That's awesome. Curiously, how is a static mesh of a character model in pose created?
you export the skinned model with no bsdismember property. export as a ninode not a bsfadenode. then you do the painstaking task of reassembling everything in nifskope. the above example had about 10 or 11 nitrishapes, all of which had to be rebuilt with their proper shaders.
dont worry about any collision (it should have none)
as for the posing itself, you can import any body parts, armor parts, weapons etc into a 3d editor (i used 3ds max), and pose the skeleton manually. the skinned meshes will deform along the skeleton