1. Obj or vrml export won't have any textures attached because these are model files, so when you import exported files to another program (meshlab) you won't have any textures, tho you'll have texture maps, so only thing you'll have to do is to re-add textures to specific file.
2. My exporting tutorial won't help you much. I'll explain how animated models (with sceleton) work:
Model is made from points (polygons) and animated models have their bone-weights. This means Every point is added with % value to specific bone, so when bone changes his position, all points, depending on their bone-wight, moves to and deforms object (for example rotates head).
If you're using gm --> TOOL --> Vrml --> Editing Program --> Vrml --> TOOL --> gm metod to make character, you cant add any more objects, you can only deform (edit) points, because in this way TOOL saves all his old bone-wights, but if you'll ad new object (hat) his points will be new and won't have any bone-weight data on them, so this method fails.
If you're using gm --> GMview --> OBJ --> Maya --> GM (best method)... GMview doesn't export any bone-weight, so before exporting you have add bone-weights not only new added model, but also to character it self. And here is the main problem I'm stuck, I know how to do that on XSI (I managed to export couple of characters to Source Engine games), but don't know how to do that in MAYA...
And what I have written in that tutorial doesn't have anything with bone-wights, bones or animation at all... There is explained only ~20% everything you need to recompile new character model...
I hope I explained it clear enught... My English you know...