moving quads

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You could set up a type collection with each quad in it. Then have a type object for each quad, with the field

Type quad
   Field start_index
End Type


Now Store the index value of the first vertex created for each quad. Then use camerapick command and return the picked triangle. Then, use the

TriangleVertex ( surface,triangle_index,corner )


to return the index value of ANY vertex (corner can be 0,1 or 2). Now, loop through all the types, and compare the index number to the index value held the the type like so...

for q.quad=each quad
   If q\start_index=> picked_index and q\start_index =< picked index then
      found_index=q\start_index
      Exit
   End If
Next


This will return the picked_index values assciated start index.

Now you have that number, you know which one of the vertexs you have selected basically.

found_index-picked_index= the corner of the quad.