what do you mean with texture inverted? the texture has nothing to do with the normals. turn on displaying normals in blender and check if they all are pointing outside.

blender uses weighted bones. my exporter simply takes the bone with the strongest weight. so you have to keep this in mind when skinning the model. most of the time this is no problem but sometimes (if there is no clear strongest weight) you have to do some corrections. i am sure this can be fixed.

but rigid skinning never looks as good as smooth skinning.