Exporting animation at 60 fps

Hello!

 

I have imported an animation from mixamo.com.

When I watch the DAZ timeline, I can see that it's set to 30 fps.

Since I downloaded the mixamo animation at 60 fps, I change "FPS" to 60 in the timeline in DAZ.

This works fine, the animation looks as I expected.

Now I want to export the animation out of DAZ as an FBX.

It works fine, but it exports it as 30 fps, not as 60 fps.

I don't see any other options in the FBX export dialog to set a frame rate there.

 

How could I export the animation at 60 fps?

 

Thank you!

Comments

  • Hi!

    I am not sure but I think it's hardcoded to 30 fps or something, I tried before exporting FBX to Lightwave before I gave up on FBX with 25 FPS but when imported into Lightwave it was changed to 30 fps, I could be wrong though, I am still not sure if the problem was in DS or LW.

     

  • pdr0pdr0 Posts: 204

    What is the other program you are using to import ? Probably you have it set to a 30FPS timeline

  • I have tried it in Unity, it showed 30 fps.

    I have tried it in Autodesk FBX review, it showed 25 fps.

  • pdr0pdr0 Posts: 204

    I have tried it in Unity, it showed 30 fps.

    I have tried it in Autodesk FBX review, it showed 25 fps.


    Are you sure you "baked" the keyframes at 60FPS in DS ?

    It works ok in motionbuilder , c4d

    You're probably viewing it on a 30FPS project , seeing only half the data. It's probably a configuration issue

    You can check the keyframes both in DS and the other applications. Every frame should have one present at 60FPS . On a 120FPS timeline, there are ones only every 2nd frame. Thus you can verify that it's actually 60FPS data . But on a 30FPS project, you will only sample half of them

    Another way of verifying indirectly is look at the filesize of the export. If you export 60FPS from DS , it will be larger than the 30FPS export

     

     

     

  • pdr0pdr0 Posts: 204

    Yes, it's an interpretation issue in unity, but also with the declared framerate in the FBX export from DS. Even though the correct data is there, and the correct number of frames, it's not interpreted correctly by most applications, and you may have to interpret the FPS. I don't think you can do that in unity without 3rd party plugins, but I'm not all that familar with unity. If you re-export it from motionbuilder, at 60FPS, it will import automatically as 60FPS in unity and other programs with the correct data

  • @pdr0 Very good point regarding the file size!

    How could I make sure I "baked" the keyframes? 

    I see a black dot on every frame in the Timeline.

  • And yes, there's a tiny difference in file size. When I export the model with an animation of 60 fps, the file size 2.28 mb, the same model with the animation of 30 fps is 2.14 mb.

    Do you think that's "enough difference" when it's a simple walk animation to prove that one is 60 fps while the other is only 30 fps?

  • pdr0pdr0 Posts: 204

    johann.hesters_2e9dd0ece9 said:

    @pdr0 Very good point regarding the file size!

    How could I make sure I "baked" the keyframes? 

    I see a black dot on every frame in the Timeline.


    Yes, a dot on every frame. You might need keymate if your animation is long in order to zoom in properly. If you change it to 120fps , you would see it every 2nd frame , that would indicate 60fps (thus interpolated to 120fps, not "real" 120fps). Similarly,  if you had 30fps data, when you changed it to 60fps timeline, it would have a dot every 2nd frame (it would be interpolated or tweened 60fps data, but really 30fps). And the same thing in other programs when importing the FBX

    Also important is to check the number of frames and look at the validity of the outupt (ie. is the motion ok) . If you have a known 1 second 60FPS animation,  60 frames, that should be the same 60 frames in other applications too.

     

    And yes, there's a tiny difference in file size. When I export the model with an animation of 60 fps, the file size 2.28 mb, the same model with the animation of 30 fps is 2.14 mb.

    Do you think that's "enough difference" when it's a simple walk animation to prove that one is 60 fps while the other is only 30 fps?

    Yes . Any difference is significant

     

    But if you look at my earlier post above, it's also an issue with the export. I think there is a FPS field or metadata that is declared as 30FPS. I don't know enough about the FBX SDK to examine it properly.  You can adjust the settings in other programs to retrieve the actual 60FPS, but not sure how to do that in unity alone. Also it shouldn't be like that, it should be automatically declared as 60FPS (or whatever framerate)

     

     

     

  • Thank you for the great infos.

    I took a look at the FBX ASCII file, and there's no such field as framerate, keyframecount or similar.

    The actual FPS count seems to be determined by several "things", as many things can be animated, as I understood it.

    That seems to be why applications have problems determining the "correct" frame rate.

    Also, DAZ doesn't get it right automatically when I import an FBX animation file.

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