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Adjust frame counter based on time offset for precise frame timing synchronization in animation workflows.
The Frame Counter Time Offset node is designed to adjust the frame counter based on a specified time offset in seconds. This node is particularly useful in animation workflows where you need to synchronize or shift the timing of frames by a precise amount of time. By converting the time offset into a frame offset using the frame rate (frames per second), this node ensures that your animations remain consistent and accurately timed. This can be especially beneficial for tasks such as aligning animations with audio, creating time-based effects, or adjusting the timing of sequences without manually recalculating frame numbers.
This parameter represents the current state of the frame counter, which includes the current frame, total frames, and frames per second. It is essential for the node to understand the current position and timing of the animation sequence.
This parameter specifies the time offset in seconds by which you want to adjust the frame counter. The value can be a floating-point number, allowing for precise adjustments. The default value is 0.0 seconds. By providing a positive or negative value, you can move the frame counter forward or backward in time, respectively.
The output is the adjusted frame counter, which reflects the new frame position after applying the time offset. This updated frame counter can then be used in subsequent nodes to continue the animation sequence with the new timing.
offset_seconds
parameter to fine-tune the timing of your animations, especially when synchronizing with audio or other time-based elements.offset_seconds
to see how shifting the frame counter forward or backward affects your animation.offset_seconds
value provided is too large or too small, causing the frame counter to exceed its valid range.offset_seconds
value to ensure it falls within a reasonable range that does not cause the frame counter to go beyond the total number of frames.© Copyright 2024 RunComfy. All Rights Reserved.