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Post #2225514 · 1 source
e621.net · 5958960 · selected
Downloader metadata · database Download
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"body": "[quote]\"mairo\":/users/38571 said:\nHz is basically how many times your monitor refreshes, where FPS is how many frames are shown, but yeah, many use these interchangeabely because how closely tied together these are in real use.\n[/quote]\n\nI mean, Hz isn't specifically how many times the monitor refreshes. Hz is just \"per second\" basically, so it measures how many times something happens per second. The amount of time in between each wave period? Hz. How many times a monitor can change the frame it shows? Hz. How many times a frame is changed? Hz. All FPS is Hz, but not all Hz is FPS.\n\nBut yeah, FPS is the amount of frames shown per second. In this video's case, it's 60 frames per second, but was likely originally rendered at 48 frames per second (which can still be represented with Hz, but Hz is more of an umbrella unit that can represent multiple things, fps included)",
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"body": "[quote]\"jmvryt\":/users/560267 said:\nEvery 5th frame, eh? I'm guessing the original framerate was a multiple of 60/5, or 12fps. So likely it was rendered at either 24Hz or 48Hz. Then I'm guessing the file was transcoded and the transcoder changed the framerate for some reason. \n[/quote]\nHz is basically how many times your monitor refreshes, where FPS is how many frames are shown, but yeah, many use these interchangeabely because how closely tied together these are in real use. \nThat's also why if you are doing 3D animations to be consumed on consumer devices through internet, 60Hz is still most common refresh rate, using that as deciding factor makes your animation look OK for everyone. \n\n48 FPS render definitely sounds most likely, alternatively it was 24 FPS, which was frame doubled with interpolation [i](but if it was, then why?)[/i]\n\nBut this is also why whenever I see 3D animators having no idea what I'm talking about, just use 30 FPS, ensure everything is 30 FPS at every stage. Avoids so many issues unless you're knowingly aiming at specific look or compatibility (e.g. collabing with 2D animators). \nEven here, if render was 30, there would've been no visual problems on neither here or š, just minor file problems. ",
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"body": "[quote]\"mairo\":/users/38571 said:\n... but there's additionally immense judder caused by every 5th animation frame jumping ahead with movement much more instead of consistant fashion, which is most likely caused by the animation being rendered between 30 and 60 FPS because if it was actually 60, the framerate would be halved, integer, and this would not be an issue. \n[/quote]\n\nEvery 5th frame, eh? I'm guessing the original framerate was a multiple of 60/5, or 12fps. So likely it was rendered at either 24Hz or 48Hz. Then I'm guessing the file was transcoded and the transcoder changed the framerate for some reason. ",
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"body": "There's something severely wrong with the file here. \n\nIt's 60 FPS file, yet only every second frame updates so it's actually visually 30 FPS, but there's additionally immense judder caused by every 5th animation frame jumping ahead with movement much more instead of consistant fashion, which is most likely caused by the animation being rendered between 30 and 60 FPS because if it was actually 60, the framerate would be halved, integer, and this would not be an issue. \n\nš source is 29.97 FPS, this is NTSC TV broadcasting standard, I'm pretty sure this was never aired in US TV? Also the same issue of judder persists. ",
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"body": "Awesome animation love it,\nKeep up the great work.",
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"body": "[quote]\"jmvryt\":/users/560267 said:\nEvery 5th frame, eh? I'm guessing the original framerate was a multiple of 60/5, or 12fps. So likely it was rendered at either 24Hz or 48Hz. Then I'm guessing the file was transcoded and the transcoder changed the framerate for some reason. \n[/quote]\nHz is basically how many times your monitor refreshes, where FPS is how many frames are shown, but yeah, many use these interchangeabely because how closely tied together these are in real use. \nThat's also why if you are doing 3D animations to be consumed on consumer devices through internet, 60Hz is still most common refresh rate, using that as deciding factor makes your animation look OK for everyone. \n\n48 FPS render definitely sounds most likely, alternatively it was 24 FPS, which was frame doubled with interpolation [i](but if it was, then why?)[/i]\n\nBut this is also why whenever I see 3D animators having no idea what I'm talking about, just use 30 FPS, ensure everything is 30 FPS at every stage. Avoids so many issues unless you're knowingly aiming at specific look or compatibility (e.g. collabing with 2D animators). \nEven here, if render was 30, there would've been no visual problems on neither here or š, just minor file problems. ",
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"body": "[quote]\"mairo\":/users/38571 said:\n... but there's additionally immense judder caused by every 5th animation frame jumping ahead with movement much more instead of consistant fashion, which is most likely caused by the animation being rendered between 30 and 60 FPS because if it was actually 60, the framerate would be halved, integer, and this would not be an issue. \n[/quote]\n\nEvery 5th frame, eh? I'm guessing the original framerate was a multiple of 60/5, or 12fps. So likely it was rendered at either 24Hz or 48Hz. Then I'm guessing the file was transcoded and the transcoder changed the framerate for some reason. ",
"created_at": "2025-11-06T13:45:01.269-05:00",
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"body": "There's something severely wrong with the file here. \n\nIt's 60 FPS file, yet only every second frame updates so it's actually visually 30 FPS, but there's additionally immense judder caused by every 5th animation frame jumping ahead with movement much more instead of consistant fashion, which is most likely caused by the animation being rendered between 30 and 60 FPS because if it was actually 60, the framerate would be halved, integer, and this would not be an issue. \n\nš source is 29.97 FPS, this is NTSC TV broadcasting standard, I'm pretty sure this was never aired in US TV? Also the same issue of judder persists. ",
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{
"body": "Awesome animation love it,\nKeep up the great work.",
"created_at": "2025-11-06T09:24:47.926-05:00",
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"creator_name": "Dragonhart",
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}
.description.json · embedded sidecar fallback Download
{
"description": "EVERYTHING IS DONE! \nEnjoy :3\nVlad - @DumbBiBat (model @BySamzan)\nLycaon - Itazura 3d\nVoices - @BoltsTheLewd\nSound Effects - @random_tide"
}