Instance skinned geometry

Yes, baked vertex animation / VAT is probably the right direction for this use case.

Instead of evaluating the skeleton for every algae, you bake the skinned deformation into a texture, then render many copies as instances or thin instances. That should avoid the “shared skeleton” problem, and each algae can be moved/scattered independently.

The trade-off is that it is still a pipeline/code solution: the animation has to be baked first, then the scene needs to load/use the baked data with BakedVertexAnimationManager. So it’s not something the glTF/Maya export alone will automatically solve unless you have a custom export/baking step.

Some useful references:

So the options are roughly:

  1. Clone the full rig per algae with code, using AssetContainer.instantiateModelsToScene().
  2. Bake the deformation to VAT, then instance/thin-instance the animated mesh.
  3. Duplicate everything in Maya before export, which needs less runtime code but costs more file size/memory.

For a large number of animated algae, I’d investigate option 2.