- Animating using bones instead of empties
- Support for weight painting/vertex groups for bone influences
- Ability to use actions instead of one long animation chain
Those are all on my wishlist. As you probably know, the last two both require support for bones, so that's the biggest thing. If I could support bones with similar feature parity I wouldn't even bother supporting bones, they're just a placeholder. I'd always like to work on bones, it's just a question of knowing how to do it.
Handling the overall structure is trivial, it's a question of getting actually correct data out of it (and whether or not it's even there), as Blender represents nodes entirely differently from Torque. I've had some ideas from time to time so it's not entirely out of the question, but it's nothing I can guarantee.
I also get this annoying error when trying to export "selected objects only". It occurs if you don't select all of the empties while exporting.
Can you try with the latest version from the dev branch (including commit ffb6d07)?