Rigid Constraint Alternative for Optimization

Hi, I’m working on a project that features multiple types of penguins, each as rigged meshes with bones and separate accessories. To attach the accessories to the penguins’ bodies, I use Rigid Constraints. However, with over 150 penguins rendered simultaneously, that means managing 150+ rigid constraints, which is significantly increasing CPU usage.

Here is an example of one of the penguins:


image

If anyone has a less costly solution with the same effect as rigid constraints, I would greatly appreciate it. If you need more information to find a solution please ask.

Not sure if this has to be said but the rigid constraint allows for the accessories to stay glued to the body during animations.