Calculate the correct frame delay (or the speed) of an animation

  • #10, by afrlmeFriday, 11. December 2015, 13:02 9 years ago
    Interesting. Thanks for the chart thing.

    Yes the pause timing is a bit weird but it is dependent on how fast the engine loops, which as you stated might differ on various machines.

    In regards to the time it takes to display the animation, I think most people probably won't even notice if it plays a little fast or slow. The only person that really knows how fast it should play is you or the animator that created said animation. So a couple milliseconds or seconds here & there shouldn't really matter...

    The important thing is getting the timings of interactions right. The best approach for that is by adding action parts directly into the animation frames themselves, that way you can trigger when to change a condition, update a value, start another animation playing, trigger some dialog or whatever.

    I think you will end up losing all your hair (if you haven't already done so) if you spend too much time worrying about things like timing. Sort your game first then worry about it later on. Besides I couldn't really tell you if any other engines would get timings perfectly spot on either. The only things I can think of are gif animations & rendered videos.

    P.S: Try to remember that it's a game & not an animated movie, so things don't have to look über smooth.

    P.P.S: I like how you misspelled length on your chart but correct in the text you wrote above the attachment. smile

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  • #11, by LebosteinFriday, 11. December 2015, 15:30 9 years ago
    The only thing is: I just want to make sure that the speed in the animation program (the speed in that I build/create the animation) is equivalent to the speed in Visionaire later. Some animations take effect only when the timing is right.

    Now I found perfect settings for me:

    • 30 fps (Anime Studio) with 32 ms frame delay (Visionaire) - for fast and soft animations
    • 15 fps (Anime Studio) with 64 ms frame delay (Visionaire) - for slow animations

    With this settings the speed of the animation in Anime Studio and Visionaire is exactly the same.

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  • #12, by MachtnixSaturday, 12. December 2015, 23:57 9 years ago
    Bei mir "springt" die Animation zwischen 33 und 35 ms Pause abrupt von schnell auf langsam. Deshalb verzichte ich auf Einstellungen in Visionaire und füge lieber neue Frames in einem Schnittprogramm hinzu. Mühsames Herantasten an die richtige Geschwindigkeit. Schade...

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  • #13, by LebosteinSunday, 13. December 2015, 11:07 9 years ago
    Bei mir "springt" die Animation zwischen 33 und 35 ms Pause abrupt von schnell auf langsam.

    Genau das meinte ich. Zwischen 33 und 35 ms weiß man nie genau, was beim Anwender später zu sehen ist. Eventuell werden die Animationen dort doppelt so schnell abgespielt, wie man eigentlich beabsichtigt. Deshalb würde ich diese "Übergangswerte" nicht empfehlen.

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  • #14, by LebosteinMonday, 14. December 2015, 13:08 9 years ago
    In this table you can find all supported frame rates (FPS) for animations in Visionaire and the equivalent pause value to get the frame rate. I have tested the listed pause values with an animation of 60 frames. In all cases I got the animation length I expected (60 x theoretical frame length).

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  • #15, by travis-bentley-27162Friday, 20. March 2020, 14:41 4 years ago
    The problem is that it's reliant on the system loop of Visionaire Studio which varies slightly with each loop. 60fps for example is approx 1 frame every 16.33 milliseconds (or something like that).

    I tend to just mess around with the pause value until I find something that looks ok.

    You also have to take into account loading times or lag due to loading animations, especially if the animation has loads of frames. The best approach is less frames & adjust the pause (delay) value to simulate smoother animation than it actually is. Think of it as a juggling act.

    P.S: there is no reason at all to try to make your animations as smooth as an animated movie. You can achieve similar results most of the time with a fraction of the amount of animation frames. You also do not need to use duplicated frames to control the speed of the animation as it's possible to set individual pause values for individual frames - if needed.
    One frame is equal to 1 second (1000 milliseconds) divided by 60 frames which is 16.6666666667 milliseconds.

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  • #16, by travis-bentley-27162Friday, 20. March 2020, 14:43 4 years ago
    One frame is equal to 1 second (1000 milliseconds) divided by 60 frames which is 16.6666666667 milliseconds.

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  • #17, by afrlmeFriday, 20. March 2020, 19:34 4 years ago
    nice necro of a 4 year old thread mate!

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