I always fight pan and zoom for the reasons you listed. I've never sussed out exactly why the motion is so wonky. You seem to have more accurately accessed a difference between the ramping functions of X and Y vs. scaling/zooming functions. What you said sounds just like the frustration I've had. Okay Dinosaur alert. I've never found dve moves easier to build than the original ADO 3000 with it's very easily implemented "break" command that stopped the move from looking ahead and creating weird ramps when you wanted a pause in the middle of a move. I still often would resort to building 2 moves back in the linear bay to swoop into a static position and then a new move starting on the first move's end keyframe and swooping out or whatever move I made. All the Abekas boxes had bad motion splining or ramping. They stole everything else from ADO but not the motion ballistics. Now K Scope users might like that box but I never spent enough time on those and the Sony DVEs for their switchers might have been better. Perhaps someone out there has found the magic recipe to get nicely ramped moves but I haven't and frankly I get so frustrated I usually just do something else. The last few Boris BCC versions have a pan and zoom that works pretty well but it still approaches this basic stuff in a very convoluted way with an A and B motion thingy and auto motion or manual motion and I curse it every time I use it but it's pretty clean but I still fight it for anything but basic moves. Perhaps I just don't have the patients but if I had my damn ADO 3000 I wouldn't be bitching, at least about the motion.
Sadly I often see Pan and Zoom moves broken into multiple parts to mimic the way I use to build swoop in and swoop out moves in a linear bay. I assume these approaches to Pan and Zoom are for the same reason I used the same trick in a linear bay. I really don't know why ADO had it right and everything else seems off to me. Maybe it's time to start drinking again.
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