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Quirk with position Replicator Sequence?
21 May 2018 00:12 #95574
by deweyt44
Quirk with position Replicator Sequence? was created by deweyt44
Howdy folks!
Was checking to see if this was the intended way the "position" parameter works for Sequence replicator. Just to give a quick background for comparison, when I apply a move behavior to an individual square, it goes to the intended end position as displayed by the onscreen tool seen here.
Now, when I create a replicator from the square, and add a sequence replicator, I add a position parameter. I then select "to" for sequence option. In the beginning, the square replicator is in the top left corner and the on screen controls are shown in the bottom right corner. I would thought the sequence replicator would have the squares move to the the bottom right of the screen, to the onscreen tool (similar to the move behavior), but instead, they move to a relative position in the middle.
Is this intended, or is this some sort of weird bug?
Was checking to see if this was the intended way the "position" parameter works for Sequence replicator. Just to give a quick background for comparison, when I apply a move behavior to an individual square, it goes to the intended end position as displayed by the onscreen tool seen here.
Now, when I create a replicator from the square, and add a sequence replicator, I add a position parameter. I then select "to" for sequence option. In the beginning, the square replicator is in the top left corner and the on screen controls are shown in the bottom right corner. I would thought the sequence replicator would have the squares move to the the bottom right of the screen, to the onscreen tool (similar to the move behavior), but instead, they move to a relative position in the middle.
Is this intended, or is this some sort of weird bug?
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21 May 2018 04:18 - 21 May 2018 04:26 #95577
by Karsten Schlüter
wow, way too early here for such a one! <sipping coffee #1>
… and where's Motion-Master Fox Mahoney, when you need him most?
It's about coordinate-systems, local and global... to answer your question: a bug in UI, but probably inevitable LOL, have a look:
Your problem:
object is a Replicator upper left, SeqBehave applied lower right. One should expect, objects move to Position B … instead stopping 'half way' at Pos A ....
ok… no, not ok!
now, have a look, we 'centre' everything, all Positions and Anchor Points X/Y are zeroed … then:
… then, all objects behave as intended!
Soooo - when moving the Replicator OR the Group (to upper left…) … the SeqBehav's Target GETS MOVED also! So, the UI is distracting … it shows a global, absolute position, but it is a local one <sigh> … yep, getting lost at this point too, y'know that 'funny' -0.5 you have to apply in Link(ed) positions…? Same sort of mind-bobble… :S
Workaround: put target 'outside' canvas … basically, you have to add the pix you've added/subtracted to put the Replicator to its position to the SeqBehav's position … basically … somehow LOL
guess, feedback/bug report time…
for mere mortals as us way too confusing! (I'm little interested in internal math of all that)
Have no direct contact to Mr Mahoney, he could explain in little as 5000 words....
Replied by Karsten Schlüter on topic Quirk with position Replicator Sequence?
deweyt44 wrote: …Is this intended, or is this some sort of weird bug?
wow, way too early here for such a one! <sipping coffee #1>
… and where's Motion-Master Fox Mahoney, when you need him most?
It's about coordinate-systems, local and global... to answer your question: a bug in UI, but probably inevitable LOL, have a look:
Your problem:
object is a Replicator upper left, SeqBehave applied lower right. One should expect, objects move to Position B … instead stopping 'half way' at Pos A ....
ok… no, not ok!
now, have a look, we 'centre' everything, all Positions and Anchor Points X/Y are zeroed … then:
… then, all objects behave as intended!
Soooo - when moving the Replicator OR the Group (to upper left…) … the SeqBehav's Target GETS MOVED also! So, the UI is distracting … it shows a global, absolute position, but it is a local one <sigh> … yep, getting lost at this point too, y'know that 'funny' -0.5 you have to apply in Link(ed) positions…? Same sort of mind-bobble… :S
Workaround: put target 'outside' canvas … basically, you have to add the pix you've added/subtracted to put the Replicator to its position to the SeqBehav's position … basically … somehow LOL
guess, feedback/bug report time…
for mere mortals as us way too confusing! (I'm little interested in internal math of all that)
Have no direct contact to Mr Mahoney, he could explain in little as 5000 words....
Last edit: 21 May 2018 04:26 by Karsten Schlüter. Reason: adding more confusing advice …
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21 May 2018 05:29 #95578
by deweyt44
Replied by deweyt44 on topic Quirk with position Replicator Sequence?
And so we meet again 
Thanks for confirming my suspicions. Definitely noticed as well if the positions of the replicator was reseted to 0,0, it would work as intended, since the overlay tool is centered with the anchor point.
Another reason why I felt this had to be a bug was because the sequence text tool works in a similar fashion, and the letters goes to the intended point as well. I'll file a bug report as well.
Seems to be a few bugs in this version of Motion
Thanks for confirming my suspicions. Definitely noticed as well if the positions of the replicator was reseted to 0,0, it would work as intended, since the overlay tool is centered with the anchor point.
Another reason why I felt this had to be a bug was because the sequence text tool works in a similar fashion, and the letters goes to the intended point as well. I'll file a bug report as well.
Seems to be a few bugs in this version of Motion
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21 May 2018 05:43 #95579
by Karsten Schlüter
… always the same faces in the same bar :woohoo:
Motion lacks not just cosmetics but a from-the-ground-revamp as Final Cut had, for years… most stuff in use is - allegedly! - code from vers 3 (three). The inconsistent handling of coordinates is just one example which proofs, imho, Motion is an unloved child, 'maintained' mainly by interns … Some tell, on conferences a'MotionDevTeam' is introduced … not polite to say, but what do they do all day long??
Physics, Boolean, tic-base Behaves, a Nodes UI … a wishlist for some MotionX is easy to compile … educated guess: no business.... we are just a handful of aficionados LOL
Replied by Karsten Schlüter on topic Quirk with position Replicator Sequence?
deweyt44 wrote: And so we meet again
…
… always the same faces in the same bar :woohoo:
deweyt44 wrote: …Seems to be a few bugs in this version of Motion
Motion lacks not just cosmetics but a from-the-ground-revamp as Final Cut had, for years… most stuff in use is - allegedly! - code from vers 3 (three). The inconsistent handling of coordinates is just one example which proofs, imho, Motion is an unloved child, 'maintained' mainly by interns … Some tell, on conferences a'MotionDevTeam' is introduced … not polite to say, but what do they do all day long??
Physics, Boolean, tic-base Behaves, a Nodes UI … a wishlist for some MotionX is easy to compile … educated guess: no business.... we are just a handful of aficionados LOL
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21 May 2018 05:43 #95580
by deweyt44
Replied by deweyt44 on topic Quirk with position Replicator Sequence?
Also noticed a lot of items in the content folder are not being displayed in the preview. If this also is an issue, may want to report that as well.
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21 May 2018 05:47 #95581
by deweyt44
Replied by deweyt44 on topic Quirk with position Replicator Sequence?
Indeed, which concerns me in regards to Motion's future at times. Not just because Motion is under represented, but because Motion is the hidden mastermind of Final Cut Pro X 
Without Motion, Final Cut Pro X could not exist.
Without Motion, Final Cut Pro X could not exist.
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21 May 2018 05:57 - 21 May 2018 06:00 #95582
by Karsten Schlüter
<cough> yeah, nice dream … but back to reality: Motion is 'just' a front-end for innards of FinalCut, sort-of highly specialized Automator, offering a Lego-interface for some features in FC … With the official plug-in SDK you do have access to much more knobs&buttons inside FinalCut …
But has anybody ever written a 'FXplugin-SDK for Dummies? Nope, and this is (way) beyond me:
developer.apple.com/library/content/docu...PlugSDKOverview.html
(just to nail the pudding, read last line "copyright 2005-2016"…)
me no engineer, just the typical mouse-pusher :silly:
No. Motion is a superb concept = translating graphics into code which creates graphics in a host.app, that whole 'teaching FC new tricks by plugins'-concept is awesome … but after years, some tiny bit of revamp …?
Replied by Karsten Schlüter on topic Quirk with position Replicator Sequence?
deweyt44 wrote: … Without Motion, Final Cut Pro X could not exist.
<cough> yeah, nice dream … but back to reality: Motion is 'just' a front-end for innards of FinalCut, sort-of highly specialized Automator, offering a Lego-interface for some features in FC … With the official plug-in SDK you do have access to much more knobs&buttons inside FinalCut …
But has anybody ever written a 'FXplugin-SDK for Dummies? Nope, and this is (way) beyond me:
developer.apple.com/library/content/docu...PlugSDKOverview.html
(just to nail the pudding, read last line "copyright 2005-2016"…)
me no engineer, just the typical mouse-pusher :silly:
No. Motion is a superb concept = translating graphics into code which creates graphics in a host.app, that whole 'teaching FC new tricks by plugins'-concept is awesome … but after years, some tiny bit of revamp …?
Last edit: 21 May 2018 06:00 by Karsten Schlüter.
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