You can find the Blender Ogre exporter at: http://www.ogre3d.org/forums/viewtopic.php?f=8&t=45922
Material: The right material in the file will be searched, the importer should work with materials who have 1 technique and 1 pass in this technique. From there, the texturename (for 1 color- and 1 normalmap) will be loaded. Also, the materialname will be set.
Skeleton: Skeleton with Bone hierarchy (Position and Rotation, but no Scaling in the skeleton is supported), names and transformations, animations with rotation, translation and scaling keys.
Currently you can only load meshes. So you will need to import the *.mesh.xml file, the loader will try to find the appendant material and skeleton file.
The skeleton file must have the same name as the mesh file, e.g. fish.mesh.xml and fish.skeleton.xml.
We suggest that you use custom materials, because they support multiple textures (like colormap and normalmap). First of all you should read the custom material sektion in the Ogre Blender exporter Help File, and than use the assimp.tlp template, which you can find in scripts/OgreImpoter/Assimp.tlp in the assimp source. If you don't set all values, don't worry, they will be ignored during import.
If you want more properties in custom materials, you can easily expand the ogre material loader, it will be just a few lines for each property.