Description
Seems the resting bounds (that are used to calculate initial camera distance, shadow plane size, ...) don't take initial bone bind poses into account. This causes issues for e.g. characters that are posed, as they will often exceed the bounds of their mesh considerably (e.g. imagine a rest pose model that has arms hanging down, but the character has hands stretched out).
This is the case even for non-animated models - I think calculating the initial bounds should take skinning into account here.
Live Demo
- download attached zip and unpack: BentCylinder.zip
- drop the models into modelviewer.dev/editor
- note that they have different bounds but the result is identical meshes (only the position of the non-skinned mesh is different)
- one of them shows the shadow plane being too small
- the other shows off-centered viewing and camera distance clipping
Shadow plane too small

Clipping out of camera view

Version
Somewhat related, but here without any animation #934