After a look at the animation example some questions about the animation systems remain.
Generally (in game engines) we have a mesh which is rigged and skinned - called ofter a "skeletal mesh". Based on such a mesh we can deal with animations.
In Neoaxis we have an object which has attached an animation component (in the API the class members are listed but no word in the manual). For every animation the animation component list a SkeletonAnimationTrack and a SkeletonAnimation. It seems the later has the "animation clip" and the first delivers the "bones". I do not understand the construction. Does it mean the there is difference between mesh and sekeleton (so we have not really a "skeletal mesh". The consequence would be that a every animation should a have sekleton inside (like often in fbx files). An advantage would be that we can use for a character (mesh) different skeletons with their animations (so do not care about retargeting when the skinning works).
A second questions about the Animation Controller. In Unity the AC is a state machine. In Neoaxis he plays only one animations. I have not tested it but i think i can change the animation runtime building my own state machine. Blending is here an open questions. Renaming a component in the object window would be a nice feature.
In the test_animation scene we have six animations (Ressource Window) for the elephant : 1x death, 1x idle, 1x walk and 3x different walk but the latter are only posed. I do not know if this is intended.
A side note: When i use the Flow Graph try to change the name of a node then the node becomes node = null.