Blender

Blender

Animating at 60 fps?
I've tried animating at the 60 frames per second setting (having done the time remapping from the default 24 fps of course), and so far it's been unintuitive. When inserting keyframes at this setting, the playhead is always ahead of the frame displayed in the viewport. If X is the frame displayed in the viewport, then the playhead is at 2.5*X (because 60/24=2.5 I presume). This adds unnecessary steps when inserting new keyframes, and it gets worse when trying to modify existing keyframes. Is there a way to get around this?
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Showing 1-4 of 4 comments
still__alive Mar 4, 2020 @ 1:46pm 
You can enter basic math into Blender's fields, in case you didn't know. So if you are currently busting out a calculator to go 2.5*10 = 25 so you can type in 25 for the frame you want to add a keyframe on, you can instead just type in 2.5*X in the current frame field and Blender will calculate it for you and enter the correct number.

Beyond that though, I have a couple questions about what you are doing:

1. For what, or why, are you using time remapping?
2. What is the final framerate of your video going to be?

I don't understand why you are using the time remapping. Why not just do your animating with 60 fps as the time scale and switch the render settings to render out the animation at 60 fps?
still__alive Mar 4, 2020 @ 2:06pm 
I'm not very experienced with animation stuff, and this is the first time I've looked at this time remapping function. I'm not quite sure I fully understand the purpose of using it.

I'd say you should just leave the time remapping at 1:1 and animate your stuff on the basis of 60 frames = 1 second. Keep it simple. For 10 seconds of animation, you'll put the playhead or the current frame at frame 600. Just animate everything on this 60 frames per second basis without messing with the time remapping.

Then if you do have a reason to be using the time remapping, go and set it up after you've animated all your stuff at 60 fps. Playhead will still be out of sync, but you'll have done all the animation work so you won't have to worry about converting to a different framerate (or whatever the issue is) as you add keyframes.

I don't think you are supposed to be using this time remapping function while you are still animating stuff.
Opel Manta 400 Mar 4, 2020 @ 2:37pm 
My final framerate would be 60 fps, and I thought I should use time remapping so as to preserve the timescale. Without it, the animations would suddenly speed up/slow down when transitioning from 24 to 60 fps, right?

Nevermind, I think I found the source of the problem. The Sync mode in my Timeline window was set to the default value, "No Sync". When I set the fps to 60, viewport playback speed dropped because of the "No Sync" mode. So the animations didn't slow down but Blender's viewport performance did.
Just tested it out with the "Frame dropping" mode, the animations work fine at default 100:100 time remapping and 60 fps. Thanks for the help anyway
still__alive Mar 4, 2020 @ 3:52pm 
Originally posted by ebolaf666.exe:
My final framerate would be 60 fps, and I thought I should use time remapping so as to preserve the timescale. Without it, the animations would suddenly speed up/slow down when transitioning from 24 to 60 fps, right?

From what I can tell, time remapping is for the exact opposite - it is for changing the *timescale, not for preserving it. If you use it to change the timescale, then you get either a faster or slower animation. Faster or slower than what you animated it at, depending on whether you increase or decrease the time remapping.

*I just made that term up on the spot, it is probably redundant because I am referring to the framerate when I use it. It isn't a proper technical term or anything. I just threw it out there because I think there is some difference between the framerate you animate something at (which is what I meant with timescale) and then the actual framerate you render it out at.

Originally posted by ebolaf666.exe:
Nevermind, I think I found the source of the problem. The Sync mode in my Timeline window was set to the default value, "No Sync". When I set the fps to 60, viewport playback speed dropped because of the "No Sync" mode. So the animations didn't slow down but Blender's viewport performance did.
Just tested it out with the "Frame dropping" mode, the animations work fine at default 100:100 time remapping and 60 fps. Thanks for the help anyway

I'm not sure what this Sync mode is either, but I think I can confidently say that whatever framerate you are seeing in the viewport is NOT reflective of the framerate you'll get when you actually render the animation out. The fact that the viewport can't keep up won't affect the final rendered animation. The viewport is just a preview.

The recommended method for rendering out an animation is to use an image format and render it out frame by frame then stitch the image sequence together and put it in a video format later. So obviously the viewport framerate isn't going to reflect the final framerate when you render it out frame by frame. Probably the same when you render to a video format, just that you don't get to see each frame as it gets finished.
Last edited by still__alive; Mar 4, 2020 @ 3:54pm
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Date Posted: Mar 4, 2020 @ 12:48pm
Posts: 4