Is there a way to create a bounding box around an object so that, while still being minimal, it has its 6 faces parallel to the (x,y), (x,z) and (y,z) planes?
For example, when I rotate the monkey head object and toggle viewport render I get this rotated box, instead of a cube with faces parallel to the world planes. What am I missing here?
The end goal here would be to have the dimensions of the projection of a complex object onto the world planes. I thought that a bounding box would be the best way of finding these dimensions, but I might be wrong.
Any help in regard to this solutions are greatly appreciated.