That’s crashing here:
Thread 8 Crashed:: com.apple.helium.rq.gpu-ru0.vs0
0 com.apple.ozone.framework OZRigBehavior::solveNode(unsigned int, CMTime const&, double, double) + 132
1 com.apple.prochannel.framework OZCurve::getValue(CMTime const&, double) + 899
2 com.apple.prochannel.framework OZCurve::getPoint(CMTime const&, double, double*) + 23
3 com.apple.prochannel.framework OZChannel::getValueAsDouble(CMTime const&, double) const + 226
4 com.apple.motion.TextFramework TXSequenceBehavior::getSelectionValue(CMTime const&, double, OZChannel*, double) + 81
5 com.apple.motion.TextFramework TXSequenceCurveNode::solveNode(CMTime const&, double, double) + 190
6 com.apple.prochannel.framework OZCurve::getValue(CMTime const&, double) + 899
7 com.apple.prochannel.framework OZCurve::getPoint(CMTime const&, double, double*) + 23
8 com.apple.prochannel.framework OZChannel::getValueAsDouble(CMTime const&, double) const + 226
9 com.apple.motion.TextFramework TXTextObject::getTransformMatrix(PCMatrix44Tmpl<double>&, OZRenderParams const&, bool, bool, double, double, PCMatrix44Tmpl<double>) const + 1836
10 com.apple.motion.TextFramework TXTextLayout::getProjectedBounds(PCRect<double>, PCMatrix44Tmpl<double> const&, OZRenderState const&) + 1603
It is mentioning text objects. Have you attached text items to any of the moving elements? If so, try removing them to see if those are what’s causing it to crash or if it’s happening with the Motion file as soon as you open it and click on things.
I’ll overwrite the old one when it’s tested and working ok but I’ll give you a test version. Here’s one without the Euler filter but with camera objects and with the rounded export values:
http://www.dev-art.co.uk/files/motion_test.zip
If you add multiple cameras, you need to make the render camera the top one in the scene list to become the active camera. For now, I’ve added the tag ‘(render)’ to the active camera name.
This is also formatted as a Blender addon now with the GPL text so it can be bundled with Blender. You can probably install it using the user prefs but what I do to make it easy to update is make a folder somewhere and set that as the scripts folder in user prefs. To update the script you just put the new script in the folder and then uncheck and recheck the addon.
I’m not sure what the limit would be but it probably can’t handle more than 1 full rotation in 1 frame. I was hoping there might be a way round that by doing subframe sampling but it just flips at random - I was trying to check for the composite angle flipping but it will map any of the transforms used in the composite to (-180,180) so there’s not really an easy way to check that. This is only important if you were doing something like post-production motion blur on something spinning really fast like a spinning top, car wheel or something like that. Say you added a logo to a spinning top, if it was rotating so fast that it did more than a single rotation in a frame, it would only be able to guess a single turn so the logo you added in Motion would be in the right place relative to the object but it wouldn’t be rotating fast enough and wouldn’t motion blur properly. This is pretty rare though and would only happen above about 1500 rpm and it can be corrected manually.