1. I made a mistake because i've been working on multiple versions of the plugin, you're correct the current public version is using r66, but the three.js version has very little to do with how the plugin works, i merely migrated to r68 since it helps compatibility.
2. The Z axis is blue in three.js, it follows the standard convention. the camera orientation may be confusing you as the axis's do not align with constructs if your camera is looking from lets say the +Y axis towards the origin.
3. what do you mean by "pin", the q3D object acts as a window to the 3D world and having multiple extra canvases added to the DIV makes no sense and wouldn't work very well. If you meant how do you attach multiple objects together, you must use the "change parent" action to lets say attach wheels to a car body or something similar, this creates an object hierarchy, you cannot use the "pin behavior", because this was designed to work with sprites and normal layout objects, you must use the parenting controls and your own custom designed logic.
4. yes i updated tiny tank to r68 when i updated the game to have high-scores and i wanted to see the stability of the new version on multiple systems.
5. Tiny Tank can and was made with the original version, I fail to see where it's misleading. All of the Action/Conditions/Expressions of the plugin are available to look at in the main post, there's no slight of hand. the workflow is complicated for novice users at the moment and i'm aiming to make it simpler. If you are having difficulty with the current version, Tiny Tank will make things even more confusing with its abstraction of certain concepts, and the fact the engine is actually built with online multiplayer half implemented. The updates are free for those who purchase/purchased the plugin even though there's a lot of work in them, so if the current version seems difficult to use you can wait for the newer one which attempts to make the workflow easier. The current version is meant to make three.js accessible through the construct event sheet, there's a lot of extra work that needs to go into making the workflow for 3D objects similar to sprites, which is what i'm currently trying to do.
6. I'm not sure what you mean by Z-index, as the objects are part of the 3D canvas and use the three.js zbuffer for ordering/rasterizing. You'll need to clarify to get a better answer.