Will I save memory if I load identical CCAnimate* from the same CCAnimation

Say I have multiple sprites with the same animation.

Will I save memory by creating their CCAnimate* from a shared CCAnimation instance?

or can I create a new CCAnimation for all new CCAnimate.

E.i.:

///////////////////////////
//Does this save on memory?
///////////////////////////

//Create a shared animation
CCAnimation* sharedAnimation= CCAnimation::animationWithFrames(animFrames, 1.0f);

//Create two run animation actions from the same animation
CCAnimate* runAction01 = CCAnimate::actionWithAnimation(sharedAnimation);
CCAnimate* runAction02 = CCAnimate::actionWithAnimation(sharedAnimation);

//Let the sprites run the animations
sprite01->runAction(CCAnimate::actionWithAnimation( runAction01 ));
sprite02->runAction(CCAnimate::actionWithAnimation( runAction02 ));

V.S.

//////////////////////////////
//Does this use more memory?
//////////////////////////////

//Create two animations from the same frames
CCAnimation* anim01= CCAnimation::animationWithFrames(animFrames, 1.0f);
CCAnimation* anim02= CCAnimation::animationWithFrames(animFrames, 1.0f);

//Create two run animation actions from two different animations
CCAnimate* runAction01 = CCAnimate::actionWithAnimation(anim01);
CCAnimate* runAction02 = CCAnimate::actionWithAnimation(anim02);

//Let the sprites run the animations
sprite01->runAction(CCAnimate::actionWithAnimation( runAction01 ));
sprite02->runAction(CCAnimate::actionWithAnimation( runAction02 ));

You should create a new animation for all new CCAnimate.

I created a shared animation singleton. All my animations are loaded once at the beginning and all CCAnimate are created from these CCAnimations.

What are the disadvantages of doing it this way?

I find that loading is faster this way. Cuz the animations only load once.

My game changes scenes frequently and the same animations show up often.