   pSkinInfo-GetBoneInfluence()
  hi im trying to use the above function within a loop to obtain the vertex data for each specific bone in order to create individual bounding volumes, i feel im almost there but i cant quite work out how to turn the vertex data which i have put into a vertex buffer into a mesh describing the individual bone, i understand i need to transform the bone by the offset etc, but am just stuck at how to get the data in the format i need itthanks alot   
  If you're already rendering the skinned mesh, you should have all of the matrixes you need to compute the bounding volume on the CPU by transforming each of the verts by the matrix(es) that each vert is bound to.However, it's generally much more efficient to compute bounding volumes for the bind pose, and then transform the bounding volumes each frame - rather than CPU transforming every vert every frame.   