Edit Video 60fps

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Rubi Strycker

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Aug 4, 2024, 1:51:18 PM8/4/24
to bidarnedi
Im just curious... why are you using THIS as an editor for anything other than stuff from a VIRB camera with g-metrix or whatever is specific to this?

Have you tried other editors like Davinci Resolve, which is also free but much more useful?


So you generate the overlay with some "greenscreen" behind it and then insert the actual footage? I would do the same if syncing the location and overlay in Resolve wouldn't be such a hassle. I normally export the video from Virb Edit and then edit it afterwards.


I made a batch file a while ago that will automatically edit the configuration file to my desired output resolution for Garmin Virb Edit. Feel free to give it a try. This saves me from having to hand edit the export settings file every time. I have it default to the same framerate as my GoPro, you should be able to change as desired.


You may be trying too hard - are you saying you interpreted the footage as 24fps? Not necessary - drop the original 60p clip into any timeline (24p, 30p, 60p) and it will always play "real time" without messing with it. Premiere has some intelligence to do that.


Change the clip back to original frame rate (59.94) and then put in the 23.976 sequence. If there are any parts of the clip that you do want to slow down, then change Speed/Duration as desired.


Thank you very much for your help..I originally set up my timeline at 60fps sequence and when i export it at 24fps its very choppy and dark..I dont think I can change the sequence setting to correct 24fps. Do i have to start a whole new sequence at 24fps in order to get it to playback smoothly?..Thanks again


You do not have to re-edit. Create a New Sequence that is 24p. In the 60p sequence, CTRL-A to Select All, CTRL-C to Copy, then go into the 24p sequence and Paste (CTRL-V). This will copy all the clips and edits to the new sequence.


Just by its nature, any motion (camera or subject) in a 24p clip will look choppier than in a 30 or 60fps clip. I actually never use 24p for anything, so don't have experience in the conversion process. What is the reason you are using 24p? If you want nice slow-motion, the 30p sequence will give you that at 50%, with the benefit of the 60p converting quite nicely to 30p since it just plays every other frame of the source clip. When going to 24p, the frames don't divide evenly so there is a pattern to the frames that get skipped that may add to the look you are not liking.


Sometimes I film clips in 30 and sometimes in 60 fps. If I make a new timeline in 30 fps and import the 60 fps footage, will it play at normal speed? Or will it play in slow mo, because I know you can make slow mo via interpret footage, but I don't know wether you can just play at normal speed when you import it in a 30 fps timeline.


The best practice procedure is to edit with the timeline set to match the properties of the source footage. One you complete the edit, export it from Premiere using the appropriate YouTube export preset. It will then be converted to the correct YouTube properties during the export process.


You can drop 60p clips into a 30p timeline without issue and without having to change any settings, it just works. The benefit will be if you want to use slow motion, you can apply 50% speed and it will be very smooth since the 60p has the extra frames to do it with and no frames need to be duplicated.


My only question though is if you put 60fps footage on a 30fps timeline, and it simply plays every second frame, wouldn't the fact that the 60fps footage was shot at 1/120 sec make it stuttery on the 30fps timeline ?


I just finished editing a compilation video which is synced to the beat of a song, its easier to sync things to the beat in 30FPS (Performance on my laptop is improved as well compared to 60FPS), but many of the videos which were imported into the compilation are 60FPS.


Yes, everything was shot at 60fps. My reasoning behind this was because, to my knowledge, video shot at 60fps will stay sharper or have better image quality when slowed down by any amount, compared to video shot at lower FPS aka the higher the FPS the better the slow motion?


I rendered an animation at 24 fps, but I need it at 60 fps for rendering. At 60 fps, it's going to take around 6 hours, so I don't want to mess anything up. How do I change the fps without changing the video speed? Also, do I have to rebake my fluid sim? My current render is 240 frames with the step at 1 frame.


Time is a relative concept when it comes to video and framerates.If you want a second of video you need as many frames as the framerate (time base) you are working on. For example: a single second at 24fps needs 24 frames.


If your goal is to have more frames to be able to stretch the playback and generate "slow motion" or speed ramps without having to interpolate frames, then render the animation at 60fps or higher and play back at 24 fps so that those 60 frames will play over two and a half seconds (roughly)


If you change the "framerate", you will generate more frames for every second of video. The playback speed will need to increase as well to keep a second still a second. Most video editing software (not blender's VSE) can deal with different timebase for elements on the timeline.


If you use the "time remapping" settings in blender you will be changing the global speed of the whole animation but keep the timebase (framerate). If you set Old to be 100 and and new to be 200 your animation will play back in more frames within the same framerate. A second of the original animation will occur over two seconds now, creating two seconds worth of frames. You will need to adjust the Frame Start and Frame End settings for the render to accommodate for this change.


What you are trying to do is play them back at 60 fps, but you only generated enough images to play them back at 24 fps. This means speeding up is inevitable because you have to somehow be able to squeeze each image, which should last 1/24 of a second into lasting 1/60 of a second to achieve the higher framerate- and there is no setting in Blender (or anywhere else for that matter) that can magically generate more images.


So the ugly truth is if you really want a 60 fps animation, you will have to render everything again, and also stretch the animation timeline because if you don't, things will be sped up (because of the higher framerate, again). The fluid simulation will also need to be rebaked.


But then again, a 60 fps video is highly undesirable and you might want to rethink trying to make an animation that smooth. Social media platforms will limit the framerate to 30 fps, and most people can't even tell the difference between any good framerate unless they really try to look at it.


So the conclusion is that, if you really want a high framerate, then yes, you will have to change a lot of things. But other than that, everything is fine. Frame rate should not be of your priority, many more people care about how the video looks instead rather than how smooth it is.


I see many of the older threads date a few years back, I hope there's been some progress - can I shot HEVC 4K 60 fps on iPhone XS Max and GoPRo and edit and export as a 4K 60fps video in Final Cut Pro?


This lets me choose a custom frame rate, however when it is increased to 60fps this only adds duplicate frames to make up the missing 30fps resulting in a very noticeably choppy animation when played at 60fps.


So in my opinion there should at least be the option to preserve timing when changing frame rate. In other words, the option to have Blender automatically recalculate the scaling of all the keyframes in the animation to keep the timing intact when changing the frame rate, like all reasonable animation softwares do.


Just use the time-remapping option, and change the end-frame number. For example, say the original frame rate was 25, leave it at that, set the time remap to 25:60, and calculate the new end-frame number as 6025 the old one, and now your animation will be rendered at 60fps.


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