# Expanding Instanced meshes

**URL:** <https://forum.babylonjs.com/t/expanding-instanced-meshes/78>\
**Category:** Service offers and requests\
**Created:** [December 9, 2018, 7:23am UTC](https://forum.babylonjs.com/t/expanding-instanced-meshes/78 "2018-12-09T07:23:47Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![Armasyll](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/armasyll/32/21110_2.png) [@Armasyll](https://forum.babylonjs.com/u/Armasyll)\
**Post date:** [December 9, 2018, 7:23am UTC](https://forum.babylonjs.com/t/expanding-instanced-meshes/78/1 "2018-12-09T07:23:47Z")

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Requesting someone to extend InstancedMesh to allow multiple instances of a mesh to be attached to multiple different skeleton’s bones; allowing an InstancedMesh to have its own parent, I think.  
Also, its own Material would be cool.

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**Author:** ![Dad72](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/dad72/32/13_2.png) [@Dad72](https://forum.babylonjs.com/u/Dad72)\
**Post date:** [December 9, 2018, 11:44am UTC](https://forum.babylonjs.com/t/expanding-instanced-meshes/78/2 "2018-12-09T11:44:27Z")

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An instance inherits the parent’s material. For an object to be its own parent or to change the material of copy object you must cloned. An instance is not a clone of an object.

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**Author:** ![Armasyll](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/armasyll/32/21110_2.png) [@Armasyll](https://forum.babylonjs.com/u/Armasyll)\
**Post date:** [December 9, 2018, 4:02pm UTC](https://forum.babylonjs.com/t/expanding-instanced-meshes/78/3 "2018-12-09T16:02:27Z")

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After looking at a similar question with how UE4 does it, I can understand the limitation on the material.  
But, should changing the parent really require a new mesh? I’m not asking about how it’s done currently in Babylon.JS, I’m asking if it can actually be done.

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**Author:** ![Deltakosh](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/deltakosh/32/26635_2.png) [@Deltakosh](https://forum.babylonjs.com/u/Deltakosh)\
**Post date:** [December 9, 2018, 4:56pm UTC](https://forum.babylonjs.com/t/expanding-instanced-meshes/78/4 "2018-12-09T16:56:59Z")

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It is already the case actually. Instances can have different parents

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**Author:** ![Armasyll](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/armasyll/32/21110_2.png) [@Armasyll](https://forum.babylonjs.com/u/Armasyll)\
**Post date:** [December 9, 2018, 8:09pm UTC](https://forum.babylonjs.com/t/expanding-instanced-meshes/78/5 "2018-12-09T20:09:47Z")

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In 3.3.0, when I create a mesh, then create instance A, B, and C, and I attach either instance to a bone of another mesh, all other instances are then attached to that bone.  
I may have been incorrect in assuming this had to do with parents, and I maybe should have brought it up originally.

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**Author:** ![Deltakosh](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/deltakosh/32/26635_2.png) [@Deltakosh](https://forum.babylonjs.com/u/Deltakosh)\
**Post date:** [December 9, 2018, 8:13pm UTC](https://forum.babylonjs.com/t/expanding-instanced-meshes/78/6 "2018-12-09T20:13:50Z")

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No worry:)
