This is an interactive tool, a modal operator that draws the x, y, width and height of the bounding box corners viewed from front (use ortho to check): import bpy import bgl import blf from mathutils import Vector from bpy_extras.view3d_utils import location_3d_to_region_2d class G: top_left = Vector() bottom_right = Vector() def draw_poll(ob): if ob is not None and ob.type in ('MESH', 'CURVE', 'SURFACE', 'META', 'FONT'): return True return False def draw_callback_view(self, context): ob = context.object if not draw_poll(ob): return mat = ob.matrix_world # 50% alpha, 2 pixel width line bgl.glEnable(bgl.GL_BLEND) bgl.glColor4f(1.0, 0.0, 0.0, 0.5) bgl.glLineWidth(2) bbox = [mat * Vector(b) for b in ob.bound_box] bgl.glBegin(bgl.GL_LINE_STRIP) bgl.glVertex3f(*bbox[0]) bgl.glVertex3f(*bbox[1]) bgl.glVertex3f(*bbox[2]) bgl.glVertex3f(*bbox[3]) bgl.glVertex3f(*bbox[0]) bgl.glVertex3f(*bbox[4]) bgl.glVertex3f(*bbox[5]) bgl.glVertex3f(*bbox[6]) bgl.glVertex3f(*bbox[7]) bgl.glVertex3f(*bbox[4]) bgl.glEnd() bgl.glBegin(bgl.GL_LINES) bgl.glVertex3f(*bbox[1]) bgl.glVertex3f(*bbox[5]) bgl.glVertex3f(*bbox[2]) bgl.glVertex3f(*bbox[6]) bgl.glVertex3f(*bbox[3]) bgl.glVertex3f(*bbox[7]) bgl.glEnd() min_x = min(b.x for b in bbox) max_x = max(b.x for b in bbox) min_y = min(b.y for b in bbox) max_y = max(b.y for b in bbox) min_z = min(b.z for b in bbox) max_z = max(b.z for b in bbox) bgl.glColor4f(0.0, 1.0, 0.0, 0.5) bgl.glBegin(bgl.GL_LINE_STRIP) bgl.glVertex3f(min_x, min_y, min_z) bgl.glVertex3f(min_x, max_y, min_z) bgl.glVertex3f(max_x, max_y, min_z) bgl.glVertex3f(max_x, min_y, min_z) bgl.glVertex3f(min_x, min_y, min_z) bgl.glVertex3f(min_x, min_y, max_z) bgl.glVertex3f(min_x, max_y, max_z) bgl.glVertex3f(max_x, max_y, max_z) bgl.glVertex3f(max_x, min_y, max_z) bgl.glVertex3f(min_x, min_y, max_z) bgl.glEnd() bgl.glBegin(bgl.GL_LINES) bgl.glVertex3f(max_x, min_y, min_z) bgl.glVertex3f(max_x, min_y, max_z) bgl.glVertex3f(min_x, max_y, min_z) bgl.glVertex3f(min_x, max_y, max_z) bgl.glVertex3f(max_x, max_y, min_z) bgl.glVertex3f(max_x, max_y, max_z) bgl.glEnd() G.top_left = Vector((min_x, min_y, max_z)) G.bottom_right = Vector((max_x, min_y, min_z)) bgl.glColor4f(1.0, 0.9, 0.0, 1.0) bgl.glPointSize(5) bgl.glBegin(bgl.GL_POINTS) bgl.glVertex3f(*G.top_left) bgl.glVertex3f(*G.bottom_right) bgl.glEnd() # restore opengl defaults bgl.glLineWidth(1) bgl.glDisable(bgl.GL_BLEND) bgl.glColor4f(0.0, 0.0, 0.0, 1.0) def draw_callback_px(self, context): ob = context.object if not draw_poll(ob): return font_id = 0 blf.size(font_id, 20, 72) region = context.region rv3d = context.space_data.region_3d text = "%.2f / %.2f" % G.top_left.xz[:] dim = blf.dimensions(font_id, text) loc = location_3d_to_region_2d(region, rv3d, G.top_left) loc.x -= dim[0] blf.position(font_id, *loc.to_3d()) blf.draw(font_id, text) text = "%.2f / %.2f" % tuple(map(abs, (G.top_left - G.bottom_right).xz)) dim = blf.dimensions(font_id, text) loc = location_3d_to_region_2d(region, rv3d, G.bottom_right) loc.y -= dim[1] blf.position(font_id, *loc.to_3d()) blf.draw(font_id, text) class ModalDrawOperator(bpy.types.Operator): """Draw a line with the mouse""" bl_idname = "view3d.modal_operator" bl_label = "Simple Modal View3D Operator" def modal(self, context, event): context.area.tag_redraw() if event.type in {'ESC'}: bpy.types.SpaceView3D.draw_handler_remove(self._handle_view, 'WINDOW') bpy.types.SpaceView3D.draw_handler_remove(self._handle_px, 'WINDOW') return {'CANCELLED'} return {'PASS_THROUGH'} def invoke(self, context, event): if context.area.type == 'VIEW_3D': # the arguments we pass the the callback args = (self, context) # Add the region OpenGL drawing callback # draw in view space with 'POST_VIEW' and 'PRE_VIEW' self._handle_view = bpy.types.SpaceView3D.draw_handler_add(draw_callback_view, args, 'WINDOW', 'POST_VIEW') self._handle_px = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_PIXEL') context.window_manager.modal_handler_add(self) return {'RUNNING_MODAL'} else: self.report({'WARNING'}, "View3D not found, cannot run operator") return {'CANCELLED'} def register(): bpy.utils.register_class(ModalDrawOperator) def unregister(): bpy.utils.unregister_class(ModalDrawOperator) if __name__ == "__main__": register() for area in bpy.context.screen.areas: if area.type == 'VIEW_3D': context = bpy.context.copy() context['area'] = area bpy.ops.view3d.modal_operator(context, 'INVOKE_DEFAULT') break The relevant part for you (front view only): import bpy from mathutils import Vector ob = bpy.context.object mat = ob.matrix_world bbox = [mat * Vector(b) for b in ob.bound_box] min_x = min(b.x for b in bbox) max_x = max(b.x for b in bbox) min_z = min(b.z for b in bbox) max_z = max(b.z for b in bbox) top_left = Vector((min_x, max_z)) bottom_right = Vector((max_x, min_z)) # x and y #top_left # width and height #tuple(map(abs, (top_left - bottom_right)) And here's some code to write out what you asked for (front view): import bpy from mathutils import Vector def main(): # specify the object ob = bpy.context.object # change to your desired output location and file name filepath = r"D:\temp\bounds_2d.txt" scene = bpy.context.scene frame_current = scene.frame_current frame_start = scene.frame_start frame_end = scene.frame_end write_bounds_3d(filepath, ob, frame_start, frame_end) scene.frame_set(frame_current) def write_bounds_3d(filepath, ob, frame_start, frame_end): file = open(filepath, "w") for frame in range(frame_start, frame_end + 1): bpy.context.scene.frame_set(frame) file.write("%f %f %f %f\n" % get_bounds(ob)) file.close() def get_bounds(ob): mat = ob.matrix_world bbox = [mat * Vector(b) for b in ob.bound_box] min_x = min(b.x for b in bbox) max_x = max(b.x for b in bbox) min_y = min(b.y for b in bbox) max_y = max(b.y for b in bbox) top_left = Vector((min_x, max_y)) bottom_right = Vector((max_x, min_y)) # make flat tuple, x y width height return top_left.to_tuple() + tuple(map(abs, (top_left - bottom_right))) if __name__ == '__main__': main()