I've modeled a character that I want to rig. Various parts of the character are mirrored (e.g. left and right arms), so I want to at least partially link them to make iterating on the model easier (that is, to make sure that modifying one modifies the other: vertex data, modifiers, materials, etc).
If I try using instancing to do the linking (that is, grouping one arm together, and making the other arm an instance of that group), any pose change applies to both arms.
If I try sharing the mesh datablock only, the problem remains the same, as the vertex groups (which define which bones have influence on the mesh) are shared.
Is there no way to avoid duplicating the two similar objects?