Well I'm not sure it would be so easy to implement into their custom physics engine. I think the only hope I'd have is to skin and weight the mesh from this model, to the skeleton of one of their character's, say "Piggy's" game skeleton, and then all his physical properties and animations would be applied to this model. It would probably override the old model however.
However, seeing as Madoc is a very open and interpersonal kind of guy, whome Ive had a few conversations with in the past via email on things like the level I get to design via my pledge reward, perhaps he could work with me a bit on how to get it integrated into their engine without overriding the old mesh. It would depend how well the Piggy skeleton would be able to match up to this mesh as well, however.
Im not sure what is required in implementing completely new character skeletons to their system, if they require heavy tweaking to work with their dynamic animation/physics system through their engine or what.
I'd of course be more then happy to "donate" the model as well to the game/cause that is Sui Generis if they are happy with the final game ready product and then they put it in themselves, as perhaps a surface cameo one time boss encounter or something. That would be very cool indeed. But perhaps that is just wishful thinking.
If none of the above happens, I'll be rigging, animating and putting it into the NWN2 engine which I play online in a fairly tight nit community. That and/or sell it on Turbosquid.com
I am not a 3d artist by trade, but just fiddle around with it as a hobby. So it's a slow moving project regardless due to the limited amount of time I can find to put into it.