I am trying to make a scene which uses the same rigged character about 40 times but posed differently each time. It gets resource intensive and I was wondering if there is a way to optimize this since I am using the same mesh over and over again. Tried linking mesh data but it is kinda useless and duplicate linked doesn't work either. Maybe some other form of instancing?

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    $\begingroup$ Hello, why doesn't linked duplicate work? $\endgroup$
    – moonboots
    Aug 6 at 11:29
  • $\begingroup$ If I'm doing it correctly (duplicate linked both mesh and armature selected) it has no effect both memory-wise and face count-wise compared to normal duplication $\endgroup$
    – cantemir
    Aug 6 at 12:56
  • $\begingroup$ Mmh, weird, that's not what I see if I test it $\endgroup$
    – moonboots
    Aug 6 at 13:02
  • $\begingroup$ could you please show me a clip, maybe I'm missing something $\endgroup$
    – cantemir
    Aug 6 at 13:15
  • $\begingroup$ Each mesh needs its own mesh data, because they have different deforms from their differently posed armatures. Linking mesh data alone won't help much with performance-- will reduce file size significantly, may reduce system RAM usage by a small amount, but they still each need their copy of that data. There's not a lot you can do that you couldn't do with 40 different characters. Just make sure your materials are all linked copies. $\endgroup$
    – Nathan
    Aug 6 at 13:19


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