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How do i change the FPS for animations?


Zeldafreakneo

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Hi Zeldafreakneo,

Spriter is a universal tool for making real, tweened animations that could be used for virtually any modern platform or authoring system, so by default (and for now it's the only option) the timing is completely independant of FPS and is instead based purely on fractions of a second... depending on your computer's speed, or the speed of your game-engine and the target device, the FPS at which the Spriter animations will be played back might be very diferent, but the duration and timing of the animation should be identical across the board. For example, no mater what the FPS is durring playback, if you set a punch animation in spriter to take 1 full second, with the fist reaching full extension at the half-second mark...this will be true no matter what the FPS.

Eventually we'll likely add a way to switch Spriter's timeline to an FPS mode and force Spriter to play back animations at a given FPS, but can't guarantee how soon this feature will be added.

I hope this makes sense and answers your question.

cheers,

Mike at BrashMonkey

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So there isnt anyway to scale down the amount of frames in the timeline?

I mention it in the guide video guide I made, actually, right near the start, if you want a more visual example, but what I like to do is set the time range to the FPS I want to work with. I like animating at 24fps, so I'll set the range to 24 for a 1 second loop. You can't play it back at this speed, but you can get in the ballpark with 2% playback speed.

When that's done, you can stretch it back out, by editing the range with the 'stretch keys' option ticked.

If you're animating at 24fps, and you have 24 frames, stretch keys to 1000.

If you're animating at 30fps, and you have 45 keys, stretch to 1500.

You get the idea. (I hope)

Not ideal, but it's a workable solution.

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