In this case it is, you can see that's a pretty high number (Crytek for instance recommends keeping it under 2000 for gameplay http://freesdk.crydev.net/display/SDKDOC3/Asset+Performance+Guidelines) and that render time is dominated by it. That's why instancing or merging lots of smaller meshes is recommended when having many of them. This is a useful vid to give a general idea when designing assets and scenes how to keep the performance in check.
http://www.youtube.com/watch?feature=player_embedded&v=wWi4hqTOoGQ
I haven't worked much with animation part or it's performance so can't help much there (it's been really assets and scenes); but didn't they make crowds system in Gears 2 to be able to render large number of animated mehses without a noticeable performance hit. I'm not sure though if you can assign your custom animation there or it was really a one situation specific feature they made for the game just to have those bots running from one point to another.
http://www.youtube.com/watch?feature=player_embedded&v=wWi4hqTOoGQ
I haven't worked much with animation part or it's performance so can't help much there (it's been really assets and scenes); but didn't they make crowds system in Gears 2 to be able to render large number of animated mehses without a noticeable performance hit. I'm not sure though if you can assign your custom animation there or it was really a one situation specific feature they made for the game just to have those bots running from one point to another.