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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 8:11 am)



Subject: 60fps


morphious ( ) posted Fri, 14 September 2012 at 10:43 AM · edited Sat, 07 December 2024 at 2:57 AM

OK, I'm confused. I set render rate to 60fps. Image files. Shouldn't I have twice as many image files than if I rendered at 30fps? But in the folder, it's the same amount of image files. UGH!!!!

Thanks.


Winterclaw ( ) posted Fri, 14 September 2012 at 10:54 AM

Huh?

I don't even...

umm...

What is the size of your image files, is it twice as big?

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morphious ( ) posted Fri, 14 September 2012 at 10:58 AM

No. not image SIZE, Frame Rate. If it's 60 frames per second, shouldn't I have twice as many frames than a 30 frames per second render?


mysticeagle ( ) posted Fri, 14 September 2012 at 10:59 AM · edited Fri, 14 September 2012 at 11:01 AM

it depends on what you have the keyframe rate set at when you set the render to png option.........it will say something like, render keyframe every X images  and an afterthought, did you reset the frame rate after you ran the animation, if so you will have to resample the frames and select how often the keyframe is set, i think it defaults at 4

 

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Teyon ( ) posted Fri, 14 September 2012 at 11:04 AM

You set the playback speed to 60fps. That has little to do with how many actual frames are in your animation. You'll need to add additional frames if you want more frames when rendering to image.

If you're rendering to avi or mov (depending on your machine), to slow down the frame rate (giving the appearance of more frames) you can decrease the fps. To speed it up, you increase the fps.  So at 30 fps it would take 30 frames to render one second of animation. At 60 fps, it would take 60 frames to render one second of animation. The computer won't just make new frames for you though, you have to do that yourself.


Teyon ( ) posted Fri, 14 September 2012 at 11:07 AM

The key frame at every NTH frame actual SKIPS frames. 


markschum ( ) posted Fri, 14 September 2012 at 11:44 AM

Your animation length is determined by frame rate so if you want 60 FPS you need to make sure you have 60 frames in the anim. You will get each frame in the animation rendered once.


Teyon ( ) posted Fri, 14 September 2012 at 11:59 AM · edited Fri, 14 September 2012 at 12:02 PM

Attached Link: http://www.csgnetwork.com/animationkeycalc.html

> Quote - Your animation length is determined by frame rate so if you want 60 FPS you need to make sure you have 60 frames in the anim. You will get each frame in the animation rendered once.

 

Only if you set it to 60fps in playback. 60 frames will be 2 seconds at 30fps. Just adding to the above.

The best bet would be to determine how long you want you animation to be.  Then take it from there. You can use this to decide where to place your keys.


morphious ( ) posted Fri, 14 September 2012 at 3:09 PM

what does keyframe have to do with frame rate?

 


Teyon ( ) posted Fri, 14 September 2012 at 3:28 PM · edited Fri, 14 September 2012 at 3:34 PM

Computer animation - 3D animation anyway - is usually not frame by frame animation. It's usually based on a set of key frames. These are major poses that the computer than creates steps between to create the final animation. If you have 10 major poses (aka key frames) all following one another directly (key frame on frames 1, 2,3,4,etc.)  and set your frames per a second to 30 you will have an animation that is less than a second long.  If you spread those key frames out so that key frame 1 is on frame 1 and key frame 10 is on frame 60 and play that at 30 fps, you'll create an animation that is 2 seconds long.

 

See the difference? Key frames are what you're animating. THAT'S what they have to do with frame rate. 

 

Edit: To summarize, How fast you get from point a to point b isn't just reliant on how fast you show the pictures but also on how many pictures you have to show.  


morphious ( ) posted Thu, 11 October 2012 at 6:27 AM

OK, so I need 60fps. So, at what frames do I put key frames (where in Poser do you set that?) to get 60 frames per second with out poser just making 2 of the same frame for every frame? Thanks.


CaptainMARC ( ) posted Thu, 11 October 2012 at 6:57 AM

I would just retime the animation. Set the source frames to 1 to n (your current number of frames) and the target frames to 1 to 2n.

Poser will then move your existing keyframes as required.


Richard60 ( ) posted Thu, 11 October 2012 at 10:36 AM

Reading this and I am still not sure what you want.  A couple of basic questions. 

What are you going to do with the frames (animation) once you make them?

How long do you want to have your frames (animation) shown?

 

Currently I am working on a college project and have a car that is shown to move at 275 MPH (not reality). The sequence is 10 seconds long and I am doing 30 FPS, thus I need 300 frames to show the car moving ~ 4000ft.  The keyframes are put in along the 300 frames to keep the car on track.

Now if I take those 300 frames and play them back at 30FPS I will have an animation that is 10 seconds long.  If I change the playback rate to 60 FPS then my animation will be 5 seconds long.  If I change it to 24 FPS then it will be  12.5 seconds long.  This is in my video editing program, not poser.

Poser can make as many frames as you want, however only you and what your playback device is capable of can make the motion appear to move as fast as you want.  I could tell Poser to use 60 FPS, however it will only make the 300 frames that is in the animation and the frames will be the same either way.

The Frames Per Second in Poser may (probably) has to do with the playback controls to preview what the action will look like.  If I do not have skip frames checked then it will show me each frame even if it takes 1 second per image to update.  However If i have it checked then it will skip however many frames to make the motion come out at the requested FPS.  So if using the above example I play back in Poser then I will see frames 1, 61, 121,181,241 and maybe 300. 

Long story short formulas are

Animation time = Number of Frames / Frames per Second

Number of Frames = Animation Time * Frames per Second

Frames per Second = Number of Frames / Animation Time

Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13


morphious ( ) posted Thu, 11 October 2012 at 5:38 PM

I still don't get it. I have a 300 frame animation. It's for an adult dvd virtual sex program. They keep telling me they need the animation in true 60fps. So, step by step, how do I give this to them using poser to produce the png files, and After Effects to assemble and export a quicktime 60fps file.

 

Sorry I  am so thick. All your help is appreciated.


CaptainMARC ( ) posted Thu, 11 October 2012 at 6:12 PM

I assume your 300 frame animation is 30fps, so you need 600 frames - right?

Look for the menu point "retime animation".

Give 1-300 as the source frames, give 1-600 as the target frames.

Poser will stretch your 300 frame animation to 600 frames.

Check the animation before you render, as Poser will move keyframes and guess what happens between them. You may have to adjust some poses by hand.

If you can't find the menu entry "retime animation", search the manual. I am not at my Poser machine so I can't tell you exactly where to find it. I think it's under, errr, "Animation"...


morphious ( ) posted Thu, 11 October 2012 at 6:23 PM

Thanks. So, then I load the png files in after effects and render out at 60fps?


CaptainMARC ( ) posted Fri, 12 October 2012 at 2:41 AM

Quote - Thanks. So, then I load the png files in after effects and render out at 60fps?

Yes! Let us know if it all works out.


morphious ( ) posted Wed, 17 October 2012 at 5:20 PM

OK, I tried to retime the animation. Retimed a 300 frame to 600 frame animation in png files, imported to AE and rendered out at 60fps, still not working. I get 2 frames that are the same for each frame.

 

Not sure what I am doing wrong. What about the key frames option under the animation tab? Is that what I need to change?

 

Thanks again for your help. I feel like an idiot. Hopefully some kind soul can help me figure this out. I really appreciate all your help.

 

Randall.


rokket ( ) posted Wed, 17 October 2012 at 6:44 PM

Make the 300 frame animation, DON'T RETIME IT, export it to After Effects and then export it from there at 60 fps and see what happens.

If you need the animation longer, you will have to go back and redo it and add more frames to the animation manually. Nothing you do with retiming or any other trick is going to give you the result you are looking for.

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Miss Nancy ( ) posted Wed, 17 October 2012 at 6:55 PM · edited Wed, 17 October 2012 at 6:58 PM

morph, did they say why they wanted 60 fps?  not everybody's movie player may play it back at their speed. if they want quicktime, the quicktime editor will import a series of poser frames at any desired speed, e.g. 60 fps, will play back at that speed in the quicktime player, and will export a mov file that retains that playback speed (OS X).  this is how I did it because (unlike previous versions) pp2012 won't allow me to export a quicktime movie, and exporting a series of frames is safer IMVHO.

frame sequence



CaptainMARC ( ) posted Wed, 17 October 2012 at 7:05 PM

OK, let's try and find the problem...

In your new 600 frame animation, let's have a look at a few parameters.

I assume you have a figure or two in your animation, select a figure, select hip, look at the graph of the transform of, say, x.

There will probably some kind of squiggly line with some dots on it. The dots are your keyframes.

How many keyframes are there? Is there one on every frame, or one on every second frame, or less?

If there is one on every frame, and the value for frames 1 and 2 are the same, and 3 and 4 are the same etc. (which is what you are implying by saying you have pairs of frames that are the same) then there is something you can do...

Go to http://ockhamsbungalow.com/Python/ and download "Sparsifier" and "Periodizer" (and anything else that you think might come in useful!).

These are python scripts and very easy to use, and very likely to sort your problem.

If you know how to run a python script, just make a backup of your existing file, check out the readmes and give it a whirl.

If you don't know how to do this, have a quick peek in the manual, it's easy enough!

I find ockham's scripts so incredibly useful that I put them in a folder of their own somewhere like: Poser Pro 2012RuntimePythonPoserScriptsScriptsMenuOckham (or something like that - I'm quoting from memory), that way I can easily call them anytime from the scripts menu in Poser.

Good luck!


morphious ( ) posted Sun, 21 October 2012 at 7:12 AM

Well, still no joy. Rokket, I tried your suggestions, and tried retiming, resampling keyframes, but no matter what I do, I still get frames 1 and 2, 3 and 4, are the same etc.

They want 60frames per second, so when the user slows down the animation, it is still a smooth animation.

When I open the quicktime file and show inspector, it shows 60fps, but if you load the QT file into a video editor, you can see the double frames.

Anyone else have an idea? Thanks for ALL your posts. I really appreciate ALL your suggestions.

 

Morphious


morphious ( ) posted Mon, 22 October 2012 at 6:47 PM

No one else has any ideas?


millighost ( ) posted Mon, 22 October 2012 at 7:22 PM

Quote - Well, still no joy. Rokket, I tried your suggestions, and tried retiming, resampling keyframes, but no matter what I do, I still get frames 1 and 2, 3 and 4, are the same etc.

They want 60frames per second, so when the user slows down the animation, it is still a smooth animation.

When I open the quicktime file and show inspector, it shows 60fps, but if you load the QT file into a video editor, you can see the double frames.

...

I presume you render to a series of images, and then convert to a movie, right? Are the duplicated frames (1+2) in the rendered images or only in the final movie? This should give you a hint where something goes wrong.


Adom ( ) posted Tue, 23 October 2012 at 11:14 AM

Quote - OK, I'm confused. I set render rate to 60fps. Image files. Shouldn't I have twice as many image files than if I rendered at 30fps? But in the folder, it's the same amount of image files. UGH!!!!

I have not read the whole thread but what you're assuming is simply wrong - you won't get twice as many frames (pictures files on computer) - never. Making animation 60fps will result in the same number of frames only playback will be twice faster than 30fps.


Adom ( ) posted Tue, 23 October 2012 at 11:20 AM

Quote - I still don't get it. I have a 300 frame animation. It's for an adult dvd virtual sex program. They keep telling me they need the animation in true 60fps. So, step by step, how do I give this to them using poser to produce the png files, and After Effects to assemble and export a quicktime 60fps file.

 

Sorry I  am so thick. All your help is appreciated.

You just have to make some simple calculations and adjust your animation inside poser accordingly - you will have to make greater gaps between keyframes in poser if you want 60fps (if your original animation was aimed at 30fps then its quite easy - just double it).


Miss Nancy ( ) posted Tue, 23 October 2012 at 8:57 PM

sorry we weren't more of an help, morph.  you need to start over again at frame zero IMVHO.  tell them you can do 60 fps, but it will cost them double, on account of you have to start over.

  1. if the animation is 10 seconds long, then you render 600 frames to tiff (start over, lose the old keyframes)

  2. import image sequence to quicktime pro at 60 fps.

  3. save movie as uncompressed (no codec)

  4. let them worry about the codec

  5. the reason they hire 20-somethings at google, facebook, apple et al. is because they don't mind trashing something that doesn't work and starting over at ground zero



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