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    [req] Control over sketchy replay frame rate

    Scheduled Pinned Locked Moved SketchyPhysics
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    • R Offline
      remus
      last edited by

      If its already possible, howd you go about it?

      if not, pretty please πŸ˜„

      http://remusrendering.wordpress.com/

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      • B Offline
        BTM
        last edited by

        Raise the frame rate in sketchyphysics > physics settings, before recording.

        It's normally at 3. If its at 30, the playback will be 10 times faster, with the same fps, so just as much movement happens in 1/10 the number of frames, and in 1/10 of the time.

        If there's then some way to slow down the frames per second in the renderer (as I assume that's what you want to change the frame rate for), you could theoretically get it to work.

        so:
        if you change the frame rate from 3 to 6 in SP, and then slow down the fps to 1/2 what it was in SP in the renderer (if possible), you would have half as many frames as normally.

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        • R Offline
          remus
          last edited by

          So sketchy replay frame rate = 10*SP frame rate? seems simple enough.

          Pity you can set decimal values for it, would simplify it a lot...

          http://remusrendering.wordpress.com/

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          • B Offline
            BTM
            last edited by

            @remus said:

            So sketchy replay frame rate = 10*SP frame rate? seems simple enough.

            no, that was an example. πŸ˜•

            I don't think there is any specific frame rate. SR frame rate = the frame rate the SP animation was recorded at.

            Normally, SP frame rate is at 3. if it's at 6, everything will happen in half as many frames. If it's at 12, it will happen in 1/4 the frames it would if it was at 3. So, if your animation was 300 frames long with the SP framerate at 3, and you want it to be 150 frames long, then change it to 6. if you want it to be 100 frames long, change it to 9. NOTE: you'd have to re-record the animation with the new frame rate.

            Also: the SP frame rate changes the speed at which the animation runs. It plays back the same fps whether it be at 3 or 6. The difference is that, since the speed is faster, with the same frame rate, it runs with less frames.

            EXAMPLE:

            If a sphere is dropped on the ground with frame rate set to 3, and hits the ground in 1 second, and after x amount of frames, then if the frame rate was 6, it would hit the ground it 0.5 seconds, and after 1/2 the frames. The fps would stay the same. That's why, if you want 1/2 the frames, with the same amount of time, you'd have to change the fps in the renderer.

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            • R Offline
              remus
              last edited by

              Sorry, from the animations id done already sr=sp*10 worked so i assumed (classic mistake) after reading your post that it was always like that.

              Its making more sense now, though. Thanks for the explanation πŸ‘

              http://remusrendering.wordpress.com/

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              • B Offline
                BTM
                last edited by

                @remus said:

                Sorry, from the animations id done already sr=sp*10 worked so i assumed (classic mistake) after reading your post that it was always like that.

                Its making more sense now, though. Thanks for the explanation πŸ‘

                Actually, the amount of frames in sr and sp are the same. The fps will vary though. For sr, it will be faster, because your computer has to think more during the sp animation. For more complex models, the sp animation fps will be even slower.

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