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computeBonesUsingShaders = false , animation can not apply to individual mesh

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hi , 

if i load one mesh , and make multiply copies for the mesh and skeleton , 

if mesh.computeBonesUsingShaders  = false , and create animation scene.beginAnimation for cloned skeleton with different setting , 

the mesh animate all the same , below is the example i created in playgound 

https://playground.babylonjs.com/indexStable.html#QY1WYT#12

it can be fixed by set mesh.computeBonesUsingShaders  = true , but i need to get updated boundingbox in the end of the animation , 

using shaders won't update the boundingbox even use refreshBoundingInfo , 

so another question , is it possible to get new bounding box at the end of animation using computeBonesUsingShaders = true ?

Thank you in advance

Best Regards

Gee


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