How to slow down animation playback without messing with fps setting so that i can animate in realtime with auto-keyframe on and also sync audio? Im looking for is some sort of &quot;time multiplier&quot; slider, end goal is NOT to create bullet time animation but to animate subtle movements with audio in realtime with auto-keyframe on so that the flow the movement can be easily animated with pressing, for example, R key while animation is playing and then i rotate in realtime while animation plays.
If that makes sense.
TLDR, you know then you accidentally leave auto-keyframe on and then grab or rotate anything and now you have wierd animation keyframes, it can be useful if we have control over playback speed and then do it intentionally and not accidentally.
Without coding, I think the simplest way is to temporarily set to half (or a quarter) the Frame rate, and set to 0.5 (or 0.25) the &quot;Pitch&quot; property of the sound.
With the pitch sound property trick, you can also scale the timing of your animation, to mantain the frame rate unaltered and so mantain the &quot;time resolution&quot; of the animation.