BGE PythonCode:-

import bge
import math
from math import *
import mathutils

x=0

def rotate():
 global x
# Get the whole bge scene
 scene = bge.logic.getCurrentScene()
# Helper vars for convenience
 source = scene.objects

# Get the whole Armature
 main_arm = source.get('Armature')

 ob = bge.logic.getCurrentController().owner

 ob.channels['Bone.001'].joint_rotation = mathutils.Vector([0,0,x])
 ob.channels['Bone.000'].joint_rotation = mathutils.Vector([0,0,-x])
 ob.channels['Bone.002'].joint_rotation = mathutils.Vector([0,x,0])
 ob.update()

 x=x+.01

This is just a first proof of concept for moving bones of an armature in Blenders Game engine.

Next step is to hot wire these onto VinMoov....

update..later that afternoon :-

Here you see the Pinky finger in action....(the bones do not show up in the game engine)

import bge
import serial
import math
from math import *
import mathutils

ser=serial.Serial(4,115200)
a=0.0
b=0.0
c=0.0
d=0.0
e=0.0
f=0.0
g=0.0
h=0.0
i=0.0
j=0.0
k=0.0
l=0.0
m=0.0
n=0.0
o=0.0
p=0.0
def read_serial():
   
 while ser.inWaiting()!=0:
  global a
  global b
  global c
  global d
  global e
  global f
  global g
  global h
  global i
  global j
  global k
  global l
  global m
  global n
  global o
  global p
  a=(ord(ser.read(1)))
  b=(ord(ser.read(1)))
  c=(ord(ser.read(1)))
  d=(ord(ser.read(1)))
  e=(ord(ser.read(1)))
  f=(ord(ser.read(1)))
  g=(ord(ser.read(1)))
  h=(ord(ser.read(1)))
  i=(ord(ser.read(1)))
  j=(ord(ser.read(1)))
  k=(ord(ser.read(1)))
  l=(ord(ser.read(1)))
  m=(ord(ser.read(1)))
  n=(ord(ser.read(1)))
  o=(ord(ser.read(1)))
  p=(ord(ser.read(1)))

# Get the whole bge scene
  scene = bge.logic.getCurrentScene()
# Helper vars for convenience
  source = scene.objects

# Get the whole Armature
  main_arm = source.get('Armature')
  print((a))
  ob = bge.logic.getCurrentController().owner
# Get part of Armature and place a rotation on it
  ob.channels['pinky.tip'].joint_rotation = mathutils.Vector([-a/32,0,0])
  ob.channels['pinky.mid'].joint_rotation = mathutils.Vector([-a/32,0,0])
  ob.channels['pinky.base'].joint_rotation = mathutils.Vector([-a/32,0,0])
  ob.channels['Left.pinky.palm1'].joint_rotation = mathutils.Vector([-a/32,0,0])
# VERY IMPORTANT update
  ob.update()