Quote: "I've recently found that the DBP primitive cube has 24 vertices so moving the vertices from one side will just move that face and not actually stretch the cube itself"
WLGfx is right ...as far as I know, in Dbpro every face of a cube has four vertex, so we have to take them into account and play with those vertex. In this little example I play with 12 vertex to move one face.
autocam off
sync on
make object box 1,5,15,5
make object sphere 2,2
offset limb 2,0,3,1,3
color object 2,rgb(0,255,0)
instance object 3,1
position object 3,-12,0,0
scale object 3,-100,100,-100
set object cull 3,2
position camera -10,10,-10
point camera 0,0,0
do
x#=limb position x(2,0)
y#=limb position y(2,0)
z#=limb position z(2,0)
g#=g#+0.5
yrotate object 2,g#
rem ============================================
lock vertexdata for limb 1,0
set vertexdata position 8,x#-1,y,z#+1
set vertexdata position 4,x#-1,y,z#+1
set vertexdata position 23,x#-1,y,z#+1
set vertexdata position 9,x#+1,y,z#+1
set vertexdata position 7,x#+1,y,z#+1
set vertexdata position 17,x#+1,y,z#+1
set vertexdata position 10,x#+1,y,z#-1
set vertexdata position 16,x#+1,y,z#-1
set vertexdata position 1,x#+1,y,z#-1
set vertexdata position 0,x#-1,y,z#-1
set vertexdata position 11,x#-1,y,z#-1
set vertexdata position 20,x#-1,y,z#-1
unlock vertexdata
rem ============================================
control camera using arrowkeys 0,0.3,0.3
a#=wrapvalue(a#+mousemovex()/2)
cam#=wrapvalue(cam#+mousemovey()/2)
rotate camera cam#,a#,0
sync
loop
Cheers.
I'm not a grumpy grandpa
