(Only just found this thread, so forgive my late reply.)
I'm glad you feel so passionate about this issue, but I'm not sure I understand your perspective entirely. To clarify:
- We made no changes to Ogre itself, except some minor tweaks to the configuration dialog box, which are available in SVN.
- Tuan is right about driving the bones directly, that's the approach we used. It only requires the standard Ogre DLL, according to the LGPL.
- There are no commercial licenses, just licences for R&D. We're not building a reusable library for other games, we're building a Sandbox.
- The code is intended for educational reasons, so if you learned something feel free to re-implement it into Ogre -- that's the point!
Do you have an equally strong opinion about proprietary plugins or tools for Ogre? Without charging, I can guarantee you we would not have been able to do what we do full time (the free conferences, maintaining the site, and the code). Keep in mind Cumans, Mononen, Terdiman and Ratcliff have full time jobs doing other stuff.
Anyway, even if we did have a nice reusable library for animation, it's still nowhere near ready yet. In fact the blend tree is the part that needs more work. If there was enough interest, I was planning to release an open SDK with a bulk of the code available (early next year), but if you speak on behalf of the community, I'm no longer sure I'm using the right engine anymore.