I think last year I've posted the steps somewhere here. But no problem I'll write here again. What 3d software are you using? I'm using max and maya. My workflow below is for max
1-) Model the character in T-pose (try not to work very hi-res). If your character is more then one object you need merge all the parts (Legs, head, torso etc..) into 1 mesh.
2-) Also have the textures 1024x1024, higher resolutions have issues in Visionaire)
3-) I used biped for rigging the character. Then skin and animate the character.
4-) When the character is ready now we can export it to use in Vis.
I use Alin Direct-X exporter (free-version). Download link: http://www.cgdev.net/download.php
* In GENERAL TAB just select (scene root, material, bone, mesh, skin, animation). Leave all others unchecked!
* In VERTEXT ELEMENTS TAB just select (Textcoords). Leave all others unchecked!
* In TEXTURES TAB just select (Textures and overwrite). Leave all others unchecked!
* In MULTIPLE UV SETS TAB. Leave all others unchecked!
* In ANIMATIONS TAB. Write down your animations. Uncheck keyframes
* In TIME LINE TAB. Uncheck 3ds max and select custom with the parameter 1.
* In STANDARD material TAB. Uncheck all
* In DIRECT X SHADER TAB. Uncheck all
* In COORDINATE SYSTEMnTAB. Uncheck all (If model looks weird then try to check Right-handed)
* X-File format should be text.
5-) After the export, now you can import your 3d character into Vis from the characters options.
6-) From the character outfit options, you need to adjust the camera settings to make your character fit in the scenes. For the scenes with different camera angles, you need adjust camera settings before the scene starts.