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