A crowd is not one animation.
Compare a shared skinned group, independent skinned clocks, and a batched InstancedMesh proxy crowd. The visual shortcut is not the same as skeletal animation.
Preparing the glTF source, animation clips, and instance buffer.
- Skinned
- -
- Mixers
- -
- Group members
- -
- Instances
- -
A shared group requires compatible animated properties across all objects.
- Duration
- -
- Tracks
- -
- Animated nodes
- -
- Root motion
- -
AnimationClip tracks are reusable data; semantic contacts still need authored metadata or an application policy.
Shared skinning reduces duplicated binding work. Instancing reduces draw calls only when one geometry/material can represent the visual.
Shared group: compatible clones share one mixer and binding cache.
Independent: every clone owns its own mixer and local clock.
Instanced proxy: one draw-friendly mesh gets per-instance matrices, not glTF bone tracks.
Detach/reattach is enabled for the shared topology. Add ?forceWebGL=1 for a WebGL2 comparison.