What sets Smooth Action-Cam SlowMo apart is its ability to work with various video formats, making it compatible with various cameras, from GoPro and Sony Action Cams to drones and smartphones. It also has interpolation and frame blending capabilities, allowing for additional frame calculation that results in exceptionally smooth slow-motion videos that are devoid of any stutter or lag.

Smooth Action-Cam SlowMo is particularly appealing to action-cam, drone, and smartphone users who are always on the move and seek a convenient yet effective way to edit their footage. With its focus on delivering smooth slow-motion clips and user-friendly functionality, the app aims to cater to both enthusiasts and those looking for an accessible video editing solution. Keep in mind that as the app is still in development, it still needs further refinement.


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I'm talking effects similar to the Twixtor plug-in on After effects, i.e. motion interpolation/optical flow in which footage is slowed and additional frames are generated so the footage looks smooth instead of stuttering.

Unlike other apps Smooth Action-Cam Slowmo works with your raw high FPS footage without converting it down to 30 FPS beforehand. If you want to go extra slow, this app calculates additional frames using Motion Interpolation or Frame Blending! This methods can offer very smooth slow motion clips without any stutter or what some people call "lag"!

This App supports 30, 60, 120, 240 or more FPS videos recorded with for example with GoPro, Sony Actioncam, Rollei Actioncams, other Action Cams, Dji Drones, other Drones or your Smartphone! (or literally every other camera)

Using advanced image processing algorithm - Optical Flow and deep-learning RIFE model, Time Cut is a professional slopro video editor that is dedicated to change the speed of a velomingo video or timefreeze it, make a very smooth action & slow motion, with motion interpolation technique. It can also make motion blur fx, convert video frame rate, like Twixtor & RSMB plugin on PC.

Do you want to make a smooth slow and fast motion velomingo video with no lag or turn your videos into HFR (high frame rate)? Does your phone camera support recording slow mo videos like an iPhone camera does? Do you want to make a velocity edit and freeze time at certain moments? Do you need free twixtor effect to slow down a clipor do you want motion blur fx like RSMB After Effects plugin? Time Cut video speed changer & framerate converter will help!

This app can calculate additional video frames to make ultra slopro smooth videos even if you slow motion a normal 30 fps video. We also offer a wide range of carefully designed velomingo slowmo effects and camera lenta that make it easy to highlight your favorite moments in the node video.

#Speed Curve & Smooth Slow Motion Editor

As an advanced speed changer for smooth action cam, like VSCO trending video effects. Our free video speed adjustment feature allows you to make any flexible velocity edits to your video node, including customized speed curve, time freezer and a variety of common speed change presets. For example, you can speed it up and then slow it down, and your camera lenta video will always stay smooth even after being slowed down . By speeding up continuous picture frames, you can make amazing hyperlapse or timelapse videos.


You are also able to choose the simple normal mode and select your ultra slow-motion speed up to 1/10x or fast motion - video acceleration up to 10x. With video filters and music added, you can create incredible slomo or timeplase videos.

#Frame Rate Converter

In addition to increasing the frame rate of normal videos to 60/120/240 fps, it can also convert high frame rate videos into cinematic 24fps videos and 30fps videos of smaller size to share. When you slow down high frame rate videos, the result will be smoother than normal slomo videos without any stutter or ""lag"". When you turn a hfr video into lower framerates, the size will be smaller and easy to save and share.The app supports dealing with videos from 1 to 240 fps, which mean videos taken by go pro, action cam, drone and smartphone of all types.

A few ideas for where you can use our app:

-slow down and capture the jumping moment when you jump high

-slowmo your amazing hd clip of every game replay and share it on Youtube and Twitch

-make free smooth dance velocity edits with node video editor for Tik Tok and Instagram Reels

-make a fun quick and slow video clip and turn it into a Gif to send on Whatsapp

The super-smooth slow motion that you see in movies is filmed at high frame rates from 60 to 240 frames per second (fps) and above, then played at a lower frame rate like 24 frames per second to slow it down in real-time. One second of 240 fps footage takes 10 seconds to play at 24 frames per second giving you very smooth slow motion. Changing the speed at which the footage is played overtime is called speed ramping.

Generally, audio for slow-motion clips should be dealt with separately (by unlinking it from the clip) unless you want the sound to change along with the clip. This may work in some instances where it is intended e.g. a slow-motion reaction shot. To achieve that slow-motion sound, untick the Pitch Correction box in the change clip speed dialog.

The simple solution (provided that this behavior is normal and not caused by, for instance, updating the ball's position manually or via a move action) would be to design the game/physics so speed 1.0 represents the slowest game speed, while at "normal" speed the speed property might be, say, 4.0.

I'm currently using the following script to create slow motion. However it doesn't smooth out the slow motion by adding the frame information for the frames in between the full speed motion and the new slower motion. By this I mean:

Setting Time.timeScale to .5 does result in "true" slow motion; no rendered frames are repeated. The problem you're seeing is that physics runs on its own discrete timer, 50 fps by default, which setting timeScale to .5 effectively halves. One thing you can do is to double the physics framerate to compensate. However, this chews up twice the CPU time when you're not using slow motion. Probably a better solution is to turn on interpolation for rigidbodies, in which case they're interpolated smoothly between each physics frame.

Most work implicating velocity and position matching in controlling smooth pursuit was done with a small spot stimulus (e.g., Keller & Heinen, 1991; Lisberger, Morris, & Tychsen, 1987; Spering & Montagnini, 2011). However, in natural scenes, we often pursue large objects, such as people or animals, and the mechanism that pursues large objects is unknown. Some work suggests they are pursued using a motion signal that is integrated internally (Heinen & Watamaniuk, 1998; Heinen et al., 2016; Watamaniuk & Heinen, 1999). Meanwhile, position information plays a mostly unknown role in large object pursuit. Strictly speaking, large objects cannot be foveated, since they extend beyond the fovea. However, the pursuit system could still calculate the center of mass to minimize centroid position error with respect to the fovea and maintain gaze there during pursuit, as occurs when the saccadic system targets large objects (McGowan, Kowler, Sharma, & Chubb, 1998). Alternatively, the pursuit system could merely stabilize the integrated motion of an object, without regard for absolute stimulus centroid position.

Here, we test whether velocity matching based on motion integration, or centroid matching primarily drives smooth pursuit of large objects. The stimulus consisted of four Gabor patches arranged in a diamond configuration. The Gabors translated together at a constant velocity, but had local drifts that were the same, opposite, or orthogonal to the global translation direction. When a Gabor drifts behind a translating aperture, the perceived motion of the aperture is biased in the drift direction (Lisi & Cavanagh, 2015; Zhang, Yeh, & De Valois, 1993). If the pursuit system merely integrates retinal motion and does velocity matching, it should integrate both the Gabor drift motion and the translational motion of the apertures of the Gabor patches and bias pursuit in the drift direction. However, if the pursuit system corrects position error and matches the centroid, it should discount the local drift motion and center the eyes on the global translating diamond. In a control experiment, we surrounded the Gabors with solid frames to segregate the local drift motion of the apertures from their global translational motion. This was done to test whether the pursuit system can follow a global translational motion signal that is clearly delineated from conflicting motion imposed by the local drifts. Finally, using a staircase procedure, we assessed observers' perception of the translational speed of the Gabors to determine whether pursuit and perception share similar mechanisms.

The pursuit system appears insensitive to the centroid of the diamond. However, it might be that catch-up saccades, which correct position error to small objects (de Brouwer, Missal, Barnes, & Lefvre, 2002), compensate for the position error introduced by the pursuit system's response to the integrated motion signal. To determine if saccades corrected for position error introduced by the altered gain during pursuit of the diamond, we compared the metrics of catch-up saccades that occurred in different drift conditions during the same interval in which we analyzed pursuit gain. We first grouped catch-up saccades into three categories: Forward (angular difference within 45 to the direction of target motion), Backward (angular difference within 45 to the opposite direction of target motion), and Orthogonal. We found that there were more forward catch-up saccades in the Opposite than in the Same condition, and more backward catch-up saccades in the Same than in the Opposite condition (Figure 5). A four (Drift Condition)  two (Saccade Type) repeated-measures ANOVA showed no main effect of drift condition, F(3, 15) = 2.78, p = 0.08, G2 = 0.005, nor of saccade type, F(1, 5) = 5.27, p = 0.07, G2 = 0.149, but a significant interaction, F(3, 15) = 7.58, p = 0.003, G2 = 0.039). Post-hoc simple main effect analysis showed that while more Forward saccades happened in the Opposite condition than the Same condition, t(5) = 3.20, p = 0.024, more Backward saccades happened in the Same than the Opposite condition, t(5) = 2.58, p = 0.049. The results suggest that the saccadic system corrected for position error caused by the augmented or diminished pursuit gains. 2351a5e196

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