Not really, though i recommend checking out the tutorial section, that is how i learned. You are using NeoDex, right? I think there is a rigging tutorial for that somewhere. The basics are this: you set up some bones, link the mesh to them through a process called skinning, then you press a button called "auto key", then you just move the timeline cursor and move/rotate/scale the different bones, and keys will be automatically created. Voila! Then you use the graph editors>dope sheet to add some animation keys, to mark where animations start and end. Just read up some on it and i can give you tips later. About the shading, it can be solved another way. You can use an ingame gradient texture and skin it onto a second mesh, which is roughly identical to the original mesh, but "on top of" it. Then you set its filter model to "modulate". It requires some extra polies, but it usually doesn't push up your file size that much (polies require much less space than texture).