I’d like to do some scenes where particles go from real time to slow motion and then back again…
I just can’t figure out how to do this…
I tried using the sequencer on the scene and using the “speed” effect, but it doesn’t render sub frames on the slowed down portion… so I’m just left with choppy movement…
I suppose that I could create a scene with a higher frame rate and only speed up rather than slow down… but I don’t think I can afford the rendertime!
I’m hoping this might be a way to do something I’ve been trying to figure out for a loooong time. I’m trying to get a cloth sim to render in super slow motion, but all methods except raising the fps in the render output just seem to duplicate frames. Since the fps is capped at 120fps though I’ve been stuck.
Can you give a little more detail as to how you did this?
I see two numbers under frame rate (other than fps and frame base). One is labeled “Specify Old Mapping Value in Frames” the other is labeled “Specify how many frames the old map will last”. I’m presuming you left the first one @ 100 and changed the second to 900 and not the other way around?
Does this speed up, slow down or have no impact on the speed of the scene1 animation when rendered via scene2?
Are you varying the speed of scene1 (in scene2’s VSE) just with the standard Speed Control effect clip?
I’ve been trying to figure this out myself, but the documentaion on this feature is spotty and it seems to do unexpected things to the timeline, so I’m a bit confused…
No, I’m not subscribed to this thread, so thanks for teh nudge!
the time remap numbers (old and new) work as follows:
set like this:
old = 1, new = 4
will mean that at render time each original frame in your scene gets 4 interpolated frames in the output…
so when played back everything will be 1/4 speed.
old value /new value = playback speed relative to the original.
Or as a % that’s (old/new)*100.
so:
old = 150, new = 300 will playback at 0.5 the original speed (or 50%)
not tried but presumably you could do
old = 100, new = 50 and get playback sped up to twice the original speed… (as an alternative to just setting framestep 2…
Frankly I’m not sure why you can’t just set the “framestep” value to a decimal like 0.25, but hey… at least the feature is there!
If you’re using simulations, it’s probably best to bake them before getting into this… I’ve certainly seen some strangeness if you don’t!
Oh and in the VSE I’m using the standard speed control clip… There’s a ton of ways you can do that though…
Ipos for speed or frame number, or just have it stretch as you change the length of the clip!
Each method has its advantages/disadvantages… if you’re doing a tight syncto audio do you want to match a certain frame to a certain hit you’ll need “frame” ipo… else its almost always easier to use strcth to clip length…
It gets very confusing and difficult to explain, but for easiest results use hard rather than soft cuts when time using teh stretchy clips…
Just a note: I’ve taken the liberty of editing your thread title and using the new Solved feature to automatically mark the thread as solved. You can do this yourself in the future from the Thread Tools drop-down above the original post.
Thanks Michael. I really appreciate the clarification, as I had my own theories, but I was getting rather inconsistent results (possibly the weirdness you mention from having my sim unbaked). I’m still somewhat confused how this could work with cloth baked as the mesh shape will need to be different across the interpolated frames, but possibly this method will work in your situation (particles) but not mine (cloth). Anyway, time for some more experiments (and maybe bug reports ). Either way,you’ve really saved me some time (and hair loss!). Personally, I just wish it was possible to set the fps setting to numbers like 500-800 or more rather than being capped ar 120. But ah, well.
@fweeb - Love the new solved feature. I should probably point out that I found this thread by doing a Google search looking for slow motion with “solved” in the title. As it is now, I likely wouldn’t have found it…