However, the same code causes some of the meshes to glitch (i.e. not rescale correctly) if the camera is initialized differently.
Case in point: the hair and arm pads of this character model scale differently from the main body, which is weird because the only code difference is the camera position
Here’s the PG (it contains a flag to compare those two different camera initializations)
To complete what @sebavan said: The problem is that bones are not selected in the renderlist when the camera is too close (because of frustum clipping)
@Deltakosh does that mean I no longer need to run mesh.refreshBoundingInfo if mesh.alwaysSelectAsActiveMesh = true?
Based on testing it seems that way but just wanted to be sure
EDIT: I suppose refreshBoundingInfo is still needed for things like picking etc