I use the animation palette regularly. Even if the scene isn't for a sequential story line, I often generate several views and/or poses from the same set-up, as if it was a virtual photo session. I set the whole lot to render while I do something else (eat, sleep...) then pick and choose which shots I want to keep. You can also use this approach as a flexible undo system: when you think of tweaking a pose or something, do it on a new frame in case you change your mind once you see the render.
Memory usage has never been a problem for me, although I do have rather a lot of the stuff.
But keyframes themselves don't take up very much memory at all. However if you're introducing lots of props or figures which appear in one frame each and then go off-stage, you may be better off splitting your scene up into several sub-scenes.
My advice:
- Be careful with your keyframes. If in doubt, keyframe everything - it's better than going back a frame and finding your carefully crafted pose has been reduced to the average of the poses before and after it. Poser doesn't always seem to keyframe everything you think it should have; if in doubt, expand the figure hierarchy and check it.
- Further to the above - if you really have keyframes on everything, this shouldn't matter, but I always set the entire palette to linear too. Spline interpolation can too easily fling everything all over the shop. If you do turn out to have a missing keyframe, it will make it easier to recover from, and sometimes the intermediate step might even be useful!
- Separate your dynamic simulations from your 'photoshoot' timeline. Although it's possible to integrate the two, you'll get more control by having a separate scene file which is just for simulating dynamic cloth - it's what I do, anyway, although it initially seems like more work. Export the clothing for each frame, and apply it as a morph in your photoshoot scene.
Hope that helps!