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PumpAction
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PostPosted: Thu, 19th Jul 2018 11:38    Post subject:
Is it still out of sync if you export to a different format?


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Interinactive
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PostPosted: Thu, 19th Jul 2018 11:42    Post subject:
⁢⁢


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PumpAction
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PostPosted: Thu, 19th Jul 2018 12:30    Post subject:
But your file is digitally produced, somewhere in your productionline something is set incorrectly to 29,97 I guess :/


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Interinactive
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PostPosted: Thu, 19th Jul 2018 12:48    Post subject:
⁢⁢


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Guy_Incognito




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PostPosted: Thu, 19th Jul 2018 13:03    Post subject:
Audio shouldn't have anything to do with video framerate, they use different units for time.

Can you paste MediaInfo for old and new webm video? Maybe webm export plugin wrote wrong framerate into the stream, which confused the player?
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Waargh




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PostPosted: Thu, 19th Jul 2018 13:35    Post subject:
Guy_Incognito wrote:
Audio shouldn't have anything to do with video framerate, they use different units for time.

Can you paste MediaInfo for old and new webm video? Maybe webm export plugin wrote wrong framerate into the stream, which confused the player?


There's two 'videos' - one that was used to record audio to (let's say it's 29.97) and the other is the new output video. If it is different from the original video (let's say 30) you'll have accumulated desync

Learned this some 20 years ago when trying to transfer audio from .one movie file to another. Same movie, same time to milliseconds and it was always desynced. Turned one one was 24 fps and the other was 29,97)


Today I didn't even need to use my AK. I gotta say it was a good day. (c) - Ice Cube


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PumpAction
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PostPosted: Thu, 19th Jul 2018 13:37    Post subject:
May I also ask if you plan to export all your animations as video or only for some cutscenes? Smile


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Guy_Incognito




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PostPosted: Thu, 19th Jul 2018 14:01    Post subject:
I'm asking this not because of the missing framerate conversion, but because of "bugs" in output muxer.

I don't know details about webm, but e.g. for MKV, video framerate can be contained in either MKV header or video stream header or both, and it's up to video player to choose which framerate to use. The video can contain proper framerate stamp (e.g. 30000/1001 for 29.97 fps) but the container itself can hold something else due to bug in the muxing library/app. Or even worse, some tools like to write variable framerate even if the source was of fixed framerate (e.g. MP4 muxer in Avidemux).

That's why it's of utmost importance to check the output video with MediaInfo to see how it appears to players.
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Interinactive
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PostPosted: Fri, 20th Jul 2018 02:23    Post subject:
⁢⁢


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PumpAction
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PostPosted: Wed, 10th Feb 2021 13:19    Post subject:
How is it going inter?


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Ankh




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PostPosted: Wed, 10th Feb 2021 14:11    Post subject:
Do you have anything we can see from your project yet?


shitloads of new stuff in my pc. Cant keep track of it all.
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PumpAction
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PostPosted: Wed, 10th Feb 2021 18:55    Post subject:
Ankh wrote:
Do you have anything we can see from your project yet?

Can't be worse than my abandoned project Laughing

fatih.elnath.uberspace.de/ForGlory0_1_6 (don't share) (shift to shoot, ctrl to "boost")


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Interinactive
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PostPosted: Wed, 10th Feb 2021 23:48    Post subject:
⁢⁢


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PumpAction
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PostPosted: Thu, 11th Feb 2021 10:28    Post subject:
So did you do any changes to the underlying game engine? Still action script?


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Interinactive
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PostPosted: Thu, 11th Feb 2021 10:45    Post subject:
⁢⁢


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AmpegV4




Posts: 6248

PostPosted: Thu, 11th Feb 2021 12:20    Post subject:
Interinactive wrote:
I should have a trailer up later this year

Over 70 voice actors, 3hrs of animation

Still, it's nothing special, but hopefully I can make enough to keep doing this


Nice one, keen to check it out you've clearly worked your ass off.
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PumpAction
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PostPosted: Thu, 11th Feb 2021 13:12    Post subject:


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