First up, you need the asset packs and source art off github:
https://github.com/GarageGames/ContentP ... GameAssets
https://github.com/GarageGames/ContentP ... _SourceArt
Stick the game assets into Torque and get everything preloaded so we have the material files set up. Now back to Blender.
Blender does have it's own FBX importer which is a bit hit-and-miss with file importing (see my other thread about using FBX with VS here), but Blender's stock FBX import works perfectly with the GG art packs, animations and all!

The 2 files we will be working with are:
Zombie_TP_Animation_Master_AutodeskFBX2012.fbx - for the ambient animation which contains all the zombies animations (including the spawn animation not included with the stock exported zombies)
Zombie_Skin_Master_LODs_AutodeskFBX2012.fbx - for all the zombie body part meshes (think the MegaZombie file). Also contains an animation for testing the bones.
These files are from MAX and so have lots of helper empties and stuff Blender doesn't need.
First up, let's sort out the animation file Zombie_TP_Animation_Master_AutodeskFBX2012.fbx. It contains the animations, a test zombie model (which is huge and has wrong rotation if unparented from the armature), some head models, bounds box and lots of empty helpers.
Import the FBX file using Blenders standard FBX importer. This may take a while as there's a lot of stuff for Blender to read.
The most important thing to do here ... is fix the broken rotation and position on the bounds box mesh or else it will fubar all rotations in the animations because DAE always inherits. Just select it and in Object editor set XYZ and Rotations all to ZERO, leave scale as 0.010. If you don't do this the meshes will appear outside the bounds and offset from the objects original inside Torque.
Next get rid of the empties. Just leave the meshes, Bip001, Bip001Action (the big animation) and bounds mesh (leave the zombie_base and heads it makes it easier to see what the bones are doing in Blender). You can also select bounds and remove the pointless animation attached to it (dope sheet->actions editor->select bounds->choose the animation->press F to pay respects->press X to kill). Now it's gonna look something like this:

To export select Bip001 and Bounds (we just want the animations, no zombie mesh or heads), use export to Collada (default).dae. When the export options come up check box "selection only" or the camera and light come through (you can stop them on the import options inside Torque but why not get rid now). Export using the name "zombieBlenderAllAnims.dae".
Now load up Torque and import the dae (art/shapes/actors/GG_Zombies/Anims). It should look like this (note I've added the zombie_base just as a test). I did notice that the bones got renamed (even though they aren't called that in the dae file) but everything still works.

Note the strangely named bones ... but hey ... also testing zombie_base here.
Okay next up, Zombie_Skin_Master_LODs_AutodeskFBX2012.fbx which is the megazombie. Do the same (remember bounds position and rotation needs resetting to ZERO!) and delete everything that's an empty (and get rid of the silly animation too if you want - it's not connected to the armature by default so shouldn't export). Place all the meshes for each type of LOD (300,200,100,2) into seperate layers! This is important for Torque to create LODs using trailing number on import. When you export select the armature, all the meshes and bounds. Remember to export "selected only" and name the file "megaZombieBlender". When importing to Torque, make sure you select "trailing number" for LODs.

Here's a Blender version of zombieBlender1 which I made by deleting the other meshes (I looked in stock zombie1 dae file to see which meshes were used). After exporting from Blender and importing into Torque (art/shapes/actors/GG_Zombies) I set up the animtions as such:
singleton TSShapeConstructor(ZombieBlender1Dae) { baseShape = "./zombieBlender1.dae"; lodType = "TrailingNumber"; loadLights = "0"; }; function ZombieBlender1Dae::onLoad(%this) { %this.addSequence("./Anims/zombieBlenderAllAnims.DAE", "Attack1", "840", "900", "1", "0"); %this.setSequenceCyclic("Attack1", "0"); %this.addSequence("./Anims/zombieBlenderAllAnims.DAE", "Attack2", "930", "990", "1", "0"); %this.setSequenceCyclic("Attack2", "0"); %this.addSequence("./Anims/zombieBlenderAllAnims.DAE", "Death1", "1020", "1080", "1", "0"); %this.setSequenceCyclic("Death1", "0"); %this.addSequence("./Anims/zombieBlenderAllAnims.DAE", "Death2", "1110", "1160", "1", "0"); %this.setSequenceCyclic("Death2", "0"); %this.addSequence("./Anims/zombieBlenderAllAnims.DAE", "sprint2", "791", "810", "1", "0"); %this.addSequence("./Anims/zombieBlenderAllAnims.DAE", "sprint_forward", "741", "759", "1", "0"); %this.addSequence("./Anims/zombieBlenderAllAnims.DAE", "run2", "621", "710", "1", "0"); %this.addSequence("./Anims/zombieBlenderAllAnims.DAE", "Run", "501", "590", "1", "0"); %this.addSequence("./Anims/zombieBlenderAllAnims.DAE", "root", "31", "150", "1", "0"); %this.addSequence("./Anims/zombieBlenderAllAnims.DAE", "root2", "181", "300", "1", "0"); %this.addSequence("./Anims/zombieBlenderAllAnims.DAE", "root3", "331", "450", "1", "0"); %this.addSequence("./Anims/zombieBlenderAllAnims.DAE", "Spawn", "1187", "1431", "1", "0"); %this.setSequenceCyclic("Spawn", "0"); }So there you go. Blender editable zombies with animations.

Here are my Blend files:
http://www.filedropper.com/zombieblenderallanims (99megs)
http://www.filedropper.com/megazombieblender (14megs)
http://www.filedropper.com/zombieblender1 (5megs)
Feel free to host these elsewhere and link below.

EDIT: FIXED THE LINKS