Is there an easy way to reuse skeleton on a cloned mesh?

A way to have fast skeleton animations for multiple objects is to use vertex animations baking. See this thread (be sure to read until the end of the thread):

You can try to use refreshBoundingInfo(true, true) on all your animated meshes to take the bones/morph into account to compute the bounding box. If it’s still not enough, you have the option to set alwaysSelectAsActiveMesh = true on all the meshes.

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