Auto prey capacity was getting set to false, rather than 'off'.
It was also showing up when it shouldn't have. The blender script
ignores spaces in the view list now. makeModel wasn't including
mass correcetly.
This also makes two changes to forms: first, forms can
be set to rename the entity, just like views can. This is
enabled for anything using makeModel. Secondly, when switching,
if the new form has a view whose names matches the old form's active
view, it will switch to that same-named view, instead of using
the default view for the form.
So, for example, you'll stay on the "side" view for coins, even when
switching between forms.