<h5 dir="auto">Description of the problem</h5>
<p dir="auto">In the latest version (r92) the stormtrooper collada model has an incorrect boundingBox.<br>
I tried the BoxHelper:</p>
<div class="snippet-clipboard-content notranslate position-relative overflow-auto" data-snippet-clipboard-copy-content="const box = new THREE.BoxHelper(object, 0xff0000);
scene.add(box);"><pre class="notranslate"><code class="notranslate">const box = new THREE.BoxHelper(object, 0xff0000);
scene.add(box);
</code></pre></div>
<p dir="auto">or a manual approach:</p>
<div class="snippet-clipboard-content notranslate position-relative overflow-auto" data-snippet-clipboard-copy-content="const boundingBox = new THREE.Box3().setFromObject(trooper);
const size = boundingBox.getSize();
const center = boundingBox.getCenter();
const geometry = new THREE.BoxGeometry(size.x, size.y, size.z);
const material = new THREE.MeshBasicMaterial({ wireframe: true, color: 0x0000ff });
const box2 = new THREE.Mesh(geometry, material);
box2.position.set(center.x, center.y, center.z);
scene.add(box2);"><pre class="notranslate"><code class="notranslate">const boundingBox = new THREE.Box3().setFromObject(trooper);
const size = boundingBox.getSize();
const center = boundingBox.getCenter();
const geometry = new THREE.BoxGeometry(size.x, size.y, size.z);
const material = new THREE.MeshBasicMaterial({ wireframe: true, color: 0x0000ff });
const box2 = new THREE.Mesh(geometry, material);
box2.position.set(center.x, center.y, center.z);
scene.add(box2);
</code></pre></div>
<p dir="auto">Both approaches result in the model not being in the boundingbox:<br>
<a target="_blank" rel="noopener noreferrer nofollow" href="https://user-images.githubusercontent.com/4083920/39619241-6cc3028a-4f87-11e8-9a29-edc91c513a82.png"><img width="419" alt="screen shot 2018-05-04 at 10 31 38" src="https://user-images.githubusercontent.com/4083920/39619241-6cc3028a-4f87-11e8-9a29-edc91c513a82.png" style="max-width: 100%;"></a></p>
<p dir="auto">I already figured out that this started with r87,<br>
r86 didn't have this issue:<br>
<a target="_blank" rel="noopener noreferrer nofollow" href="https://user-images.githubusercontent.com/4083920/39619325-b69244a2-4f87-11e8-822d-b5ab8fcb3444.png"><img width="511" alt="screen shot 2018-05-04 at 10 31 25" src="https://user-images.githubusercontent.com/4083920/39619325-b69244a2-4f87-11e8-822d-b5ab8fcb3444.png" style="max-width: 100%;"></a></p>
<p dir="auto">example code:<br>
r86: <a class="commit-link" href="https://github.com/mrdoob/three.js/compare/r86...stijndeschuymer:bounding-box-test"><tt>r86...stijndeschuymer:bounding-box-test</tt></a><br>
r87: <a class="commit-link" href="https://github.com/mrdoob/three.js/compare/r87...stijndeschuymer:bounding-box-test-r87"><tt>r87...stijndeschuymer:bounding-box-test-r87</tt></a></p>
<p dir="auto">I'm currently trying to figure out what causes this, but I'm quite new to three.js,<br>
so I'd highly appreciate it if someone pointed me in the right direction!</p>
<h5 dir="auto">Three.js version</h5>
<ul class="contains-task-list">
<li class="task-list-item"><input type="checkbox" id="" disabled="" class="task-list-item-checkbox" checked=""> r92</li>
<li class="task-list-item"><input type="checkbox" id="" disabled="" class="task-list-item-checkbox" checked=""> r87</li>
<li class="task-list-item"><input type="checkbox" id="" disabled="" class="task-list-item-checkbox"> r86</li>
</ul>
<h5 dir="auto">Description of the problem</h5>
<p dir="auto">Not sure if this is the same bug or two different.</p>
<ol dir="auto">
<li>
<p dir="auto">Whenever SkinnedMesh origin is out of camera frustum, the mesh gets culled even if its actual transformed geometry must be visible on the screen.<br>
Seems like the bounding box used for clipping is not updated with animation.</p>
</li>
<li>
<p dir="auto">Same happens for shadows.<br>
When the SkinnedMesh moves away from its origin in light space, its shadow gets clipped/partially clipped by pointlight's perspectivecamera (I guess).</p>
</li>
</ol>
<p dir="auto">Here's an example in jsfiddle:<br>
<a href="https://jsfiddle.net/vtb6z50j/" rel="nofollow">https://jsfiddle.net/vtb6z50j/</a><br>
Sorry for inline json. The example was dependent of viewport dimensions. Fixed.</p>
<p dir="auto">And its not light.shadow.camera.far, light.shadow.radius bug.<br>
Actually the use case for this was to make a complete animation in any 3d editor (blender in my case) just to play it as is in three.js. So the character isn't moved by mesh.position, there is no need to sync movement/animation and hardcode movement positions.<br>
It just plays baked animation!</p>
<p dir="auto">Update: yes, making frustumCulled = false does fix both problems (which is enough for me to continue),<br>
but most engines update object bbox with root motion/transforms.<br>
Update2: actual temporary fix <a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="251487574" data-permission-text="Title is private" data-url="https://github.com/mrdoob/three.js/issues/11991" data-hovercard-type="issue" data-hovercard-url="/mrdoob/three.js/issues/11991/hovercard?comment_id=323610001&amp;comment_type=issue_comment" href="https://github.com/mrdoob/three.js/issues/11991#issuecomment-323610001">#11991 (comment)</a></p>
<h5 dir="auto">Three.js version</h5>
<ul class="contains-task-list">
<li class="task-list-item"><input type="checkbox" id="" disabled="" class="task-list-item-checkbox" checked=""> r87</li>
<li class="task-list-item"><input type="checkbox" id="" disabled="" class="task-list-item-checkbox" checked=""> r85</li>
</ul>
<h5 dir="auto">Browser</h5>
<ul class="contains-task-list">
<li class="task-list-item"><input type="checkbox" id="" disabled="" class="task-list-item-checkbox" checked=""> Firefox</li>
</ul>
<h5 dir="auto">OS</h5>
<ul class="contains-task-list">
<li class="task-list-item"><input type="checkbox" id="" disabled="" class="task-list-item-checkbox" checked=""> Windows</li>
</ul>
<h5 dir="auto">Hardware Requirements (graphics card, VR Device, ...)</h5>