Frame Rate variation? You are here: Home / Latest News/Blog / Frame Rate variation? Home › Forums › TimelineFX Editor › Frame Rate variation? Tagged: animation, feature request, frame rate, Frame Rate Attribute, play back speed This topic contains 4 replies, has 2 voices, and was last updated by fxv_smg 3 months, 1 week ago. Viewing 5 posts - 1 through 5 (of 5 total) Author Posts April 17, 2017 at 5:56 pm #6347 fxv_smgParticipant Hey folks! It doesn’t look like there’s currently a Frame Rate Variation attribute. Is there a way to give my frame rate some variation? (Aside from duplicating my emitter a couple of times and assigning a different frame rate the different groups – which is how I’m currently doing it) If not, is there a forum for feature requests? Best option for me would be to tie the playback speed to the lifetime of the particle. My ultimate goal is to avoid twinning. Thanks! April 17, 2017 at 11:09 pm #6348 peterigzKeymaster Hi, I never actually thought of a frame rate variation attribute as I didn’t think it’d be that useful, but I guess it might have some application in some situations. By twinning do you mean when the particles double up on top of each other? Is adding a random angle to the particle an option as that would probably prevent it if the particle shape doesn’t need to be at a specific orientation? April 17, 2017 at 11:53 pm #6349 fxv_smgParticipant Twinning is an animation concept, it’s when an animated object is too symmetrical, or multiple objects have the same animation/same timing. The way we address it is through secondary animation, overlapping action, or any number of other animation principles. Here’s an example of twinning (note: animation is not mine – I nabbed these frames from google) And here’s what I’d like to have (currently this is 3 emitters with different framerates): This reply was modified 3 months, 1 week ago by fxv_smg. This reply was modified 3 months, 1 week ago by fxv_smg. April 18, 2017 at 7:20 pm #6352 peterigzKeymaster I guess ideally there needs to be an option for the animation to last for the duration of the lifetime of the variation, then you can use the lifetime variation attribute. You might able to minimise it by using the amount attribute and set the first node reasonably high up, and the second node to 0 (rather then use the single checkbox), then a number will spawn one after the other for a brief time so the animations will also start one after the other. Send me your particle shape if you need me to show you what I mean. April 18, 2017 at 8:13 pm #6353 fxv_smgParticipant Yeah! Unchecking Single/One Shot but giving the Amount a steep curve (essentially making it a one-shot effect with a tiny emitter duration) is definitely something I tried. And it’s pretty good for offsetting the “deaths” of the particles, but I lose the impact of the initial burst. Most particle tools I’ve used have some kind of option for the animation lasting the lifetime of the particle – or I can just build it in via the material editor/shader editor. Would love to see it in TimelineFX for parity! Author Posts Viewing 5 posts - 1 through 5 (of 5 total) You must be logged in to reply to this topic.