I’m still going to release that one sometime soon (probaly around christmas ) Animated Instanced Skinned Meshes (GLTF) - #9 by Fyrestar
It doesn’t just make SkinnedMesh instances but handles hierarchical LOD reduction to process less per LOD as well as throttling the updates, the actual bottleneck with instancing and skinning is the pure massive matrices math going on.
I also figured i’ll extend it to move these computations off the main thread to workers. Depending on the skeleton structure (like humanoid) that amound should be no problem already, however this optimization depends on sparse distribution if a large crowd is moving dense nearby it becomes expensive still, so moving the computations into a async backend api will help with that, workers, then i look into GPU too.