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Beyond that, did you include the .mesh file in one of the artwork zip files? For the core game, cars are located in the cars.zip file. For a mod, the .mesh can be in any of the linked .zip files you include with the mod.
21:45:29: OGRE EXCEPTION(5:ItemIdentityException): Entity is not animated in Entity::getAnimationState at ..\..\ogre\OgreMain\src\OgreEntity.cpp (line 667)
And I do not understand: why? I animated the mesh. I can send it (mesh made in Blender)
Most likely you did not export your animations properly. See MediaevalRocket's tutorial for bforartist and the various keyframe/exporting requirements: http://wiki.gearcity.info/doku.php?id=artwork:models_vehicles:bforartist
UPD. I forgot to mention that I converted this mesh from a XML file using OgreXMLConverter. Blender2Ogre converted only until the creation of the XML file and the .material files, and then show the WinError2 error. And, judging by the mesh loading log, the materials did not load on it, although they exist.
I assume your issues are around http://wiki.gearcity.info/doku.php?id=artwork:models_vehicles:bforartist#shape_keying down.
You may want to get in contact with MediaevalRocket, as my knowledge of blender is limited. Seems like he had similar problems, and it boiled down to not using the key shaping commands correctly: https://steamhost.cn/steamcommunity_com/app/285110/discussions/14/3596571824757485448/
16:58:38: OGRE EXCEPTION(5:ItemIdentityException): No state found for animation named 'Entire Body_Complete_Length' in AnimationStateSet::getAnimationState at ..\..\ogre\OgreMain\src\OgreAnimationState.cpp (line 330)
This, maybe, is connected with Key001.Action and other similar Actions, but I don\t know how to rename them.
UPD. No, not connected. Could rename, but got exactly the same error.