Looking for some animation advise!

How would one go about animating 2 or more instances of the same object/armature?

ie "Armature_A" and "Armature_A.001", in "Action_A".

Moving "Bone_01" applies to both, but I would need them to act independently.

Is there a way to add a namespace separation?

Is there any way other than to give each bone in "Armature_A.001" a unique name from their "Armature_A" counterpart? That wouldn't be such an issue with only 2, but if I wanted to animate 20, or 200, it's suddenly an insanely gruelling task.

  • $\begingroup$ could you please explain, for example with a drawing? $\endgroup$
    – moonboots
    Feb 22, 2019 at 0:26

1 Answer 1


Yes you could do that. The easiest way to do this is by actually duplicating your model and armature attached to it. So you will have ArmatureA (using ModelA) and ArmatureB (using ModelA).

They both need to physically exist in your scene. I usually tend to place them right behind the cameras, so every group/instance/reference/dupli object/particle or animation track that will reference them will not get them rendered accidentally.

So now you go to the NLA, Select ArmatureA and do animation in the graph editor. On the NLA save the animation clip.

Now, when you want to apply that animation to ArmatureB, it will accept it only after you freeze the clip (it's like making a new fake user material or a new + material). Once you have created (frozen) your NLA track, on the property name of the stored track, select your ArmatureB. Now it should move.


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