To summarize, you'll have to import the _humanoid.gla player skeleton. Then you'll have to scale and pose the model accordingly so that it fits the skeleton. Then you'll have to rename the meshes to appropriate names with a _0 at the end (this basically tells Blender that you're dealing with the LOD 0), and create a hierarchy - for example, parenting Mesh3 to Mesh4, which in turn is parented to Mesh2 (Object -> Parent Object). You'll probably have to split the meshes further, basically separating them into multiple meshes (see below). Once the hierarchy and the renaming is done you'll have to create a new Empty object, name it model_root_0, and parent it to scene_root, as well as parenting the first mesh in the hierarchy to model_root_0. Then you'll have to place tags (or Import them from another model) and parent them to the correct meshes and set in the right location. Then you'll have to assign a Ghoul 2 Property to each mesh (Object -> Ghoul 2 Properties -> Add G2 properties). Input the correct mesh name, without the _0, as the name, and [nomaterial] as the shader. Once you've done this for all the meshes, start over by adding a Object Modifier -> Armature. Make sure the Modifier name is set to skin, and as Object select skeleton_root, binding it only to Vertex. Do NOT apply it, just leave it like that. Rinse and repeat for all the meshes. Now here comes the fun part. Select a mesh, select Edit Mode, go into Object Data, and create new Vertex Groups which you'll have to name after the specific bones you need for that particular mesh - you can look at the skeleton hierarchy, or just select the bones in Edit Mode / Pose Mode to know which bones are in that part of the mesh. Then you'll have to select groups of vertexes of that mesh, and assign them singularily to each Vertex Group (bone). For example, in the case of the right leg, you'll have to assign the correct vertexes to the specific Vertex Groups of rtail, rfemurYZ, rfemurX, rtibia, rtalus - all of this being mindful of the Weight value, which if set incorrectly will cause bugs with animations with that model in-game. Once again, rinse and repeat for all meshes and related bones. When exporting, you might incur into a wicked error, which would read "UV seam found! Split meshes at UV seams." The solution here is either to split the mesh into multiple meshes where the UV seams are (basically, separating into a new mesh every "island" in the UV map), or you could try and select the seam Edges (either on the model or selecting them in the UV Map with the option "Keep UV and Edit Mode mesh selection in sync"), then select Mesh -> Edges -> Edge Split. This is pretty much the method of importing a usable player model in Jedi Academy from an already created model. Good luck with it!