Hi. My question concerns optimizing a 3D RPG game where there is a lot of wearable equipment and clothing for characters.

-a
I have a 3D model "human" inglTFformat. Inside it:
(
Skeleton 1(animations), 3D model (human)).
-b
Then I add another 3D model "armor_1" inglTFformat to the scene. Inside it:
(
Skeleton 2(no animations) , 3D model (armor)).
After that, I remove the unnecessary (
Skeleton 2) from the armor file.
-

Question 1:
The deleted node (Skeleton 2) still remains in the game's memory and will continue to burden it until the "armor_1" prefab is unloaded from the system?

-

Question 2:
Am I correct that when exporting the glTF format for the "armor_1" model, I must export it along with its armature (Skeleton 2), since without this, the armor cannot be attached to Skeleton 1?

.
How do other developers who create 3D RPG games with many characters and various wearable clothing handle this in Godot?

    Disclaimer. Since I've tried to look into it, but I haven't gotten to the end of my research yet, so my assertions can't be taken as absolute infallible truth.

    Ra00000 Question 1:
    The deleted node (Skeleton 2) still remains in the game's memory and will continue to burden it until the "armor_1" prefab is unloaded from the system?

    It shouldn't.

    Question 2:
    Am I correct that when exporting the glTF format for the "armor_1" model, I must export it along with its armature (Skeleton 2), since without this, the armor cannot be attached to Skeleton 1?

    Yep.

    How do other developers who create 3D RPG games with many characters and various wearable clothing handle this in Godot?

    There are very few games like this. With a lot of elaborate characters, as far as I know Godot doesn't have any at all yet.

    Perhaps you'll find some useful ideas in Humanizer.