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First you would have to enter the Hat in Time editor. Within there you can find Hat Kid's model. Her full model is HatKidGreg, a Skeletal Mesh found in the Content Browser. From there, you drag it into the viewport, and select it. While you have it selected, you go to File > Export > Selected Only. Save as whatever you want to call it, preferably .fbx, and save. From there you can import it into whatever modeling software you use, in this case Maya, by importing it in as an .fbx or whatever file type you choose. You should be able to see the model and its rigging in action, and I believe that this export will have her idle animation.
Alternatively, I have provided a download for said file here: https://drive.google.com/open?id=1y8LQ2DOlQqwG6nk5Iji1SPNJ5Zi5x-TS
Just keep fair use rules in mind and don't try to make anything monetary off of it, although that shouldn't be an issue if you're just using it for experimenting with rigs as an example.
Best luck to you in your prospects
Note that I may not be seeing the whole rig as blender may be unable to import some things. I have no idea what was originally used to create this. In blender, IK is set up using constraints on bones, other programs may do this differently. Also I haven't done anything serious with computer graphics for about 10 years.