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At the moment it doesn’t scale the animation because it’s simply recording what you create in the editor. So if an effect lasts 16 frames, that’s what it records because it’s having to interpret all of the graph data that creates the effect. I think if I’m to implement this then I’ll have to add a toggle button to the animation controls to fix the animation as it is, and then if you change the number of frames there after it scales the animation based on the frame data it has by interpolating between the frames. I’m not sure how well it will work though because if the effect has complicated graphs, then interpolating between the frames as they’re scaled may create some unwanted effects.
Maybe I can solve it with a new time control attribute of some kind that allows you to control the frame rate if the effect, which might actually be quite cool anyway. I’ll definitely look at a solution though. For now a workaround might be to change the global life attribute of the effect to make it last longer/shorter as required.