How to use polyget animated models with different fps.

All animated models is by standard ready for 24 frames per second. If you wish to use a different fps you need to chance the point cache modifier. Don’t worry, it only takes a few clicks, and we will gude you step by step.

In the following example we will use a model that is baked with 50 frames total (frame 0 to frame 49)  and we will go from rendering 24 fps to 60 fps.

  1. Set the desired fps and end frame count


  • Go to time configuration and set it to 60 fps and the end frame to 124
  1. Point cache playback Graph
  • Move the end key to frame 124

  • Under the point chache modifier, scroll down to playback Graph
  • Activate autokey

  • Now go the end frame (frame124) on the timeline

  • Change the playback Graph frame from 49 to 124




Here is a list over common frame conversions.

We will only look at the point cache playback Graph numbers here.

The timeline end frame is the same as the playback Graph number. If the number has decimals just round that number up or down for the timeline, it will work just fine.


50 frames baked animation

24 fps > 25 fps – 51,08

24 fps > 30 fps – 61,5

24 fps > 60 fps – 124

24 fps > 120 fps – 249


100 frames baked animation

24 fps > 25 fps – 103,16

24 fps > 30 fps – 124

24 fps > 60 fps – 249

24 fps > 120 fps – 499


If you wish to use another fps that is not listed above you can use this equation.        

X = result

Y = the desired fps

Z = baked frames (50 or 100)

Let’s convert to 48 fps using the equation :

                           or is there is 100 frames baked :                       



We have encountered a problem when changing the fps. If you change the fps to a high value you will suddenly get some empty frames in the end of the animation cycle. You can get rid of these by counting the empty frames and then change the point cache playback graph accordingly.

If you have 124 frames and there is 2 empty frames, you just subtract 2 from 124 and change the playback Graph to 122. There will still be a very small “jump” in the animation but it is virtually invisible when played in real time.

We don’t know why this is happening and we will be contacting Autodesk about this issue.