First off, I hope you're good with math.
Coldet. Look for elias_t's wrapper in the Toolbox.
Now, after reading most of that, I really don't know what advantages this would present over sswift's or any other shadow casting system. Frankly, this sounds like it'd be much slower thanks to the increased polygon count through subdividing triangles into a great deal more triangles. The best way I can see of doing shadows is projecting a shadow texture (created by a render to texture procedure) onto the receiving mesh (such a system would not require you to calculate the position and alignment of bones or vertices in a mesh [typically] for animated meshes). (Easier said than done, I know)
Anyhow, just me rambling, and I've already forgotten where I was going with my response.
finding better ideas replacing linepick
Coldet. Look for elias_t's wrapper in the Toolbox.
Now, after reading most of that, I really don't know what advantages this would present over sswift's or any other shadow casting system. Frankly, this sounds like it'd be much slower thanks to the increased polygon count through subdividing triangles into a great deal more triangles. The best way I can see of doing shadows is projecting a shadow texture (created by a render to texture procedure) onto the receiving mesh (such a system would not require you to calculate the position and alignment of bones or vertices in a mesh [typically] for animated meshes). (Easier said than done, I know)
Anyhow, just me rambling, and I've already forgotten where I was going with my response.