Keep in mind that most models of Sintel are probably a bit too high-poly to really use in a realtime engine like Ogre.
While one model of a dragon might still give you a reasonable framerate on a new graphics card, putting that dragon in a scene with terrain, scenery and some shaders will probably bring it down to a very slow crawl.
The Sintel models can however be used to create very nice looking low poly versions by retopo-ing or reducing the originals and baking normal maps. As is already done with the Sintel lite character. (It has the same license as the original Sintel models:
http://www.blendswap.com/blends/characters/sintel-lite/)
The original Sintel rig is probably a bit too detailed to be using inside a game engine too. I believe they're using a complex rig created using the new Rigify system in Blender. It has a lot of extra bones and shapekeys for expressing emotions and doing lip sync on the face. I believe Ogre rigs have a maximum bone count and such. There is a Sintel game with BGE in the works, so I believe there are already people working on preparing Sintel material for realtime use.
Another good source for Ogre content could be Makehuman. They now also have lower resolution proxies and simpler rigs which are more suitable for games. Even the original hi-res mesh might be usable in Ogre if we simplify some face details a bit (the inside of the mouth, individual teeth, eyeballs and tongue take up a pretty large amount of polygons). Removing the head "insides" leaves you with an 8000 poly model, which is the polycount some recent games use on their models.
Just an idea, but a MakeHuman head could be used to replace the seriously dated head in the lipsync demo. Makehuman exports a face with lipsync and emotion shapekeys by default in Blender.
I'm currently experimenting with creating a pipeline from MakeHuman to Blender to Ogre for quickly creating some crowds of people (clothed of course

in my application and will post my findings and maybe some asset donations when it's ready.
What would be usable licenses for art contributions to Ogre? Is a CC Attribution acceptable for inclusion in Ogre demos (granted that we include credits for the model with the distribution).
If shareAlike is acceptable, I have a suggestion for an Ogre asset: Flick the pirategirl, a new buddy for Sinbad (they kind of fit together because she's also in a cartoony style):
flick.jpg
http://www.blendernation.com/2010/12/24 ... irategirl/
That gives me an idea, why not do a pirate-themed scene complete with harbour village and a large beautiful pirate ship! Of course our very own Sinbad will be at the helm.

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