You have to play with vertexdata and move the vertex you need. Here you can see in this little example how to move vertex. It was better to use a plain, but we need Matrix1Utils . This is a quick way to do it but the best one is to add bones in any 3D program and animate bones in Dbpro, but if you want to use just Darkbasi Pro try this method.
inc rgb(255,255,255),0
box 0,0,100,100
ink 0
ellipse 50,50,30,50
ellipse 50,50,20,30
ink rgb(255,255,255),0
box 45,20,55,50
box 30,30,70,70
ink 0
ellipse 40,40,3,3
ellipse 60,40,3,3
get image 1,0,0,100,100,1
make object sphere 1,40,10,10
scale object 1,60,100,60
texture object 1,1
make mesh from object 1,1 rem making a copy of actual mesh
position camera 0,10,-100
point camera 0,0,0
do
g#=g#+0.1
change mesh 1,0,1 rem changing mesh for actual mesh
mv#=mv#+0.03 rem counter
if mv#>2 then mv#=-3
rem animation by moving vertex with vertexdata
lock vertexdata for limb 1,0
vert = get vertexdata vertex count()
for i = 0 to vert
x# = get vertexdata position x(i)
y# = get vertexdata position y(i)
z# = get vertexdata position z(i)
if y#>11 and y#<13 and z#<0 then set vertexdata position i,x#,y#+mv#,z#
next i
unlock vertexdata
yrotate object 1,g#
sync
loop
I'm not a grumpy grandpa
