That was not so long times, just clone twice the char, to have 3, and exported as a single mesh with 3 independent skeletons.
Fortunately the graphic tool renamed for me automatically the joints name, so I really had to just check that the 3 were animating correctly (In the graphic package, if I animate walk, all 3 walked, but in Unity I could achieve independent animations.
About the profile ms, I didn’t check with single characters, but since the total number of bones and of triangles is exactly the same, but the draw call is /3, I’m sure this will benefit <30draw calls mobile applications. But you have to pay attention and use very low poly stuff. I can make more deep test at a later time.
Number of bones is around 16 per char.
I didn’t know you could check this in the inspector. I’m pretty sure I used a 3 vertices per bones, weighted.
The artifact you see on the model, is just a rig fault on some triangles, not a “rigid” skinning (1 vertex per bone) problem.
Now, consider this famous mobile game screenshot attached here below, these little characters are very low poly and low number of bones, but they are SO many
( note: airplanes are not animated) !!!
You see ? How much stuff is in play ?
This runs 30 fixed on the iPad 1st gen too and on the iPod2G (where the limit is just 7K tris) too !
How did they do ?
200 creeps on screen without 200 draw calls ? Just guess.
Not to mention particles. I see many many many explosion and bullets around here!
In my opinion, for each type of creep, there is a single mesh with this material, moving all (10, 20, or even 50) of them.
Hence: 1 for ants, 1 for aliens, 1 for flying. 3 Draw call to shoot 3x50x 80-120 triangles creep. Not to mention the 50 flying creeps will dynamic batch, so they all will make 1 draw call anyway, even without being a single mesh.
Total triangles will be around 10 / 15.000, with just 3 draw call to visualize 150 average creeps on screen.
This seem a very good compromise to me!