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animation speed
Posted: Fri Oct 14, 2011 10:04 pm
by alevinson
I want to render my animation at NTSC resolution. In project settings the default rate for AS8 is 24 frames per second. To make it easier to do slow motion animations I would like set the rate at 6 frames per second. Will it still be possible to render it at NTSC resolution?
Posted: Sun Oct 16, 2011 11:56 am
by hayasidist
think about something moving across the screen. At "normal rate" it will take (say) one second. If you want "slow motion" then you want it to take (say) 4 seconds for the same trip.
It doesn't matter what frame rate you set in AS - 1, 4, 24, 100...
For "normal" motion the "start" keyframe needs to be at time = (say) 1 second on the timeline and the end key frame needs to be at time = 2 seconds.
that will be at 1, 4, 24, 100 .. frames, or whatever your frame rate is, away from the first.
For slow motion the start keyframe needs to be at (say) 1 second but the end keyframe needs to be 4 seconds later -- at time = 5 seconds on the timeline. That's 4 times as many frames away.
The thing that distinguishes slow-mo filming from "normal" is that the tiny detail of the motion becomes more obvious. .. for example a bullet at "normal" speed is just a blur line... but in slo-mo you can see the way that it spins around the axis of travel and oscillates slightly ...
so to do a slo-mo you need to put in "extra" key frames ... in the same way as you might decide that you only need a keyframe every 1/6 of a second for normal speed -- every frame at 6fps = 6 frames; you'll need a keyframe every frame for the 4 second trajectory = 24 frames.
slo-mo = more frames, but with smaller changes.
it doesn't matter whether you want to render to NTSC, PAL or whatever... As SlowTiger said in the other thread .. AS animation frame rate and output frame rate are not the same thing.
hope that helps.
Posted: Sun Oct 16, 2011 1:40 pm
by GCharb
Timing and spacing are two different things, they are independent of each other!
Posted: Sun Oct 16, 2011 3:53 pm
by hayasidist
yeah - could have said that better -- if you're at 6fps and if you want a clock that counts in 1/6th of a second then you have "the right number" as a keyframe on every frame. If you want it in slo-mo then those keyframes need to move apart on the timeline. Now you have "spare" farmes where you can add detail - so, for example, if the numbers were made up of segments that went "all off" then came on one-by-one you could add that detail in the "in between" frames...