Hi JCL,
Thanks for responding. I understand the reason for bone animation being performance eating in general in all game engines and by batching i mean't as Matt has stated. To be more precise my point is a post from an experienced user suggested bone anims were particularly slow in A6 i.e. slow enough to make them not really useable, if this is not the case and the current implementation is already fast enough compared to other engines and will remain so when vertex weighting is added then that's great news.
Likewise Heelix's post suggested nested if then loops killed your frame rate. again if this is not the case I'm very happy to be corrected.
Basically all I'm saying is please make optimising a few of whatever the big bottlenecks are as high a priority as adding new features for A7. That's why my post suggested other experienced users should openly discuss here whatever they
find is slowing the engine down.
It may be useful to update/correct Heelx's list of slow-downs and add it to the docs/tutorials.:)