To cast shadows from animated meshes the way I do it is by placing a camera at the light source, take a render with scene in white, shadow casters in black, apply it as a texture to a copied mesh, do this for each light, use additive blend and take another render of the sum of all the meshes from the world camera's view and then apply this as a texture to the 2nd uv coords of your level using multiply texture blending (level mesh full bright).
Will post a demonstration in a few days hopefully as I've got something that does this I am working on..although it has a few features/drawbacks that limit its usefulness
Will post a demonstration in a few days hopefully as I've got something that does this I am working on..although it has a few features/drawbacks that limit its usefulness