Hello. This is my first post on the forum so thanks for having me. So here is what I'm trying to figure out. I'm getting ready to make a Stop Motion filmed at 24fps, but my problem is that I can't seem to figure out how to determine the length of a shot relative to the frames. So let's say I have a still shot of a character walking along from point A to point B that I want to be 3 seconds long so that means it would be 72 frames in those 3 seconds. Like at the end of the 1st second the character will be a third the way to point B and it will be the 24th frame. At the end of the 2nd second the character will be 2/3 the way to point B and it will be the 48th frame. At the end of the 3td second the character will be at point B and it will be the 72nd frame. How would I figure this out? What is the formula for figuring this out? Its a hard question for me to put in words, but I hope whoever reads this understands me. Thank you. 

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If you want it to be 3 seconds long, that's 72 frames. Divide 72 frames by the number of steps your character needs to take to get from point A to B. This will give you the amount of frames that each step should be. 

An easy way to figure out how many steps you need is to pose the puppet legs to the stride length you want, then use that length to mark down the number of steps from A to B.

Okay that makes sense. Now what if you have a character moving their mouth and you need to sync up the audio  with the character, would you use the a similar method for this? 

Scottie D. said:

If you want it to be 3 seconds long, that's 72 frames. Divide 72 frames by the number of steps your character needs to take to get from point A to B. This will give you the amount of frames that each step should be. 

An easy way to figure out how many steps you need is to pose the puppet legs to the stride length you want, then use that length to mark down the number of steps from A to B.

I don't do any kind of math for dialogue audio. If you're using Dragon you can load the audio into your project and it will be lined up with your frame numbers so you'll know on which frames different words are being said. Then add a "track read", or frame-by-frame notes for the phonetics, to let yourself know which mouth to use on a frame while you're animating.

Christian Cerepaka said:

Okay that makes sense. Now what if you have a character moving their mouth and you need to sync up the audio  with the character, would you use the a similar method for this? 

Scottie D. said:

If you want it to be 3 seconds long, that's 72 frames. Divide 72 frames by the number of steps your character needs to take to get from point A to B. This will give you the amount of frames that each step should be. 

An easy way to figure out how many steps you need is to pose the puppet legs to the stride length you want, then use that length to mark down the number of steps from A to B.

Thanks Scottie D. you've been very helpful. On another note, would you happen to have a link to any Stop Motion you've made? I would like to see what you've done.

Scottie D. said:

I don't do any kind of math for dialogue audio. If you're using Dragon you can load the audio into your project and it will be lined up with your frame numbers so you'll know on which frames different words are being said. Then add a "track read", or frame-by-frame notes for the phonetics, to let yourself know which mouth to use on a frame while you're animating.

Christian Cerepaka said:

Okay that makes sense. Now what if you have a character moving their mouth and you need to sync up the audio  with the character, would you use the a similar method for this? 

Scottie D. said:

If you want it to be 3 seconds long, that's 72 frames. Divide 72 frames by the number of steps your character needs to take to get from point A to B. This will give you the amount of frames that each step should be. 

An easy way to figure out how many steps you need is to pose the puppet legs to the stride length you want, then use that length to mark down the number of steps from A to B.

Happy to help. Here's a couple links where you can see my work.

scottdaros.com

threadwood.com


Christian Cerepaka said:

Thanks Scottie D. you've been very helpful. On another note, would you happen to have a link to any Stop Motion you've made? I would like to see what you've done.

Scottie D. said:

I don't do any kind of math for dialogue audio. If you're using Dragon you can load the audio into your project and it will be lined up with your frame numbers so you'll know on which frames different words are being said. Then add a "track read", or frame-by-frame notes for the phonetics, to let yourself know which mouth to use on a frame while you're animating.

Christian Cerepaka said:

Okay that makes sense. Now what if you have a character moving their mouth and you need to sync up the audio  with the character, would you use the a similar method for this? 

Scottie D. said:

If you want it to be 3 seconds long, that's 72 frames. Divide 72 frames by the number of steps your character needs to take to get from point A to B. This will give you the amount of frames that each step should be. 

An easy way to figure out how many steps you need is to pose the puppet legs to the stride length you want, then use that length to mark down the number of steps from A to B.

I looked at your Threadwood page, Scottie - brilliant character animation!  Love the spider vs zombie, and the "partay" lady.  Perfect examples of a walk to suit a particular character, and expressive lip synch animation that builds on a great vocal performance.

I don't much like the idea of first deciding how many steps and how far the puppet has to travel, then working out how many frames per step there needs to be.  (I had to do that once, to match the walk to the beat of the music (it worked out to 14 or 15 frames per step), and it felt forced and awkward. The puppet's short legs really wanted to take 12 frames per step.)  I think it's better, if possible, to get the pace and stride of the walk right, then let either the duration of the shot, number of steps, or the distance travelled follow from that.  That certainly looks like how the zombie walk was done.  

I used to break down audio into frames with Magpie and write up X-sheets for dialog, but found with Dragonframe I didn't need to, like you I just load the audio track in and animate to that as I go.  

Thanks for looking at my animations, I appreciate the feedback. I completely agree, it's much better to establish a walk and work around that instead of letting time dictate the walk.


StopmoNick said:

I looked at your Threadwood page, Scottie - brilliant character animation!  Love the spider vs zombie, and the "partay" lady.  Perfect examples of a walk to suit a particular character, and expressive lip synch animation that builds on a great vocal performance.

I don't much like the idea of first deciding how many steps and how far the puppet has to travel, then working out how many frames per step there needs to be.  (I had to do that once, to match the walk to the beat of the music (it worked out to 14 or 15 frames per step), and it felt forced and awkward. The puppet's short legs really wanted to take 12 frames per step.)  I think it's better, if possible, to get the pace and stride of the walk right, then let either the duration of the shot, number of steps, or the distance travelled follow from that.  That certainly looks like how the zombie walk was done.  

I used to break down audio into frames with Magpie and write up X-sheets for dialog, but found with Dragonframe I didn't need to, like you I just load the audio track in and animate to that as I go.  

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