Add a helper method to load entity objects
Hold on to the AnimationState being used for animating
Use a separate method to build the animation
Have createEntities' caller retrieve the text keys as needed
Remove a hack
Set non-bone nodes as manually controlled
Only lower-case the model name
The skeleton name will already be lower-case
Clean up some header includes to reduce nesting
Fix some createEntities calls
Use a list to reduce some repeating code
Add part info for weapons and shields
Store an MWWorld::Ptr with the Animation
Store the NonAccum animation root from the skeleton instance

Currently this is assumed to be the node with the animation text keys.
Catch errors from buildBones
Update the object position as the animation moves
Merge remote-tracking branch 'zini/master' into animation2
Don't try to move objects that aren't in a cell
Avoid creating bones for NiTriShape nodes

The offset specified for them can be just as easilly handled by the tag point
they get connected to, and as such it's just needless extra nodes.
Improve resetting the animation position
Avoid an unnecessary lookup when moving the scene node