Obviously, in a real-world situation the browser window could be any height. Setting the vertical scaling to 100% in the scene editor would cause problems with relative layouts.
I put the moving object in a group that is sized to the stage and stretches vertically, and I pinned the moving object to the bottom of the group. The moving object behaved properly in relation to the stage but the resize object behaved as before.
I moved the start position keyframe to the second frame, set a new keyframe at 0 then bumped the object 1000 pixels down at the first frame and far above the viewport at the last frame. In order to add the text content, I grouped it with the moving object and assigned the vertical motion to the group.
To keep it outside the viewport and still be able to scroll content, I had to place the vertical start and end points at extreme distances. When the viewport is tall, the motion must cover more ground, which affects the speed. The shorter the window, the more reasonable the speed.
It seems that the best way to handle this is with a script that calculates the viewport size and changes the travel distance accordingly. I'd have to hire someone to handle that.
As the enter viewport action does not discriminate between direction, when the object enters from the top, it triggers the same as when entering from below. Being able to set an T/B/R/L entry direction would be helpful.
ViewportTest.hype.zip (18.0 KB)