Hi, you can simply interpolate the vertices using any of the following

```
Type ofInterpolateCosine(const Type& y1, const Type& y2, float pct);
Type ofInterpolateCubic(const Type& y0, const Type& y1, const Type& y2, const Type& y3, float pct);
Type ofInterpolateCatmullRom(const Type& y0, const Type& y1, const Type& y2, const Type& y3, float pct);
Type ofInterpolateHermite(const Type& y0, const Type& y1, const Type& y2, const Type& y3, float pct);
```

Where `Type`

can be a number or glm::vec or ofVec

thus,

```
for(int i = 0; i < 4; i++){
interpolatedPos[i] = ofInterpolateCosine(fixed_pos_1[i], fixed_pos_2[i], interpolationAmount);
}
```

where `interpolatedPos, fixed_pos_1, fixed_pos_2[i]`

are vectors or arrays with teh vertices, all with size at least 4 and `interpolationAmount`

is a float between 0 and 1 which if it is 0 it returns the first parameter and if 1 the second, otherwise the interpolated value.

If you want to do this with a linear interpolation you can use `ofLerp`

but you will need to do it for the components of the vertices (x, y and z)