>>380617020
>70 unmerged meshes, 3000 dynamic bone interactions, and 400mb
Don't you see? It's okay it's 1 mesh 1 material and 34753739556 poly's, it's just skinned mesh renderer poly's that couldn't POSSIBLE go wrong!

Let's also NOT go into the fact we should be splitting our 1 meshes into TWO meshes so all the shape keys are on a seperate mesh so not every single polygon on the avatar is being shape key calculated at every frame constantly!!!!