Egon, sorry. I assumed the Animation instance returned by the SkeletalObject wouldn't be null. Evidently, I assumed wrong and I understand what you meant by the animate(index) now. Cyber's SkeletalAnimation can only be advanced (as far as I could tell) by the advanceAnimation() method, which is really slow. There's no way to re-scale the animation as a whole. Anyway, thanks for the attention yet again.
There is a reason for this, I believe.
The animation is done at the exact pace that it was exported in.
If waving your model's hand takes 5 seconds when you animated it, it will take that long in JPCT.
The more you call advanceAnimation(), the more the interstitial positions are calculated. If you draw at 3 frames per second, it will still take 5 seconds to move the hand, but it will not be as smooth and granular than if you update it at 25 frames per second.
See what I mean?
Now, I'm sure it's possible to speed it up, but why? Just export it at the speed you intended it to be at, and you'll not have this issue:)