When messing up with game development people would usually stuck on getting animations for their models. This tutorial completely focus on animating 3D model easily without stressing your nerves.
Open a new file and import the base model (File > Import). You can use any other biped model as well. With the model selected, press Alt+G to clear its location, so that it's placed at the center. Make sure the center of the model (orange dot) is at the bottom of the mesh. If not, Press TAB to get into edit mode and select all vertices with the A key and then Press G and move the vertices up, so that the center point is at the base of the mesh. Press TAB to get out of edit mode.
Next we will enable the Rigify add-on. In the File menu select User Preferences.
Select the Add-on Tab and in the search box type Rigify and check the tick box to enable it. You may press the "Save as default" button, so that Blender remembers the setting. You can now close the User Preferences Window.
Make sure the 3D cursor is at the center point (bottom) of the mesh. If not, then select the object and press Shift+C and then select cursor to selected. Press Shift+A and select Armature, and now you will notice that there is a new item called Human Meta-Rig. Click on it and you will have a Human Rig.
With the Human Rig selected, go to the Armature Properties and in the Display Panel, check X-Ray. This will enable us to see the armature through the mesh.
With the Meta-Rig selected, press TAB to enter into edit mode. Scale the rig to match the mesh. Press . (period) to make the 3D cursor the pivot point for rotation and scale, and then Scale the bones. Press , (comma) to make the Median Point the center of rotations / scale.
Press T to bring out the Tool Shelf and in the Armature Options, check "X axis mirror". This way any editing done on one side will be mirrored to the other.
Select and move the bone tips to match the mesh.
Press TAB to get out of edit mode. Now we will skin the mesh to the armature. Select the mesh first, and then the Meta-Rig and press Ctrl+P and select automatic weight. The mesh is now skinned to the armature Setup.
First of all download Blender tools for makehuman from the official makehuman site.
http://www.makehuman.org/download.php
Next we will enable the make-walk add-on. Open blender ,In the file menu select user preferences. Select the add-on tab and in the search box type make-walk and check the tick box to enable it. You may press the "Save as default" button, so that Blender remembers the setting. You can now close the user preferences window.
If you can't find make-walk by typing it in the search box then try to find make-human tools in left pane of addons. Tick make-walk there.
The user > interface of Make-Walk is located in under the Armature tab, and becomes visible when an armature is selected. It consists of six panels; the first one is open by default and the others are closed.
Select the rigged armature and click on load and retarget. Select BVH mocap file.
It will load animations to the rigged armature click on animation play or press Alt+A to
watch your character moving.
Export your model to your desired format. I personally suggest to export it to .ms3d (since CopperCube 6) we now have .FBX models support too, so it is advised to export in .FBX format for CopperCube 3D or you can export it to any other format supported
by your Game Engine.
It may be possible that when you click on Load and retarget option. Blender will show you an error asking you to resolve rotation and location of your armature. To resolve this issue, simply select your armature and press Ctrl+A tick rotation, scale and location option. Now try again to load and retarget BVH mocap file.
Here is the URL to download thousand of free BVH mocap files
https://sites.google.com/a/cgspeed.com/cgspeed/motion-capture/cmu-bvh-conversion