[Bf-committers] Screen-cast issues

Andrew Green greeniekin at gmail.com
Tue Sep 28 13:37:51 CEST 2010

I thought the fps in the render panel is not used for screen cast.

In the user preference window it has 2 properties for screencast.
FPS. which is described as the frame rate that the screencast is to be
played back.
Wait Timer(ms). which is described as the time in milliseconds between
each frame recorded by screen cast.

I played with changing the fps in the scene render panel and it didn't
seem to do anything.

On Tue, Sep 28, 2010 at 6:58 PM, Nathan Letwory
<nathan at letworyinteractive.com> wrote:
> Hash: SHA1
> On 28.9.2010 8:42, Andrew Green wrote:
>> I have been playing with the blender screen-cast functionality. I have
>> noticed the timing never seems right for me.
>> Even when I modify the settings for screen-cast to represent what
>> should be a real time recording.
>> It is off by a lot. if i record for 30 seconds i will get 15 or 20
>> seconds video from it.
> That's because in user preferences FPS for screen casting is by default
> on 10. If you screencast directly to a movie, make sure you have the
> same FPS.
> /Nathan
>> I think it's due to a couple of things.
>> After it has written one frame it will simply sleep for x ms and then
>> write the next frame. I'm pretty sure when it sleeps it will
>> overshoot. Also there is the extra time to actually save the frame.
>> This makes it worse over time.
>> There is also the possibility that an image has not been grabbed
>> yet(which is done separately by the job manager) when the loop resumes
>> which means it will go and sleep for an extra x ms.
>> I really haven't given it much thought. Would it be the best idea to
>> get the system time when recording is started. Then use this to
>> determine when a frame should be written. This way a frame may be
>> saved slightly off time. Though the results wouldn't accumulate and
>> throw the results completely off.
>> Heres what i was thinking in a tiny bit more detail. It's simple plus
>> if there is a system pause for 1 second when many frames should have
>> been written it will write those frames and make sure the time match
>> of the video and the real world.
>> diffTime=currentTime-startTime;
>> if(diffTime>=framePause){
>>      saveCurrentFrame();
>>      startTime+=framePause;
>> }
>> Would you guys agree that this is the cause of the issue?
>> Do you guys feel this is sensible solution for me to implement? Or do
>> you think I am crazy?
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> - --
> Nathan Letwory
> Letwory Interactive
> http://www.letworyinteractive.com
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