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Time Stretching/ Time Remapping Feature Flexibility

It will be nice if the time stretching/ time remapping feature in the render output settings could be applied to targeted objects in the scene then animated.

For example if there is real life scale tsunami or tornado simulation running and the animator wants to show it's scale by slowing down the simulation speed without slowing down the speed of the other objects/ people in the animation, the time stretching/ time remapping feature should allow the animator to select a rig, object and/ or domain/ effector mesh which is in the scene so the time stretching can be targeted to said rig, object and/ or domain/ effector mesh. .

However if the animator want to apply the time stretching/ time remapping to the entire scene that option should be available as well.

For the simulations, the time stretching/ time remapping should be included in the physics tab under each physics option so it may be target specific without error. It should also have it's own bake option so it may be cached and edited with ease.

The baking option may also help with rigs and other objects in scenes. For this there should be a bake option in the Render Output settings under an "eye dropper selector type" field where different meshes can be added onto their own respectable time stretching/ time remapping section.

Hopefully this idea is innovative enough for the Blender institute to invest resources into it's development.

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Development Status: Open

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aedude
15 Jun 2022

1 Comment

lobo_alcalino

Fortunately Blender already can make most of the things u pointed here. Changing sim timing is done inside the domain parameters, the attribute is called "time scaling". Retiming animation can be done using the NLA editor workflow. Same workflow could be used for baked sequences. A global retiming also exists but in terms of frames-per-second in the tab 'Output Properties > Frame Range > Time Stretching', though a per object global retiming is indeed missing, but I can be sure whether it's really necessary. Sounds more buggy than anything.