This limb issue of mine seems never ending, I thought if I wrote a quick media-less limb example code it would be easier for the pros to run the project to see this wierd result,here----
SET DISPLAY MODE 1024,768,32
MAKE OBJECT BOX 1,8,3,8
SET OBJECT WIREFRAME 1,0
MAKE MESH FROM OBJECT 1,1
MAKE OBJECT BOX 2,4,4,4
SET OBJECT WIREFRAME 2, 1
POSITION OBJECT 2,0,3,0
MAKE MESH FROM OBJECT 2,2
MAKE OBJECT box 3,1,1,6
SET OBJECT WIREFRAME 3, 1
POSITION OBJECT 3,0,4,3
MAKE MESH FROM OBJECT 3,3
ADD LIMB 1,1,1
ADD LIMB 1,2,2
ADD LIMB 1,3,3
LINK LIMB 1, 1, 2
LINK LIMB 1, 2, 3
GLUE OBJECT TO LIMB 2, 1, 2
GLUE OBJECT TO LIMB 3, 1, 3
DELETE MESH 1
DELETE MESH 2
DELETE MESH 3
MAKE CAMERA 100
POSITION CAMERA 100,-20,2,20
POINT CAMERA 100,0,0,0
DO
tay#=LIMB ANGLE Y(1,2)
tay#=tay#+1
ROTATE LIMB 1, 2, 0, tay#, 0
SYNC
LOOP
since all of the limbs are in object 1 it kept a copy of objects 2 and 3 at position 0,0,0 even after I positioned each object proper!
if I hide object 1 it hides all the "copied" objects. and if I set object 1 to wireframe, it still renders all the two other object copies and object 1 as normal poly mode.
Have I correctly coded the limbs this example?
at least I don't get a limb sequence error anymore!
Please anyone who might have an idea on what happen here or how I could code this better I'd be very greatful, Thanks for your time guys,
JABBER