iClone viewport has always been capricious, even with empty scenes.
Another way to make things faster and lighter (especially if you have many characters) is to create an alternative version of each of your character (a low def version if you wish but not only) then once you are done with the animation, just drag and drop your "high-end" final rendering quality character on top of your "animation" version. If several of your characters are similar then you can even use the same "low def" character to animate each one of them.
One approach that has been used back in the day is to remove any skinning, split your mesh into portions, and parent those portions to your bones. For instance, the fore arm would be a distinct, cut, piece of geometry that you parent to the fore arm bone. Remove all textures (alternatively vertex color your mesh with your texture if you have the tool to do that). At the end, a very light character, no more skinning computation that you should animate easily and fast (hopefully).
Of course, this works only if you don't change the character bone's hierarchy.
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guy rabiller | GOETZIWOOD STUDIOS
"N.O.E." (Nations Of Earth) Sci-Fi TV Show, Showrunner.
Edited
7 Years Ago by
grabiller