
... the autocam when on also sets the perspective scale for the scene based on the first object (DirectX thing not a DB thing)
if you're used to any modeling packages you'll understand what i mean as standardly DB's perspective is pretty long making things look relatively well shaped (like in
gmax) ... however you make a small object with the autocam and the perspecitve is set to that depth, so you make an object 10.0 in size and you're perspective range is now (2^10.0) which makes everything look like its stretched in the distance (like
Milkshape)
i mean isn't really important, but something to bare in mind for later when everything is looking weird
as for the stuff in the loop
->
rotate object 1, wrapvalue(w#-sin(w#)),w#,wrapvalue(w#+sin(w#))
inc w#, 0.5
if w# > 360 then w#=0
all that does is spin the object in an infinity pattern

so rotates in a circle using the Y axis (centre one) but at the same time the first loop it rotates over its left, then the next over its right. if that makes any sense?
just imagine that is is moving in a big 8 on its side ... we then add the rotation around and thats the effect your seeing.
values are wrapped to make sure they never go over 360°
Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?