sirikata/sirikata — Issue #458: Provide methods for computing bounds of bind pose, individual animations
Author: ewencp
Created: 2011-12-15 02:49:27+00:00
State: open

Because animations can shift the object wildly (through the bind matrix), bounding boxes computed over the entire mesh of an animated object are too big. For example, see http://open3dhub.com/view/danielrh/maleWalkIdleSit.dae/0, which will give you a bigger bounding box than the base mesh because of its animations.

Also, the basic method should probably compute the bounds of the bind pose or in some way ignore animations since otherwise you can get a bounding box that includes shifted copies of the object (for each animation) which means it is too large.