I'm curious how I should go about structuring hitboxes and hurtboxes for my actors. For context, I'm developing a game engine in OpenGL, using C# and OpenTK. I have developed a working skeletal animation system, which loads animations using Assimp, and then passes BoneIDs, BoneWeights, and Transform matrices to the Vertex shader, which calculates all vertex deforms appropriately for the current animation keyframe (or current interpolation between keyframes).
Is there a set standard for calculating collision in animations? I'd prefer to continue using Assimp, which means using standard, recognizable animation formats that my engine can load in, so I'd rather not store any collision data in the animation files, unless there is a precedent for this or room for metadata or something.
My current thoughts: One option would be to calculate the hitboxes and hurtboxes upon loading an animation, and have a mapping that determines which meshes are hitboxes and which are hurtboxes. The second option would be to create a new file format where I store my hitboxes and hurtboxes in a way that is similar to animation files (minus bone weights, since I'll just be transforming the scale/position of axis-aligned rectangles), where I can determine keyframes for hitboxes and hurtboxes, then interpolate based off of these to get the current collision box for each frame. I could combine the two options by automatically generating these files from the animations, then editing them manually until they are reasonable.
Am I on the right track, or are there smarter ways of going about this? I don't want to reinvent the wheel if there are better options available.