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yuppies

Generate Bounding box from skinned mesh,how?

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How can i Generate Bounding box from an Skinned Mesh X object? i Just knw how to generate the BBOX for static mesh but how about skinned mesh where the objects are animated per frame? [Edited by - yuppies on August 25, 2005 4:38:18 AM]

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Collision detection with skinned meshes is fairly complex, but I know of some solutions:

(1) Create the bounding boxes before the application is loaded in some editor program (or just in a text file). This will allow you to tweak all of the bounding boxes, which most commercial games do.

Also, if you are using an addtional axis-aligned bounding box for each bone, this can really help. Calculating them to fit a mesh at runtime can be difficult. These bone boxes are cool though because you can just translate them by the bone transform and they will work.

(2) At load time, calculate all of the bounding boxes. This can be done by transforming all of the vertices for each pose (in software), then performing your normal bounding box calculations on them.

If you do this operation per-frame, it could get really memory intensive after awhile. But if you do it per-pose, you could just interpolate between two.

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