← All ideas
  • Published 25 Jul 2026

Retime Node in Geonodes

In Houdini, we can easily retime simulations or animations using the Retime node, creating slow motion, speed ramps, freeze frames, or custom time remapping without changing the original simulation. I couldn't find an equivalent workflow in Blender. A node like this is especially important for motion graphics, where precise timing adjustments are a core part of the workflow. Having a dedicated retime node would make it much easier to iterate and art-direct animations efficiently.

66.7%

Development Status: Open

Upvote 4 Downvote 2
abishek
25 Jul 2026

3 Comments

Wyatt_Hall

It doesn't seem like this belongs in geometry nodes. Rather, it should be part of the animation system. There's already a time stretching setting in the output properties which globally changes the playback rate of all animations in a scene. You can also use the NLA to slow down or speed up individual Actions. Some of the dev plans for the animation system include separating Scene Time, Playback Time, and Viewport Time (or something like that) which would help primarily with simulations, but also for mograph use-cases like you're describing

zuorion

You are forgetting that GN also have temporal data (import, baking, simulations), that does not goes out of GN as animation data.

2
abishek Author

no i think it's need more in geonodes than globally exits and also we can't set keyframe in globally