I’ve been working in Blender since 2.93 and now also in 3.0. But I saw that Time Remapping has changed option has changed to Time Stretch, the function itself is unchanged, only I want to be able to keyframe the “Old” from time to time but it’s not possible if you press shortkey “I” or left mouse button. Does anyone know if this can be animated/keyframed at all? (I never use the editor in Blender but I use Adobe Premiere or Davinci Resolve 17. But can you (for convenience) Animate/Keyframe in the Blender Time Remapping? Or is the only option to render at normal speed, just do a new render then Time Remapped and then composite together?
And the other question is, I morphed with several cams and framed one model. well after 15 different cameras rendered everything works fine in 60 FPS in PNG Sequence. but suddenly it appears in the editing that one shit suffers from drop frames for 2 seconds, the shot itself lasts 6 seconds.
It is not due to the external editing software. All cameras in Blender all have the same settings etc. Now the question is, can this be solved by selecting AV-Sync in playback? or is that the frames always dropped in one camera just bad luck? Because in some shots it’s more render heavy than the other shot, and here it’s one of the lightest shots that happens the least.
(I always render without problems with PNG Sequences in 60FPS)
I would love to hear your answers to my questions!
Unfortunately you can’t animate these value, it’s not exactly like time remap in after effect or probably premiere.
However you can use it to change the global timing of the whole animation, like doing slow motion and latter animate the speed of animation using another software.
It’s unclear if you’re playing the animation in blender at 60fps and at some point there is a frame dropping. Or if you actually render your animation (to a file that you can open in another software) and that’s this one that has issues.
Using AV-Sync is better in general if you want to be sure of the timing when playing in blender.
Other settings will try to play every frame regardless of timing, while AV sync will drop some frames in the playback if needed but the timings will stay correct.
All that matter only when you play the animation inside blender, when you actually render/export it to a file everything will be as expected, you’ll get all the images in a video file regardless of the settings.
Aah, okay thank you! Then I know how best to proceed.
Oh, sorry that’s when I play the specific Animation in Blender.
Do you know the best way to solve this? The funny thing is that it is the same model that has not changed, one camera shot is exactly the same as the other in terms of Focal Length, at most the camera shot deviate from the Focus Rack (Empty/Null Object) but that would be for the short term frame drop of 2 seconds (Animations itself takes 7 seconds)
Ah, a very clear explanation. now I understand what measures how AV-Sync works.
The frame drop could be for very different reason,
at least if it’s always at the same time, then you must have something that’s difficult to compute at that moment. That eliminates a few possibilities.
Your talking about focus rack, if there is a lot of defocus, maybe that’s it, but if you have exactly the same shot running smoothly, then it’s probably not that.
It’s hard to tell without looking at the file and hunt down the issue.
It could be something you’ve animated by mistake, that’s often the case.
If you really want to know, then the best way is to make a copy of the file and start removing features one by one. Try to remove the defocus, if it’s still there , then move on to something else, like shaders, some objects ect… It takes time, so it’s really up to you to judge if it’s worth investing in this.
It is indeed since the foxus rack, but the strange thing is that with the other cameras that are controlled with M (Mark in Timeline) CTRL + B (Bind Camera) that other camera is not bothered by it, but separately. And you know I also have on Evee Bloom, and for Cycles possibly also on in the Composite Glare. In the Composite (preview) you just see the Glare and in the final Render (PNG Sequence) the Bloom/Glare is missing. do you know how that is? Because also in the Image Editor it simply outputs Bloom/Glare. I worked a lot in 2.93 but for a while I work in 3.0 and recently in 3.1.
Ok!
For the focus it could be just that in the problematic shot it’s a bit too high compared to others, in general it’s fine but with very out of focus shots eevee can have a hard time computing the effect.
For the bloom thing, really it’s hard to tell without looking at the file, it’s probably a small issue , but hard to tel from here.
One thing that can be tricky is that when previewed over a black background glare/glow effect seems quite intense, but once composited over a bright image it’s way less visible.
That may be it, or something completely different. It can also be related to transparency, over a transparent background the effect disapear.
Really hard to tell, you should make some clever tests to get what’s going on… It’s part of the job, there are a lot of technical issue with 3D that need investigating to get all this working as intended.