How to reduce draw call when use skinned mesh, one material but has multiply copy?

I know combine mesh to 1 material can reduce draw call. Now I have one skinned mesh ,is a man model and his bones.It has only 1 material and only 1 draw call.I copy it to 10 instance,and now display 10 draw calls.
Is there idea to reduce to 1 draw call,when i copy it 10 times?

From the manual: Draw Call Batching

Only objects sharing the same material can be batched together.

If you need to access shared material properties from the scripts, then it is important to note that modifying Renderer.material will create a copy of the material. Instead, you should use Renderer.sharedMaterial to keep material shared.

Currently, only Mesh Renderers and Particle Systems are batched. This means that skinned meshes, cloth, trail renderers and other types of rendering components are not batched.

Do a 2-camera LOD setup where the near camera renders from foreground to [whatever] units and the far camera renders from [whatever] to background. Put a skinned mesh renderer on a layer that the close camera renders and separate jointed body parts on a layer that the far camera renders. This will reserve the draw calls for where they’re needed most.

You can also do something with SkinnedMeshRenderer.Bakemesh; which the docs are no help at all in explaining, so I don’t know what to do with it either.

You can make all of those SkinnedMeshes a single draw call but it is difficult.

Basically you can combine all of the meshes together yourself and apply the bone weights then merge the bones from the models into the new SMR and delete the renderers on the individual objects. In this way all of the animations and movements will work - however, adding and removing things from this big mesh is going to be cumbersome. I use this approach for crowd scenes where I know the people are close together and they don’t need to be destroyed.

have you tried this option for batching a skinned mesh instancing?

As you know, you need to merge your character’s meshes into one mesh. I had a problem with exactly that a short time ago and I found a plugin that merged my character’s meshes very easily without loss of quality and with the animations working normally. It also supports merges in the Editor or in Runtime. Here is the link: Skinned Mesh Combiner MT - Character Mesh Merge, Atlasing Support & More | Game Toolkits | Unity Asset Store