Obtaining animated submesh worldspace center

I have a skinned, animated mesh. I would like to calculate the distance of each of its submeshes to the camera during play.

I calculate and record the center of each of its submeshes by walking the vertices in a Start() event. How do I correctly transform this into worldspace? The results given by applying the mesh’s, the gameObject’s, the animation’s or the skinned mesh renderer’s transform do not change as the animation plays and moves the mesh around. Surely the animated root bone transform for the mesh must be available? - how do I obtain it? Or is there a better approach altogether?

You can transform the vertices to world space with the gameObjects transform method TransformPoint , or is that what you are doing and it isn’t working?

How does your structure look? are you using bones?