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How to edit the length of tweens?
#1
Hi, 

First of all, I think it's really misleading that this software is actually only for storyboarding.
I got excited because I saw a lot of animations that people made, but to be honest, it's a pain in the but to make!
Software like shotpro can do this in seconds Sad.
Why is it so hard to make actual previz animations with this software?

And now to my actual question:
I have made two keyframes, I have select them and selected the framerate and length, but how can I adjust the speed/length of the shot afterwards? And how can I change movement in the shot? I can't find any info about animating in Frameforge Sad.

And another question: A lot of times when i want to move a character in a scene it snaps to chairs automatically. This is great ofcourse, but not if you don't want that to happen.

Thanks in advance.
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#2
Hi DavidAnthony,

Thanks for your comments.  I've never heard/seen/used ShotPro until now so I can't comment on what it can or can't do.  Could you elaborate some on why you think it misleading that FrameForge is only for storyboarding?  That's pretty much...ya know...it's entire purpose after all.  I'm not trying to be sarcastic but genuinely interested in your opinion: if it isn't storyboarding software, what is it?  Do you think it more of an animation suite?  It's definitely not despite having some animation functionality.  True animation software for 3D models, not 2D motion graphic software like After Effects but suites like Blender, Cinema 4D and Autodesk Maya are far, far, far more complicated to use straight out of the box.  On to your questions...

Why is it so hard to make actual previz animations with this software?
I make tweened sequences all the time.  It's great for quick little video snippets that demonstrate an envisioned camera or talent movement in a scene.  Admittedly, it's less great for producing fully animated content.

I have made two keyframes, I have select them and selected the framerate and length, but how can I adjust the speed/length of the shot afterwards?
[Image: DavidAnthony1.png]
[Image: DavidAnthony2.PNG]

And how can I change movement in the shot?
By changing the position/pose/location/angle/focus/ of the actor/camera/focal length in the 2nd keyframe.


I can't find any info about animating in Frameforge .
If you Google search "FrameForge tweening" the very first url returned is to our Knowledge Base article on tweening.  https://support.frameforge.com/category/22-tweening
Speaking of which, the knowledge base has multiple articles on tweening.  https://support.frameforge.com/category/22-tweening
If you look in the User Manual, starting on page 122, you will find plenty of documentation on animatics.
[Image: c9Cuvhp.png]
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#3
(02-28-2018, 01:53 PM)ChrisB Wrote: Hi DavidAnthony,

Thanks for your comments.  I've never heard/seen/used ShotPro until now so I can't comment on what it can or can't do.  Could you elaborate some on why you think it misleading that FrameForge is only for storyboarding?  That's pretty much...ya know...it's entire purpose after all.  I'm not trying to be sarcastic but genuinely interested in your opinion: if it isn't storyboarding software, what is it?  Do you think it more of an animation suite?  It's definitely not despite having some animation functionality.  True animation software for 3D models, not 2D motion graphic software like After Effects but suites like Blender, Cinema 4D and Autodesk Maya are far, far, far more complicated to use straight out of the box.  On to your questions...

Why is it so hard to make actual previz animations with this software?
I make tweened sequences all the time.  It's great for quick little video snippets that demonstrate an envisioned camera or talent movement in a scene.  Admittedly, it's less great for producing fully animated content.

I have made two keyframes, I have select them and selected the framerate and length, but how can I adjust the speed/length of the shot afterwards?
[Image: DavidAnthony1.png]
[Image: DavidAnthony2.PNG]


And how can I change movement in the shot?
By changing the position/pose/location/angle/focus/ of the actor/camera/focal length in the 2nd keyframe.


I can't find any info about animating in Frameforge .
If you Google search "FrameForge tweening" the very first url returned is to our Knowledge Base article on tweening.  https://support.frameforge.com/category/22-tweening
Speaking of which, the knowledge base has multiple articles on tweening.  https://support.frameforge.com/category/22-tweening
If you look in the User Manual, starting on page 122, you will find plenty of documentation on animatics.

- I know how to make tweens, but how can I change the length/timing of the shot after I've made the tweens? Otherwise you have to start over again.

- After I've made the tweens, and I want to change some movement in the shot, do I just change the last frame? Because if I do that, the change will only apply on the last frame and not the whole movement...

- I've have looked at the support, but there isn't any info about how you can change the camera movement and lenghth after you've created the software.

- This software would do wonders if you simply could make easy previz videos for your film. The whole tweening thing seems very cumbersome. Don't get me wrong, the software is great, but it could be so much more Smile.
I don't want to make actual animations with this software, just previz videos for complicated movements.

And another question: A lot of times when i want to move a character in a scene it snaps to chairs automatically. This is great ofcourse, but not if you don't want that to happen.
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#4
I know how to make tweens, but how can I change the length/timing of the shot after I've made the tweens? Otherwise you have to start over again.
In the context of FrameForge, a shot is a static image that does not change and has no 'length'.  It's unchanging in that it is either displayed or not displayed.   A sequence of shots that are displayed sequentially, on the other hand, can be considered to have a duration depending on how many shots are displayed every second.  That said, are you asking how to change the length or duration of the tweened sequences you make?  If so, yes, you'd have to recreate the tweens but that's as simple as selecting the 2 keyframes again, clicking the Create Tweens button and inputting a new duration.  For me, that's about 5 mouse/keyboard actions:
1. launch the Shot Manager <click>
2. Select the 2 keyframes <click>
3. click the Create Tweens button <click>
4. enter new duration <click>
5. click Create Tweened Frames button <click>


After I've made the tweens, and I want to change some movement in the shot, do I just change the last frame?
Yes.  Obviously, if you want your tweened sequence to reflect the movement, you have to tell FrameForge to recreate the tweened frames it created for you earlier.

Because if I do that, the change will only apply on the last frame and not the whole movement...

Correct...only in those cases where you do not recreate the tweens. Otherwise, the changes appear throughout the entire sequence.

This software would do wonders if you simply could make easy previz videos for your film. The whole tweening thing seems very cumbersome. Don't get me wrong, the software is great, but it could be so much more.
I'm sorry you find it cumbersome.  I don't but, naturally, I've been working with it for years so I have a lot of experience.  It would be impossible (I think) to create something that every person who uses it finds it perfectly easy and intuitive to use.  Regardless, someone somewhere would find it not their particular cup of tea.

I don't want to make actual animations with this software, just previz videos for complicated movements.
I'm not trying to be sarcastic or difficult but those sound like the same thing to me.  Animation of moving objects really are a truly complicated process, even more so when the moving objects are humans.  FrameForge was designed primarily for preparing film shoots, but it turns out that some users also use it to create presentations that require showing their storyboard on-screen, actively--in other words, as a sort of animation.  We refer to the results of a tweened sequence as pesuedoanimation.   It's not true animation.

And another question: A lot of times when i want to move a character in a scene it snaps to chairs automatically. This is great ofcourse, but not if you don't want that to happen.
That would be the Relationship between the Actor Object and the Chair object automatically being applied.  If you don't like it, turn it off or adjust the sensitivity.  Look under the Tools menu for the Tweak Auto-Relationships function.
[Image: c9Cuvhp.png]
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#5
After creating the keyframes, you normally need to use the timeline or animation settings to change the speed or duration of a shot blossom word game

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#6
Consider using features like keyframe interpolation My Singing Monsters, time remapping, or time stretching
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#7
FrameForge is primarily designed for previsualization and storyboarding rather than full-fledged animation. While it does offer some basic animation tools, it may not be as feature-rich as dedicated animation software like bitlife ShotPro. For more advanced animation work, it's often better to use specialized animation software.
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#9
在健康意識抬頭的今天,選擇一個高品質的循環型濾嘴(或稱清洗型濾嘴)已成為許多人的首選。這類產品不僅能有效攔截焦油,長期下來更是環保省錢的聰明投資。
[Image: %E9%AB%98%E7%B4%9A%E7%A6%AE%E7%9B%92%E9%...A3%9D.webp]
為什麼選擇循環型濾嘴
市面上的香菸濾嘴種類繁多,但循環型濾嘴最大的優勢在於其「物理過濾」原理。它利用微孔冷凝技術,讓煙氣在經過微小孔徑時產生渦流,迫使焦油沉積在內腔。相比一次性濾嘴,循環型煙嘴設計更紮實,不會有濾芯吸飽後口感變差的問題,能穩定維持每口菸的純淨度,減少手指焦黃與喉嚨不適。
挑選循環型濾嘴的關鍵要素
在挑選適合自己的香煙濾嘴時,首先要看過濾結構。專業的香菸濾嘴推薦通常會建議選擇具有「多重物理循環」設計的款式,例如全肋翼或半肋翼結構,這能最大化煙氣碰撞面積,過濾效果更顯著。此外,材質也非常重要,食品級金屬或高密度樹脂不僅耐用,清洗後也不易殘留異味,確保下次使用的口感。
正確的清潔與保養技巧

想要讓煙 濾嘴發揮最佳功效,定期保養是不可或缺的。建議每抽約 5–10 支菸後,就將香菸 濾嘴拆開,使用紙巾擦拭內部積聚的焦油。若積垢較硬,可用溫水或酒精浸泡清洗,徹底清除殘留的尼古丁。保持內腔乾燥後再組裝使用,這樣不僅能延長香菸濾嘴的壽命,更能確保每次吸食時的氣流順暢。
[Image: %E7%B2%97%E4%B8%AD%E7%B4%B0%E4%B8%80%E9%...A3%9D.webp]
結語
選擇合適的循環型菸 濾嘴是兼顧抽菸嗜好與健康管理的平衡點。它能顯著降低焦油攝入,保護肺部健康,同時大幅減少對身邊親友的二次煙傷害。
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#10
對於長期抽菸的朋友來說,選擇一個高效的循環型濾嘴是目前最受歡迎的減害方案。這篇文章將帶你深入了解這項產品的運作核心,以及為什麼它能成為眾多香菸濾嘴推薦清單中的常客。
[Image: %E3%80%90%E8%8A%B1%E6%A2%A8%E8%89%B2-%E5...%A3%9D.png]
循環型濾嘴的運作原理
為什麼循環型香菸濾嘴能攔截大量焦油?其核心在於「物理微孔過濾」與「微型渦流冷凝」兩大技術。當煙氣進入煙嘴時,會被迫穿過微小的噴嘴通道,氣流速度突然改變並在內腔產生旋轉渦流。這過程會使煙霧中的懸浮粒子冷卻並沉積在內腔壁上。
減少有害物質對身體的直接衝擊
使用高品質的香煙濾嘴能顯著降低吸菸對健康的即時負擔。透過循環型濾嘴的多重折返結構設計,能有效過濾掉大部分有害懸浮微粒。許多使用者反應,改用這種抽菸濾嘴後,早起後的痰量明顯減少,手指也不再容易因為直接接觸菸支而變得焦黃。
環保與長期成本的平衡點
雖然市面上有很多拋棄式煙 濾嘴,但若以長期使用來看,循環型濾嘴的 CP 值更高。拋棄式香菸 濾嘴會產生大量塑膠垃圾,且單價加總後其實相當驚人。反觀高品質的循環式款式,採用食品級金屬或高強度樹脂製成,只要定期拆解清洗,就能重複循環使用。
[Image: %E3%80%90%E5%84%AA%E9%9B%85%E5%90%B8%E8%...%A3%9D.png]
結語
總結來說,投資一個高品質的循環型菸 濾嘴,不僅是為了減輕肺部負擔,更是一種對生活品質的追求。它能精準攔截焦油,保護呼吸道健康,同時幫你省下可觀的消耗品支出。
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#11
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Has anyone here worked with either approach in centralized crypto exchange development? Which option delivers better results over time in terms of growth, security, and overall reliability?


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#12
Hey there, I understand your frustration. It's disappointing when software doesn't quite meet expectations. It sounds like you're facing some real challenges getting the animation workflow down. I feel like I'm facing a similar challenge trying to get a high score in Block Blast ; sometimes the simplest looking things are surprisingly complex! Maybe Frameforge has some hidden tutorials or updated documentation. Hopefully someone with more experience can offer some specific tips.
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#13
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#14
Building a crypto exchange from the ground up can be complex, especially for startups without a large technical team. That’s why many businesses are turning to simpler, more efficient ways to enter the market.


One practical option is white label crypto exchange software, which offers a pre-built platform equipped with essential trading features, security systems, and scalable infrastructure. This approach allows entrepreneurs to launch their exchange more quickly while reducing development time and overall costs.


For startups looking to step into the crypto space, do you think using a white label solution is the right way to get started?


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