Just a question about the meshes. So I got some of the go models and loaded them in blender and exported them as wavefront obj files. For example, I took the standard plastic peg model. When I put the mesh into vp it seemed as if it were flat. I know your example table was flat Maybe I'm doing something wrong but I just don't feel as if it was showing in 3d as it should. Also it loaded the peg sideways rather than upright.. When I exported the object it was upright in blender. If you'd like I can attach the obj file so you can take a look at it
Hmm my example table was flat? There was a rotating torus in the middle of the table...Anyway if you don't assign a texture to the mesh it will look flat, it all depends on the mapping and the basic shape of your
mesh, but there is space for improvements of course 
The problem that the mesh is rendered in a different orientation is because the coordinate system (orientation) is different in Blender/3DSMax/Maya or whatever than in VP. I could convert it but then someone
uses another 3D tool and the orientation is again different so I think I leave it for now as it is. You have to tweak it with the rotation options to display it right, normaly set the rotate X angle to 90.
But again that's a problem how you create, rotate and translate the mesh in Blender.
What are the X, Y, Z Orientation coordinates for placing a Primitive straight up on a VP Table, say a cylinder?
Do I need to set the Primitive Orientation in the Modeler program?
And the Lightsources. Will they be Dynamic / accessible in script (real-time RGB Controls) in the future?
If you design a 3D object in Blender it's best to place it around 0/0/0 (X/Y/Z) because you can rotate the object arround it's origin. What do you mean with orientation, the location or the rotation axis of the object?
Regarding the lightsources: dynamic lightning isn't possible at the moment because most of the stuff you see on a table is prerendered but we have to think about adding dynamic lightning on the dynamic elements (alpha ramps and primitives incl. meshes). I don't know how good this will look like but it's worth to think about it.
Edited by fuzzel, 02 July 2013 - 08:44 AM.