Difference between revisions of "BVH Frame Rate"

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BVH animations for Second Life can have any frame rate you desire.  It's important to understand that the FPS (frames per second) of a BVH file only indicates how often a motion is sampled, not the number of images that will be shown when they are played.
Theoretically, BVH animations for use in Second Life can have a frame rate between 1 and 2184 FPS (frames per second).  Internally, the time that a key frame is displayed is stored as a unsigned short (a 16-bit integer), which has 65536 unique values (including 0).  Animations can be up to 30 seconds long. For each key frame to have a unique value for the time it's displayed:<br>
FPS = 65536/30


The advantage of using a low frame rate is smaller animation files, which means they transfer to other viewers faster.  You need not worry that the animation will appear choppy.  The viewer will smoothly interpolate between the keyframes on computers with a display FPS higher than the FPS of your animation.  That said, 30 second animations at 45 FPS are smaller than most images.
In practice, you should never use a frame rate above 45 FPS.  Nothing else in the simulator can move at above 45 FPS.
 
It's important to understand that the FPS of a BVH animation only indicates how often the motion is sampled, not the number of images that will be shown when they are played.
 
The advantage of using a low frame rate is smaller animation files, which transfer to viewers faster.  You need not worry that the animation will appear choppy.  The viewer will smoothly interpolate between the key frames on computers with a display FPS higher than the FPS of your animation.  That said, 30 second animations at 45 FPS are smaller than most images.


The advantage of using a high frame rate is more detail can be recorded.  While Second Life lossily compresses animations, the motions dropped are so subtle as to be imperceptible.  You should feel free to use 45 FPS for all animations.
The advantage of using a high frame rate is more detail can be recorded.  While Second Life lossily compresses animations, the motions dropped are so subtle as to be imperceptible.  You should feel free to use 45 FPS for all animations.
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A frame rate with many factors is desirable.  It is also desirable that the frame rate be a factor of numbers you often need to divide.  In our case, those numbers would be 30 which is the length limit in seconds on animations for Second Life, 45 which is the maximum useful frame rate, and 60 because there are 60 seconds in a minute and 60 minutes in a hour.  This makes it easy to place keyframes such that the time is evenly divided, which is something animators often need to do.
A frame rate with many factors is desirable.  It is also desirable that the frame rate be a factor of numbers you often need to divide.  In our case those numbers would be 30, which is the length limit in seconds of animations for Second Life, 45, which is the maximum useful frame rate, and 60, because there are 60 seconds in a minute and 60 minutes in a hour.  This makes it easy to place key frames such that the time is evenly divided, which is something animators often need to do.
 
You might find it easiest to place your keyframes at 15 FPS, then change to 45 FPS before exporting to maximize the detail recorded.  If you do this, be sure the program you're using compensates for the change in frame rate so your animation doesn't play three times faster.  Selecting exactly the frame you want is easier at low frame rates.  It should export perfectly, because each frame at 15 FPS falls exactly on a frame boundary at 45 FPS.


There's no point in using a frame rate above 45 FPSNothing else in the simulator will be moving faster than 45 FPS.
You might find it easiest to place your key frames at 15 FPS, then change to 45 FPS before exporting to maximize the detail recorded.  If you do this, be sure the program you're using compensates for the change in frame rate so your animation doesn't play three times fasterSelecting exactly the frame you want is easier at low frame rates.  It should export perfectly, because each frame at 15 FPS falls exactly on a frame boundary at 45 FPS.


[[Category:LSL_Animation]]
[[Category:LSL_Animation]]

Revision as of 20:48, 13 October 2011

Theoretically, BVH animations for use in Second Life can have a frame rate between 1 and 2184 FPS (frames per second). Internally, the time that a key frame is displayed is stored as a unsigned short (a 16-bit integer), which has 65536 unique values (including 0). Animations can be up to 30 seconds long. For each key frame to have a unique value for the time it's displayed:
FPS = 65536/30

In practice, you should never use a frame rate above 45 FPS. Nothing else in the simulator can move at above 45 FPS.

It's important to understand that the FPS of a BVH animation only indicates how often the motion is sampled, not the number of images that will be shown when they are played.

The advantage of using a low frame rate is smaller animation files, which transfer to viewers faster. You need not worry that the animation will appear choppy. The viewer will smoothly interpolate between the key frames on computers with a display FPS higher than the FPS of your animation. That said, 30 second animations at 45 FPS are smaller than most images.

The advantage of using a high frame rate is more detail can be recorded. While Second Life lossily compresses animations, the motions dropped are so subtle as to be imperceptible. You should feel free to use 45 FPS for all animations.

The following is a table of frame rates with desirable qualities.

Frame Rate Factors Factor Of
4 2 60
6 2 3 30 60
9 3 45
10 2 5 30 60
12 2 3 4 6 60
15 3 5 30 45 60
20 2 4 5 10 60
30 2 3 5 6 10 15 30 60
45 3 5 9 15 45

A frame rate with many factors is desirable. It is also desirable that the frame rate be a factor of numbers you often need to divide. In our case those numbers would be 30, which is the length limit in seconds of animations for Second Life, 45, which is the maximum useful frame rate, and 60, because there are 60 seconds in a minute and 60 minutes in a hour. This makes it easy to place key frames such that the time is evenly divided, which is something animators often need to do.

You might find it easiest to place your key frames at 15 FPS, then change to 45 FPS before exporting to maximize the detail recorded. If you do this, be sure the program you're using compensates for the change in frame rate so your animation doesn't play three times faster. Selecting exactly the frame you want is easier at low frame rates. It should export perfectly, because each frame at 15 FPS falls exactly on a frame boundary at 45 FPS.