That is exactly how the 'extra' tween frames end up in an animation. Upon export the tween frames are drawn into key frames for the movie playback then the only way to adjust timing is via the playRate FPS speed.

Where as most software that has only keyframes will then draw the appropriate tween frames based only on the actual FPS desired by the application.

So if an animation has 10 keyframes and the software plays that at 30 FPS but the over all length of the animation is to be 1 second then the software will draw the remaining tween frames to total 30 instead of 10 with a duration of 1 second. Now if the movie is to be 24 FPS then the number of tween frames will be less but the animation will still be 1 second long. Upon export the resulting export animation will now include these tween frames and changing the playrate will actually reduce or lengthen the length of the animation to less than 1 second or more than one second. It is all based upon the original animations keyframes and how the tween frames were generated.

HTHs

Tom McGrath III
Lazy River Software
[email protected]

iTunes Library Suite - libITS
Information and download can be found on this page:
http://www.lazyriversoftware.com/RevOne.html





On Jan 28, 2009, at 2:14 PM, Richmond Mathewson wrote:

Wouldn't is be a good idea to control an animation (say, an animated
GIF) by making it into a Movie file and then messing around with
playRate with the resultant videoClip?

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