This makes D2967 redundant.
Actor animations are defined in ObjectBase as 'Anim', but are actually created into CSkeletonAnim into ObjectEntry. In fact, these animations are not particularly entry-specific, and the entries merely refer to animation data from the base variant.
If we actually create the whole animation data in the objectBase, we can cache bounds on a per-ObjectBase basis instead of a per-ObjectEntry, which cuts down on the # of times we need to calculate animated bounds, and overall reduces memory usage. On Combat Demo (Huge), this makes an appreciable difference.
It's kind of a change in ObjectBase, which was so far mostly an XML wrapper - now it owns data. I think more stuff should be moved there ideally, since ObjectEntry are really just picking the right pointers from the base, conceptually, where for now they copy a lot of non-entry-specific-stuff.
I think it's OK overall.