When you have a set with lots of static objects, your outliner could be filled with those unidentified objects and sometimes gets in the way of selecting the right one.
You might join them to become one object, but it’ll be harder to move things around or assign new material later.
Better approach would be to create a new empty scene, place all those non-animate objects in this scene and group them. Rename the group to a meaningful name.
in the main scene, just add a ‘Group Instance’ with the group you just created.
Now, there’s only one object in the main scene, and you can still edit those individual objects by going to the ‘Set’ scene.
After rigging a charactor, you should group them for later use, by selecting only meshes, not the armature, and press ‘Ctrl+G’, the meshes will have green outline (instead of default orange). Then rename the group to a meaningful name from the object tab.
Start a new scene, you can link the charactor into this scene by ‘File’ -> ‘Link’ -> ‘Group’, make sure that ‘Link’ and ‘Instance Group’ is selected.
You’ll have 2 new objects in the outliner, the mesh and the rig.
If your 3D cursor is not at the origin, your mesh will appear off its originate position, you must reset it back by pressing ‘Alt+G’ to clear its location.
Then restrict the mesh‘s selection by toggle off its arrow in the outliner, so that you don’t accidentally move it out of place as you would only work with its armature in this scene.
You can enter pose mode and pose the rig anyway you like but you’ll notice that you cannot key any bone. You need to make a proxy of this amature to be able to add any key on it.
So, in 3D view while the rig is selected, press space bar and type in command ‘make proxy’ and click again to confirm. Now, you are able to key this rig.
Notice that the name of the rig would change into ‘_proxy’ and the link icon is disappeared. You can rename the rig to whatever you like.
Linking group is an efficient way to manage your project. You can link a charactor ‘group’ to animate him in the set before making small changes on polygon, UV, or many things later. And the changes will be carried over every scenes the charactor is linked.
You might, like me, keen on saving every version of source file, just in case anything goes wrong, and end up with many different versions of the same charactor.
before final render, with the master scenes linked to different source files, you’ll need to re-link them so that every scene links to the final one.
so, switch the outliner to ‘datablock’ view and find the ‘Libraries’. You’ll see ‘lib’ of every files that’s been linked into this scene.
Expand the ‘lib’ to find out which one’s which by its ‘File Path’
You can change the file name to the correct one. After saving and reloading the scene, it will be re-linked.