![]() ![]() Pro Tip: to figure out the last frame of the re-timed animation, set both values to the same number, then park the play head on the last frame of your animation. Move the play head to the end and the blue line and the blue number will no longer be in sync. Say you had a 100 frame animation timed at 60fps, and you’d like to render it out at 24fps, this results in only 40 frames to be rendered. Notice how the behaviour of the play head changes when you do this, as do the number of frames that need to be rendered. To make it easy to remember:Īs an example, if you had a 24fps animation that needs to rendered at 60fps, those values can be used for Old and New respectively. ![]() Old 100 / New 50 will render half the amount of framesĪrbitrary values can be inserted to let Blender calculate how many additional frames need to be rendered (or left out).Old 100 / New 200 will render twice as many frames.Re-timing happens by changing one or both values as follows: Integers only though, no fractions are allowed. The actual value doesn’t matter, so you could change this to 50 and 50, or 400 and 400 and it wouldn’t change anything. If both Old and New are set to the same value, the animation is rendered as is (1 frame on the timeline equals 1 rendered frame). I had great difficulties grasping the concept at first, but it’s super easy to do complex calculations with these two fields. In versions prior to Blender 3.0 this value was called Time Remapping. Head over to the Output Properties under Frame Range – Time Stretching. This can be set without any changes to the objects in our scene. The most common use case is that an animation is completely finished and works well in one frame rate, but needs to be rendered out at another. I’ll talk about re-timing the whole animation, as well as re-timing individual tracks, both with keyframes as well as NLA strips (that’s three completely different scenarios). There’s a lot of conflicting information on the web, and I thought I’ll bring clarity to the situation by showing a few different use cases. As an example, you may have setup your scene with 24fps in mind, but want to render out a 60fps version, or vice versa, or any other combination thereof. This comes in handy when you want to render animations at a different frame rate than they were designed to be in. Blender has a very powerful yet somewhat confusing re-timing feature. ![]()
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