# Inaccuarate BoundingBox reading for mesh?

**URL:** <https://discourse.threejs.org/t/inaccuarate-boundingbox-reading-for-mesh/68705>\
**Category:** Questions\
**Tags:** boundingbox, threejs\
**Created:** [July 29, 2024, 8:47am UTC](https://discourse.threejs.org/t/inaccuarate-boundingbox-reading-for-mesh/68705 "2024-07-29T08:47:23Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![manthrax](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/manthrax/32/2596_2.png) [@manthrax](https://discourse.threejs.org/u/manthrax)\
**Post date:** [August 7, 2024, 12:09am UTC](https://discourse.threejs.org/t/inaccuarate-boundingbox-reading-for-mesh/68705/2 "2024-08-07T00:09:37Z")

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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:

> [@Bounding box while applying transformation to model](https://discourse.threejs.org/t/bounding-box-while-applying-transformation-to-model/51264/4):
>
> Yes. Most likely there is a bug in your code. When I try TransformControls, the bounding box is recalculates as expected:

> [@How to Get Accurate Bounding Boxes For Animated GLTF?](https://discourse.threejs.org/t/how-to-get-accurate-bounding-boxes-for-animated-gltf/14669/3):
>
> Thanks for the reply. I got it somewhat closer. But still off. Not sure why the skeleton and it’s boundingbox is displaced from the model. Demo: [https://glitch.com/~gltf-with-bbox](https://glitch.com/~gltf-with-bbox)

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