First off, you might want to steer away from listing the complete path to a file (like this):
Quote: "
load object "c:\users\sweldon\Desktop\L_Shield.x",1
"
Typically, references are relative to the folder in which the .dba/.dbpro files are located. So, if the "L_Shield.x" is in the same folder as the .dba/.dbpro file, you could simply code it as:
load object "L_Shield.x",1
This way, if you ever use the same code on another machine, or share it with someone else, it will not error because it cannot find the pathway.
You asked about loading a mesh, but actually load an object. Technically, there is a difference, but perhaps an object is what you really meant.
Normally, an object is created in a 3D modeling program, rigged and animated (and skinned too, for that matter). The object is then loaded into DBP and you can cycle the object through the frames created in the 3D modeller by using the PLAY OBJECT and LOOP OBJECT commands.
You can indeed rotate an object's limbs in DBP as Chafari has said. This can be a lot of work, depending upon what you are doing. Plus, bear in mind that only that limb will move unless you link the limb to another and establish a parent/child relationship. So, if the hand and arm are two different limbs, it will look awful to rotate one and not the other.
Another thing worth mentioning, the variables you are using, x3D, y3D, and z3D by default are integers, and therefore are not as accurate as float variables. The POINT OBJECT command needs to use float variables in order to be precise (you can use double floats if you really need high precision). You can easily fix this be either defining them as floats, i.e. early in your code do this:
x3D as float
y3D as float
z3D as float
or simply put the # sign at the end of each variable, i.e.:
Hope this is helpful,
LB
So many games to code.....so little time.