Can't set negative Frame start #42151

Closed
opened 2014-10-08 18:20:52 +02:00 by Kasper Jansen · 25 comments

System Information
Linux 64 bit (mac, win)
Nvidia

Blender Version
Broken: 2.72
Worked: not sure

Short description of error
Wanted to set start frame to a negative number to view particles starting at frame -300. Allow Negative Frames is turned on. Can't set start frame below 0.

Exact steps for others to reproduce the error

  1. Start Blender
  2. Enable Allow Negative Frames i User Prefs
  3. Set start frame to -100
  4. Start frame can't go under 0
**System Information** Linux 64 bit (mac, win) Nvidia **Blender Version** Broken: 2.72 Worked: not sure **Short description of error** Wanted to set start frame to a negative number to view particles starting at frame -300. Allow Negative Frames is turned on. Can't set start frame below 0. **Exact steps for others to reproduce the error** 1. Start Blender 2. Enable Allow Negative Frames i User Prefs 3. Set start frame to -100 4. Start frame can't go under 0
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @janz

Added subscriber: @janz

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2014-10-08 19:05:07 +02:00

Thanks for the report, but no bug here, things work as intended in code (looks like some output format do not support negative start time…).

Thanks for the report, but no bug here, things work as intended in code (looks like some output format do not support negative start time…).
Author

It may not be a bug, but i'm wondering what the point of "allow negative frames" is when you can't render them? I have a setup with paticles that start at frame -300 and and my shot starts at frame 1. All is well until i need to render the preroll from -300 to 0. I know that i could move all my animation in the scene and start my particles at frame 1 instead but this could be a very time consuming process (can you move a particle cache?). I understand that some output formats doesn't support negative frames but with frame sequences this is just a character in the frame numbers(I know that it probably goes deeper than than in the code). It may not be readable in blender or other packages but i usually just rename/renumber in external software as needed. I hope this all makes sense in some way. In any case it would be nice to hear if you have any suggestions as to how i would go about rendering the particles before frame 0.

It may not be a bug, but i'm wondering what the point of "allow negative frames" is when you can't render them? I have a setup with paticles that start at frame -300 and and my shot starts at frame 1. All is well until i need to render the preroll from -300 to 0. I know that i could move all my animation in the scene and start my particles at frame 1 instead but this could be a very time consuming process (can you move a particle cache?). I understand that some output formats doesn't support negative frames but with frame sequences this is just a character in the frame numbers(I know that it probably goes deeper than than in the code). It may not be readable in blender or other packages but i usually just rename/renumber in external software as needed. I hope this all makes sense in some way. In any case it would be nice to hear if you have any suggestions as to how i would go about rendering the particles before frame 0.

Added subscriber: @VaclavBenc

Added subscriber: @VaclavBenc

It would be very helpful if at least the simulation did actually work in the negative time - you usually do not want to render the negative time anyway, but you just want things to get going in the simulation, and then render it from frame 0.

Still, this is quite a bad limitation :(

Please address this issue

Tried with 2.76

It would be very helpful if at least the simulation did actually work in the negative time - you usually do not want to render the negative time anyway, but you just want things to get going in the simulation, and then render it from frame 0. Still, this is quite a bad limitation :( Please address this issue Tried with 2.76

Added subscriber: @GT

Added subscriber: @GT

I'm running into this same issue in 2.81. I encountered it because for some unknown reason my clip loaded intro the video editor on negative frames. because of this feature I'm unable to track my footage

Beyond my specific problem, I agree with Vaclav Benc. it would be very helpful to have access to the negative frames for simulation.

I'm running into this same issue in 2.81. I encountered it because for some unknown reason my clip loaded intro the video editor on negative frames. because of this feature I'm unable to track my footage Beyond my specific problem, I agree with Vaclav Benc. it would be very helpful to have access to the negative frames for simulation.

Added subscriber: @Luis.Burdallo

Added subscriber: @Luis.Burdallo

It would be great to hear what the use of "Allow Negative Frames" is when you can't actually set anything below 0. I needed this atm and it seems there is no work around? 2.82 still not working. Why is it limited at 0 where the timeline clearly shows a negative range?

It would be great to hear what the use of "Allow Negative Frames" is when you can't actually set anything below 0. I needed this atm and it seems there is no work around? 2.82 still not working. Why is it limited at 0 where the timeline clearly shows a negative range?

Added subscriber: @Gadas

Added subscriber: @Gadas

This comment was removed by @Gadas

*This comment was removed by @Gadas*

Added subscriber: @FelixKutt

Added subscriber: @FelixKutt

Still an issue in 2020. Makes working with mocap data rather annoying. But hey it's blender. Having to work around issues is what life is like here.

Still an issue in 2020. Makes working with mocap data rather annoying. But hey it's blender. Having to work around issues is what life is like here.
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

You can set a negative preview range (using the clock icon), just not for rendering.

image.png

You can set a negative **preview** range (using the clock icon), just not for **rendering**. ![image.png](https://archive.blender.org/developer/F8957916/image.png)

And can you actually go to those negative frames to preview and edit keyframes in that range? I can't. Edit them in graph sure, but not preview.

I'm talking about the playhead, though just noticed that pressing the button to jump to first frame does go to the negative frame. But that is no way to work.

And can you actually go to those negative frames to preview and edit keyframes in that range? I can't. Edit them in graph sure, but not preview. I'm talking about the playhead, though just noticed that pressing the button to jump to first frame does go to the negative frame. But that is no way to work.
Member

Does Allow Negative Frames not work for you?

image.png

I can go to negative keyframes and edit them.

Does `Allow Negative Frames` not work for you? ![image.png](https://archive.blender.org/developer/F8961733/image.png) I can go to negative keyframes and edit them.

It does, but I could have sworn I had searched for it from there previously and it wasn't there. Must have managed to look right past it. Why is it not on by default though?

It does, but I could have sworn I had searched for it from there previously and it wasn't there. Must have managed to look right past it. Why is it not on by default though?

Added subscriber: @turuturu

Added subscriber: @turuturu

It' very helpful for me too, thank you very much. I solved the same problem.

It' very helpful for me too, thank you very much. I solved the same problem.

Oh, for rendering it didn't work, I see. Still, I'm in trouble. Maybe I have to move timing of physical simulation...

Oh, for rendering it didn't work, I see. Still, I'm in trouble. Maybe I have to move timing of physical simulation...

Added subscriber: @r4ptor-3

Added subscriber: @r4ptor-3

Using negative frames for stuff like pre-calculating sims is a very common thing especially among studios. It makes the pipeline run smoother vs. having animation frames with arbitrary starting numbers (which easily could change later on) messing it up for the comp guys who in turn would wish you died xD

Using negative frames for stuff like pre-calculating sims is a very common thing especially among studios. It makes the pipeline run smoother vs. having animation frames with arbitrary starting numbers (which easily could change later on) messing it up for the comp guys who in turn would wish you died xD
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Reference: blender/blender#42151
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