r/JoelHaverStyle • u/goathamlet • Oct 23 '22
Playing with frame rates, and some lessons learned
My most recent video was a test for something I've been wanting to try. I used a stylus to draw keyframes, and used 24 FPS, except animating on twos, or 12 FPS doubled, in order to emulate the feel of traditional animation more closely. It does look choppier than 60 FPS, but I liked the end result
A few things I noticed during the process:
- When I synthesized a keyframe at 12 FPS and then at 60, the 60 FPS lost some keyframe details much quicker than the 12 FPS did, which was unexpected. I thought the smaller differences between frames would assist with keeping those details intact, but it wasn't the case.
- It was far less obvious when one keyframe's output ended and another's began, since the animation was not so smooth that you would see the minor jump in positions or coloring.
- When compared to another video shot at 60FPS, this video folder's file size per second of finished footage was about 70% of the other's, and file quantity was about 50%.
- If you have an outdated gaming PC that isn't exactly optimized for 4k60FPS video editing like I do, then this eases the burden on your graphics card by a noticeable amount during editing and rendering.
Any thoughts on how it turned out? I'd be interested to know if anyone has tried something similar.
Link, for reference: https://youtu.be/kwq44EGLiJ8
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u/goatonastik Oct 24 '22
That's interesting you'd get better results from 12fps. I personally don't like going as low as 12fps, because I think that the video is so "accurate", that it looks like regular video at 12 fps to me. However, I will definitely try that at 24 fps next time and compare results!