That is weird - I use those commands all the time with no difficulty. Do you experience that problem with ALL objects, including DBP primitives, or just certain objects? If it's the latter could you post (or e-mail to me) a very simple example including the dba code you are using?
Also, which upgrade are you using?
[I'd be interested - except the existing commands have worked fine for me ... so far. ]
I am definately using the latest version of DBpro.
It does not happen for me on all objects. In fact, this is the first time that I have actually come across the problem (although it has been a while since I have tried to use it). At first, I thought that maybe I was doing something wrong with the commands. So, I tested the code with a simpler object and the code worked fine. So, then I tried to use DmitryK's plugin (which is great

), but it failed with my object too.
It is most likely something with the way DBpro is loading this particular object. There is probably a pointer in the DBO structures that are not getting set somewhere. When I get some time, I will compare how it loads other objects that work with the commands. Either way, I am starting to like how my commands are setup better anyway, so I will just contunue to use them.
If you would like to do some testing, I can send you an example dbo object. It is up to you.
So far, my plugin consists of 25 commands. More are quickly being added.
Here is the list:
General Info:
total = MT_GetVertexCount(ObjID, Limb )
total = MT_GetIndexCount(ObjID, Limb )
FVFformat = MT_GetFVF( ObjID, Limb )
FVFsize = MT_GetFVFsize( ObjID, Limb )
MeshID = MT_GetMeshID( ObjID, Limb )
total = MT_GetLimbInfluenceCount( ObjID, Limb ) <- Total bones that influence the mesh's deformation
Vertex Original Information:
-----------------------------------------------
This is the vertex info BEFORE any bone influence. I believe this is what the standard DBpro vertex manipulation commands work with.
x# = MT_GetVertOriginalPosX( ObjID, Limb, Vertex )
y# = MT_GetVertOriginalPosY( ObjID, Limb, Vertex )
z# = MT_GetVertOriginalPosZ( ObjID, Limb, Vertex )
nx# = MT_GetVertOriginalNormX( ObjID, Limb, Vertex )
ny# = MT_GetVertOriginalNormY( ObjID, Limb, Vertex )
nz# = MT_GetVertOriginalNormZ( ObjID, Limb, Vertex )
u# = MT_GetVertOriginalU( ObjID, Limb, Vertex )
v# = MT_GetVertOriginalV( ObjID, Limb, Vertex )
MT_SetVertOriginalPos ObjID, Limb, Vert, x#, y#, z#
MT_SetVertOriginalNorm ObjID, Limb, Vert, nx#, ny#, nz#
MT_SetVertOriginalUV ObjID, Limb, Vert, u#, v#
Vertex Calculated Information:
-----------------------------------------------
This is the vertex info after it has been affected by bone matrices
y# = MT_GetVertCalcPosY( ObjID, Limb, Vertex )
z# = MT_GetVertCalcPosZ( ObjID, Limb, Vertex )
nx# = MT_GetVertCalcNormX( ObjID, Limb, Vertex )
ny# = MT_GetVertCalcNormY( ObjID, Limb, Vertex )
nz# = MT_GetVertCalcNormZ( ObjID, Limb, Vertex )
u# = MT_GetVertCalcU( ObjID, Limb, Vertex )
v# = MT_GetVertCalcV( ObjID, Limb, Vertex )
Coming up next....
Next on the list is more info about vertex weighting. Such as a check to see if a limb has an influence on a mesh and weighting info for each influencing bone on each vertex. Then I want to add commands to be able to modify that data.
I also want to be able to set a vertices data by it's calculated position. To do that, I am going to have to work through all of the influences backwards to finally modify the original position (that should be interesting to do!).