hrmm...a high poly count for a new animator would give the illusion that it would render better ( not necessarily true )...
for a more experienced animator, for the ability to mod more detail into the mesh. without having to re-rig... (ie - someone that likes to model and animate, but hates rigging .) - to up the polycount, you would have to export a 'base' model ( unless you purchase an export license for an expansion model )
Then go to an industrial grade software, like autodesk maya, max ..or something like modo, or possibly blender ....import the mesh with the rig , and subdivide. Otherwise, nope. Not unless you export the mesh and re-rig it ....the mesh is linked to the bones and weightmapping - the only way to increase the poly is in a software that can adjust the weightmapping along with it, and the cc / iclone software does not have such subdivision tools
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"To define Tao is to defile it" - Lao Tzu