It would be cool, since she is so detailed, to improve the meta-rig with facial poses and mouth and eye movement. Like our Sinbad character. I'm however not experienced enough at all to be able to do that. I'm not even patient enough to weight paint the meta rig to her.