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  • Published 4 Jun 2020

Time-based timeline option

Currently when you change FPS your entire animation has to be adjusted to the new timestamps, because currently timeline, keyframes are based on frames. I believe using frameskipping and frameholding can help play imported image sequences in the new framerate, in a new time-based timeline.

I do not suggest to replace the current solution, I suggest to give a user the ability to choose between the 2 systems, based on his own goals (maybe he wants to target different FPSs at once while still having proper motion blur)

Currently the only option is rendering at max FPS, going to ffmpeg and convert the video with a different framerate. but then for example motion blur doesn't make any sense.

So I believe it is essential to be able to change framerate non-destructively in Blender.

Thanks.

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Development Status: Open

Upvote 1 Downvote 0
zslit
4 Jun 2020

1 Comment

peter.boos

It kinda is,... but there can be so many things depending on it,
I have shaders reacting to time, physics, clouds water, walking animations.
I usually render at 24fps (only once i did 50fps), but i render to .png
Once i have all the .png's as an image strip in blender video editing i usually render at 30fps, to a movie codec

Sometimes i render at 30fps (physics) from the beginning but mostly i dont. I find that eventually vfx mixing has a greater impact on overall apearance then frame rate. And animations themselves should be smooth, i dont think 60fps is better for the human eye as in real camera's it kills motion blur (unless you do it my way).. but then if you want the blur you could as well have stayed with 30fps..