How can I move my frames along the time line?

Question Animation

Here is my scenario: I created an animation and after some time I find that one of the transitions is too fast or to slow. Hence, I want to make some sections short and other longer. 

Let's assume I want to insert one additional frame after frame 100. Here is what I do.

  • Go to dope-sheet, disable all filters, select all keyframes after 100 and press g 1.
  • Go through all grease pencil objects, unlock all layers, move the grease pencil keyframes after 100
  • Select all markers after frame 100 and move them by 1
  • Go though all objects with physics properties and move frame settings after 100 by one.
  • Go through all modifiers that have time settings and move their frame numbers accordingly.
  • Increase the animation end marker by 1.

This seems to be an unnecessarily complex task, because many steps must be iterated for each object, each modifier, etc....

Any idea how to simplify this? Are there extensions for this?



  • Adrian Bellworthy replied

    Hey ddadim

    For the physics properties, I don't think you can change them all at the same time, unless multiple objects are using the same particle system.

    If you are using the animation option on the modifier, the little dot to the right of the setting, this will also give you a keyframe in the timeline, and you would of moved this along with the others.
    I'm curious to know how many objects you have with modifiers with a time setting?
    Any objects with the same modifier, you can select all the objects and hold ALT will changing the setting, this will change all the setting on the same modifiers on all selected objects.

    Hope this helps a little.

  • dadim replied

    Thank you for that explanation. Actually, I don't have many objects yet. I'm just surprised why this simple thing is so complicated. My guess is that as a more experienced animator you have to get the animation's progression absolutely correct down to the frame number. Otherwise, you'd run into big problems.

  • Adrian Bellworthy replied

    Yeah, I think with experience working out the timing early on is like riding a bike.

    Perhaps, it maybe best to focus on the timing of one key object in a scene, and continue from there with other objects, before adding physics, modifier time settings etc.

    I'm sure a good planning stage helps too.