BUG — motion vectors use upper-left (0.0,0.0) as center for non-skeletal/WPO offset objects

Reposting with a short video that clearly shows the problem: in-game post-process velocity treats objects with World Position Offset (WPO) correctly, but the same objects without WPO produce motion vectors offset from the upper-left (causing directional streaking instead of radial zoom blur).

no problem for in-game motion blur — only breaks post comp workflows.