@R0j0hound, hats off to you for creating this plugin. I took a look through the code and, to be honest, it is - pun intended - a monster! I did some testing and have some random questions as a result:
1. Is this plugin derived from the github js library and do you know which Creature export option should be followed? (Not that I can export from the demo version, I'm just interested)
2. I'm guessing that the animation name on load could be changed by modifying the runtime.js function at line 213 - but how would one go about changing the animation to something else mid-play, change animation play speed etc?
3. A follow on from question 2 - do you think it could be possible to change animations by blending the bones / mesh positions from the animation current position to the next animation (is this supported by the CreatureMeshBone.js , I guess is my question, or would that transition have to be written from scratch)?
4. I see that opacity is not supported, which is not a surprise as it's a webgl draw, but if I spawn an object with fade behavior over a creature object then the creature object inherits the fade (even though fade does not work on the creature object as its own behavior). Here's an example
of what I mean.
As far as I can tell the plugin performs really well. The only limitation is a pronounced jank as the plugin loads the json data, but that could easily be worked around.