Hi ambly!
First of all, I just wanted to thank you so, so much for what you sent over. We got together as a team this morning specifically to go over everything you reported, and we are beyond appreciative of the time and care you spent to assemble all of this.
So without further ado, I'm here to backbrief, and go through point-by-point!
PART I
1) Snapping Too Aggressive
By default we snap Paths Points and Path Handles to pixels and Elements, however if this behaviour is undesired on a case-by-case basis, Snapping can be disabled on-the-fly by holding the [Ctrl] key on the keyboard whilst already clicking-and-dragging a Path Point or Path Handle. 🙂
We have a couple other similar handy shortcuts related to Path manipulation that you can check out in our
📘Path Manipulation Application Shortcuts Documentation.
2) Request for Guidelines
We agree with you!
This is now added to our Tracker and will be something we will look to add.
You can follow the proposal, and progress of it here:
#4400
3) Ability to move Path Handles as a Single Unit
Good news! This is something we support!
You can find a bit more information on this in our
📘Curve Handle Mirroring Documentation Section.
In Studio itself, this is something you can access from the Properties Panel when any Path Point is selected. It looks like this:
A cool little shortcut too, is that if you are in a 'Mirrored' mode, if you hold [Alt], you can easily, and rapidly switch to a mode where each Handle can be moved independently.
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PART II
Now, I'll move onto everything in the super helpful video you made for us:
1A) What is Happening
The majority of the friction points encountered are related to operations in which a Path geometry is fundamentally changed from its original 'rig', after it was animated.
These 'fundamental changes' include the operations of Adding/Removing Path Point, and/or Converting Path Points from 'Straight Connections' to 'Béziers with Handles'.
This can be problematic for animations, because if for example, a shape is already animated, and a new Path Point is added to its geometry, there really isn't a way for an application to 'know what to do' with this new Path Point across all keyframes where it wasn't present before, but now suddenly features.
The best the machine can do in these cases, is an approximation/interpolation, relying on the order of each Path Point along its total shape.
As a result of this, since the animation is based upon an initial collection of Point positions in a certain order, adding Path Points can disturb this, and unfortunately produce some of the unpredictable results you encountered.
(For reference, the position of each Path Point in the wider 'order' of all path Points can be seen in the Properties Panel, with a Path Point selected:)

- PathPointNumber.jpg (7.06 KiB) Viewed 2062 times
1B) How to Resolve This
Ideally, all of the Path Points that make up an overall Path shape are cemented
before animating them.
Then, the animation work should exclusively encompass changing the positions of Path Points and/or Path Handles without changing the fundamental 'rig' of the shape itself.
As for the other things you pointed out, that are not a result or side-effect of the above factors:
2) [0:44] Path Point Not Aligned to What's Being Rendered On-Stage
This is a bug that we will fix.
You can follow the progress of its resolution here:
#4402
3) [5:58] Difficulty Grabbing Path Points and Instead Grabbing Handles
We will make some changes here to resolve this as well.
You can follow the progress of its resolution here:
#4403
Thank you once again so much for everything you put into this; we'll start working our way through the action items for us.
In the meantime, let us know if there's any more you feel strongly about, or if there are any other new things to flag to us, or if you have any other questions.
Until then, wishing you a fantastic weekend from all of us over here!
- Dorian