Morph Targets don't update Bounds?

Hi Lina,

What we’re doing right now is using one melee weapon model with 2 different morphs on it to create a huge variety of unique looking weapons. Part of these morphs is the sword (in this case) changing length and shape (becoming wider, getting spikes near the top, this kind of thing). Unfortunately, that huge change in the visible geometry is not accompanied by any sort of change in bounding or collision, so right now, what we have are 2 (bad) choices it seems: make the bounding large so it fits the most extreme size sword and then it is very wrong for the smaller morphed swords, or make it very small and it is wrong the other way (or something in between half wrong at both extremes).

Is there nothing at runtime like us old-school game developers are used to where a box is dynamically updated (even asynchronously is fine) from the actual rendered geometry or something like this? Maybe something we can add to a shader to return those min./max. coordinates?

If there is no existing runtime solution, for this to work, I think we would have to do something like make our own scaling on the 3D bounding by linearly interpolating from the smallest morphs’ geometry up to the largest, and we do all this somehow manually, in code, for every weapon? (We will have dozens of weapon types, all with morphs changing their dimensions…) Any thoughts or suggestions would be greatly appreciated here. Thanks!