Just so those following the thread know,
The problem with casting shadows from groups of entities parented to one another is now fixed. You can now load an animated mesh comprised of a group of entities that are connected to one another, and have them cast a single shadow.
The problem with casting shadows from groups of entities parented to one another is now fixed. You can now load an animated mesh comprised of a group of entities that are connected to one another, and have them cast a single shadow.