16-bit for scale

I have noticed that when crossfading values (especially long slow fades) using any of the "scale" channels, things can get a bit jumpy.

Any way of implementing a higher resolution for X-Y-Z scaling?

I realize this would mean an additional 3 channels of control.
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  • most of my crossfades only had to have a couple of clicks to move. most of the time, when the move took place it was during the crossfade. most folks, even at times the designers have not even seen the objects move. it only takes about 10 clicks. when you have each position (x, y, z) default at 32768, moving say layer 1,z-32755, layer 2 z-32775, layer 3 z-32768; this allowed me to have a smooth crossfade. moving this little bit is huge in the digital world, but not so much within the playback of the media files in the DL2.

    it was hard at times to get done, but once i figured this out, i placed each new cue with these moves in it, so that way i could make sure
    i was always having smooth cross fades.

    it is a rough work around, but from what i understand with talking to HES is that until Microsoft comes out with a new or smoother way that DirectX works within 3D, it is the way DL2 will work for the time being. it still beats trying to time a cue with a video crew to blow such great looks you can get nowdays with lighting & video all within the same console.

    best of luck
    keith
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  • most of my crossfades only had to have a couple of clicks to move. most of the time, when the move took place it was during the crossfade. most folks, even at times the designers have not even seen the objects move. it only takes about 10 clicks. when you have each position (x, y, z) default at 32768, moving say layer 1,z-32755, layer 2 z-32775, layer 3 z-32768; this allowed me to have a smooth crossfade. moving this little bit is huge in the digital world, but not so much within the playback of the media files in the DL2.

    it was hard at times to get done, but once i figured this out, i placed each new cue with these moves in it, so that way i could make sure
    i was always having smooth cross fades.

    it is a rough work around, but from what i understand with talking to HES is that until Microsoft comes out with a new or smoother way that DirectX works within 3D, it is the way DL2 will work for the time being. it still beats trying to time a cue with a video crew to blow such great looks you can get nowdays with lighting & video all within the same console.

    best of luck
    keith
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