I try to open league of legends models using Blender, but I don't know how to handle .lmesh and .lanim files. These files are located in here: http://static.lolking.net/shared/mv/
closed as off topic by Jimmy Shelter, Trevor Powell, Byte56♦, John McDonald, msell Apr 18 '13 at 9:01
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The LMesh used by lolKing is not the actual format used by League of legends; if you look in the RAF archive in your league of legends installation, the files are using .SKN extension. The SKN format is well-documented by various open-source viewers such as LolBlender. I don't think the existing tools are fully updated for the latest version though, so you might have to do some legwork yourself modifying the import/export scripts. The Maya importer seems to be the only one that is actively updated.
I took a look at the LMESH file to compare it with the corresponding SKN, and there are differences in encoding. For example, strings are lenghth-prefixed instead of fixed-size. I'm not sure you'll find a whole lot of documentation but it seems fairly straightforward enough to reverse-engineer by comparing to the original.