DeanoC said:However is much more complicated with skinned animations. In a skinned animation, the matrices that determine the pose you see is encoded in the constant state. Which isn't effected by instancing at all. I.e. in other words instancing a skinned character would produce N EXACT copies just in N different places.
Provided the constant register file is large enough to hold dozens of pose datas, you can provide each instance a different offset to the constant register in the per instance data, that effectively enables you loop through the constant as you draw each instance of the character.