120bpm and 8fps help
- JaceBoojah
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JaceBoojah
- Member since: Feb. 1, 2010
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so Im working on my first submission, same kind of idea as "walk-smash-walk". The most important thing to me is to get the audio (a song I submitted in the audio portal a week ago and still isn't up) perfect with the animation. my math goes 120bpm + 2fps = 1fpb (frame per beat) so if I want 4 fpb with the 120 bpm song I go with 8fps.
when I test the animation out 8fps the beat gets a little off track, but at 4fps its perfect the whole song
is this a normal problem with flash? is there a fix?
- ZuluCS
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ZuluCS
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Make sure the audio track is set to stream in the properties menu. This will force the animation to sync with the audio as it plays.
- Ani-x
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Ani-x
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solid math, but its incorrect for animation.
Problem is the movement or animation will cover 8 frames in a second. That means it will take 4 frames every 1/2 as second.
So your FPS is to low.
Simple harmonic motion (measurement of space)
You have to break down movement on the screen, because you are covering a certain distance in your animation. so most movement will be split into thirds or quarters of the ways.
at 8fps, This means you can only stay on rhythm by animating on extream inbetweens. anything else will be trowing it off.
Also if you are using tweens, You will have make extra sure that they are on the same pace as the rest of the animations.
Now take into account that the flash may lag, Causing the audio and animation off sync.
Or you are just slightly off, and as the animation plays on it snow balls into something that is noticeable.
could be a number of many things. Biggest problem is no matter what happens, at 8fps the human eye will catch it all.
So I would just bump your fps up, you can try to play with 16 fps, But i would go with 24 or 25 FPS and use double frames (this will allow you to tween better, and also still use a lot of your single framed animation)
then you will have alot more control of the animation, the timing and also the playback should be smoother.


