You can use copyentity anyways, and the animation state will be kept separate.
It seems updating the animation only takes 0-1 msecs. Rendering characters is by far the most intensive process I am dealing with, usually taking a good 10 msecs for 30 actors.
Another issue to consider, which is impossible to analyze, is the bone update time, which I presume is handled in the RenderWorld() routine.
It seems updating the animation only takes 0-1 msecs. Rendering characters is by far the most intensive process I am dealing with, usually taking a good 10 msecs for 30 actors.
Another issue to consider, which is impossible to analyze, is the bone update time, which I presume is handled in the RenderWorld() routine.