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Newcomers DBPro Corner / Limbs explained?

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Rage_Matrix
21
Years of Service
User Offline
Joined: 14th Dec 2002
Location: Brighton, UK.
Posted: 20th Dec 2003 01:21 Edited at: 20th Dec 2003 01:24
I know this is probably a bit of a "duh" post, but could some knowledgable person please explain the Limb commands to me in plain english? I'm not sure that i get it.
Are they like grouping parent/child functionality? So that, for example, you could group a few meshes together by having child meshes off the parent mesh and then rotating the parent mesh would automatically rotate/translate the child meshes as well? Does OFFSET LIMB offset the position relative to the parent position? I'm looking over the "boxes" tutorial code for example 5. I *think* I understand whats going on, but it would be nice to get a definitive answer. It *looks* as though the white sphere is the parent object and the faces of the cube are added as child limbs to this object and then rotation is carried out on the parent sphere only.

- If this is the case, why would you need to use TEXTURE LIMB when you could texture the object as normal?

-Is this something specific to do with meshes?

Thanks for any enlightenment

www.tronsoftware.co.uk
AMD Athlon XP 1700+, 180GB HDD, 512MB DDR RAM, ATI Radeon 9700 Pro 128MB DDR, Windows XP Pro, DirectX 9.0b

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