# Optimizing cloned/instanced meshes playing separate animations

**URL:** <https://forum.babylonjs.com/t/optimizing-cloned-instanced-meshes-playing-separate-animations/37101>\
**Category:** Questions\
**Tags:** instances, animations, clones\
**Created:** [January 4, 2023, 8:49pm UTC](https://forum.babylonjs.com/t/optimizing-cloned-instanced-meshes-playing-separate-animations/37101 "2023-01-04T20:49:58Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Panuchka](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/panuchka/32/12054_2.png) [@Panuchka](https://forum.babylonjs.com/u/Panuchka)\
**Post date:** [January 4, 2023, 11:07pm UTC](https://forum.babylonjs.com/t/optimizing-cloned-instanced-meshes-playing-separate-animations/37101/2 "2023-01-04T23:07:49Z")

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I wondered this a bit in the past as well. It is a bit complicated topic and I think depends on your use case…

Check out this thread:

> [@Animations and performance, tips and tricks?](https://forum.babylonjs.com/t/animations-and-performance-tips-and-tricks/20107):
>
> Hi everyone! I have a pretty generic question about animations and performance. I am making a game where I have these different characters that cannot be instantiated; they need to have separate meshes, textures and animations. I also made a small stress test illustrating the situation, take a look: [https://playground.babylonjs.com/#S7E00P#51](https://playground.babylonjs.com/#S7E00P#51) Now, the framerate drops quite significantly if there are tens of models in the screen at one time. I can of course see some obvious optimizations, like …

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