CameraScript.cs now has tilt functionality on middle mouse hold and drag, Adjustable border limits to fit different terrain map sizes, and public near and far clipping plane corrections with adjustable limits.
Front of Tracks have been animated, still need to do the wheels. Still needs touch ups on cycling as it is a bit rough. I have been thoroughly Testing wrong and right ways to go about model creation, animation, implementation into Unity's Editor, and finally into mecanim to be blended and then programmed. This will be updated soon in the wiki as well as the basis for a flowchart.
The tank moves with raycast, re made armature to consume less data and correct positioning, had to reset wheels and turret for proper animation after armature changed, used mecanim to integrate the animations properly and wrote script to execute animation based on navmesh agent's remaining distance from raycast hit.
Folder with contents got deleted, so I had to go back and redo everything in Unity. However I was able to record a condensed version of the process of integrating animations into mecanim so this may have turned out to be a good thing.
Tank was merged into one piece. Armature was updated to take place of "Separate Mesh Pieces" for animation.
Animation was added to bones.
Shape Keys were also merged, however this restricted the ease of using Shape keys and limits what can be achieved through mecanim without having to re animate tracks. This also would require adding more bone density to the model for the wheels for multiple movement variations of turning and going backwards. It is possible but as far as my conversation with James, this probably is not important to implement at this stage.
Model worked fine in Blender. When imported into Unity there seemed to be an issue with the Turret bone inheriting rotation of its parented Root bone. This caused a mess in Unity and made extremely difficult to animate the turret as it no longer rotated proper around the Y axis. Tried many things to fix this and finally got a few working solutions.
The Air layer has been completed and works across both land and sea layers. The Mesh renderer component should remain inactive on the "Air" layer of terrain as to not shadow lighting, or be visible to the player.