Computing bounding boxes of skinnedMeshes is problematic… because the first frame of animation can immediately change the dimensions of the mesh, and often, artists use the bind pose to bring the mesh into its initial size…
So .setFromObject will give you the bounds of the untransformed mesh before any bind pose/animations have been applied.
There is a way to get the current bounding box of an object once it’s animations are running i think by passing “true” as second parameter to setFromObject
related reading: