Modelling the characters should be pretty cut and dry, standard stuff really, the hurdle will be the animations. Every character has a standard set of animations for whatever weapon variant they are, so to effectively support everything that they do, we'd need matching animations.
Perhaps they will supply a template character mesh, like the original 3DS Max file so we could skin the bone structure onto our own meshes and adopt the exact animations. With a working animation set, it would be nice and easy to modify it to suit our characters. There's also the Darkmatter2 models, there's always the possibility of those being adopted as well. Also, there is a package that is sold here, CharacterShop, which will take a mesh and apply a predefined skeleton animation to it - maybe that could have the standard animations added. TGC are loaded with options - should be cool whatever road they take.
It is possible to define your own animation ranges, but I've never meddled that deeply in it, probably best for things like non-human enemies, maybe alien beasts that have longer idle animations (like the queen in Aliens, mostly static and then with only basic melee animations).
Van-B

It's c**p being the only coder in the village.