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A real-life example can help to understand things much better. In this case, a simulation is extended from 50 to 110 frames, but the retimed sequence should be subdivided into three segments. The used frame rate is 33 f/s. You should always start with a table, where the specifications are clearly arranged. Here are the three segments with different timings:


Original length [f]

0 f → 17 f

17 f → 33 f

33 f → 66 f

Retimed length [f]

0 f → 66 f

66 f → 83 f

83 f → 110 f

 

This table contains almost the entire information for the retiming process. The only thing you have to do is to convert the “Original values” to seconds, because this is the curve editor's unit of the Y (vertical) axis – and this axis represents the original simulation time:

  • Original length [s] = Original length [f] / Frame rate [f/s]

 

Here is the recalculated table:

 

Original length [s]

0 s → 0.52 s

0.52 s → 1.00 s

1.00 s → 2.00 s

Retimed length [f]

0 f → 66 f

66 f → 83 f

83 f → 110 f

 

The coloured values represent the Y and X coordinates of the three control points of the retiming curve. In order to avoid confusion, the values should be arranged as X and Y values:

 

X [f]

0 f

66 f

83 f

110 f

Y [s]

0.00 s

0.52 s

1.00 s

2.00 s

 

Transfer your results to the curve editor:

 

  • Click on “Edit curve”.
  • Double-click on the empty canvas to create a key.
  • Enter the X and Y values in the two fields to set the key's precise values.
  • Repeat the two previous steps for the remaining keys.

 

 

[ I: Retiming curve ]

 

Finally 

 

  • go to the “Simulation Retime” tab
  • deactivate the “Use frame range” option
  • set “Last” to 110 (= duration of the retimed simulation)

 

Once the curve is complete you can press “Try on Movie Player...” (requires a previously recorded OpenGL preview) or click “Play” under “Timing example” to see the result.

  • Specify your export resources.
  • Click on “Retime”.
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