Hi I begin to manipulating skined mesh (using Luna's tutorial), and I'm thinking about how I will manage for collision. I would like to use OOB (oriented bounding box), one for each bone of the mesh. I think it is the way used by most of actual games (such as CounterStrike Source, when we enable sv_showboundingbox for saw them). I have seen that the format for Neverwinter Night's mesh store bounding box info for OOB. Maybe .X format do it too. I have look at how the D3DFRAME and the LPD3DXMESHCONTAINER structures, but I didn't seen something for that. So, does the .x format hold a bounding box information, and how to get them ?