title: three.js Raycaster does seem to work on the basis of the first key frame of animation all the time
body: <p>Raycasting selection is working fine for my project on static meshes, however for animated meshes the ray selection doesn't seem to see the movement of the mesh and only responds to the mesh's non-animated (original) position.</p>
  
  <p>This is an animated model that can only pick up the pose state below the first frame and creates a small red dot when I detect the model
  The bones matrices are computed by the CPU, but the new vertex positions are computed by GPU.
  So the CPU has access to the first pose only.
  That's why RayCasting does not work (properly) for skinned meshes.</p>
  
  <p>My idea is to update the model position when updating the animation, or use GPU calculations to get the location, but I don't know how to do it. I'm looking forward to your suggestions. Thank you.</p>
  
  <h3>Static model</h3>
  
  <p><img src="https://i.stack.imgur.com/c5Q6f.png" alt="static model"></p>
  
  <h3>Animated model</h3>
  
  <p><img src="https://i.stack.imgur.com/AaN5n.png" alt="animate model"></p>
  
  <p><a href="https://jsfiddle.net/huolala/ckduhaq7/" rel="nofollow noreferrer"><code>jsfddle view</code></a></p>