Bounding Boxs, Skeletons and Meshs.

Munki

13-04-2007 12:44:24

We have some people, who have skeletons, as you'd expect.

Skinned and all transforms flattened, no mirrored bones.

Alas, when they move around the world they vanish because thier bounding boxes seem to abhor our people's whimsical animated nature.

How do we place a skinned skeleton in the scene in Max and keep the bounding boxes from transending standard heirachical matrix transformation rules, to stay at the origin as they do, and therefore cull our unfortunate people from thier world?

Also, we'd like our lazy people in static boxes - for culling.
Some people only ever move an arm, or a leg, so can we box them up in Max so we don't have to recompute their bounding boxes every frame, as this could be considered an inelegant solution. If we could create a static box for them to be in, this would facilitate a more elegant method of culling these very lathargic people, if with a slightly larger Bounding box than normal.

Thanks.