Updated Video & Motion

Frame Time Calculator

Convert FPS to ms per frame, translate timecode to total frames, convert frames back to timecode, and plan slow motion using capture vs playback frame rates.

ms/frame Timecode → Frames Frames → Timecode Speed & Slow Motion

Frame Timing, Timecode Conversion, and Speed Planning

Pick a frame rate, choose your timecode mode, and get consistent conversions for editing, animation, VFX, broadcast, and performance planning.

Frame time is the duration of one frame: 1000 ÷ FPS (in milliseconds). Exposure time (approx.) uses shutter angle: exposure seconds = (shutter angle ÷ 360) ÷ FPS.
Non-drop uses a timecode base (24/25/30/50/60) for the FF field. Real-time duration is computed using the real FPS value. Drop-frame is available only for 29.97 and 59.94 style workflows.
This converts a frame count into a timecode string. For drop-frame, the output timecode is designed to track real clock time at 29.97/59.94 workflows.
If the number of recorded frames is fixed, playback frame rate changes the clip duration. This tab estimates new duration, speed multiplier, and slow-motion stretch.

Understanding Frame Time in Motion Work

Frame time is the simplest building block of video, animation, VFX, and real-time graphics. It answers one practical question: how long does a single frame last? When you know the duration of one frame, you can convert between frame counts and real-time seconds, estimate timing for edits, plan animation beats, and reason about performance or motion blur with fewer surprises.

People often talk about frame rate (FPS) because it is the headline number: 24 FPS for cinema, 25 FPS for PAL regions, 29.97 FPS for legacy NTSC broadcast, 60 FPS for smoother motion, and higher rates for slow motion or high-performance playback. But FPS is only half the story. The other half is frame time, which is usually more intuitive for scheduling and “how long will this take?” questions. For example, at 24 FPS each frame is roughly 41.6667 milliseconds. At 60 FPS each frame is about 16.6667 milliseconds. Those differences add up quickly in long sequences and in performance budgets.

The Core Relationship Between FPS and ms per Frame

The conversion is straightforward:

ms per frame = 1000 ÷ FPS

This equation tells you the time interval between successive frames in a constant frame rate timeline. If your footage is constant frame rate (CFR), the timeline spacing is uniform. If it is variable frame rate (VFR), the “effective” frame time can change, which is why VFR footage can behave differently in editing and sync workflows. This calculator focuses on constant-rate conversions because they are the standard foundation for timecode and deterministic frame counting.

Why Film and Video Use Specific Frame Rates

Frame rates became standards for historical and technical reasons. Cinema standardized around 24 FPS as a practical balance between motion smoothness, film cost, and the needs of early sound systems. Television standards evolved differently across regions, with 25 FPS common in PAL-based systems and 29.97 FPS linked to NTSC color encoding history. Modern digital production often uses a wider range: 24, 25, 30, 50, 60, 120, and beyond for slow motion capture or high-refresh playback.

In practice, choosing a frame rate is not only about “how smooth it looks.” It affects editing rhythm, the feel of motion blur, data rate and storage, the look of panning shots, and how well the production integrates with a target distribution format. Frame time helps you evaluate those trade-offs in concrete time units.

What 23.976 Really Means and Why It Matters

23.976 FPS is shorthand for 24000/1001, which is approximately 23.976023976… It is slightly slower than true 24 FPS. That tiny difference is easy to ignore over a few seconds, but it can matter for long-form content, broadcasts, and systems that must remain aligned to real clock time. In real-world workflows, the confusion often comes from mixing “timecode base” (how the FF part of timecode counts frames) with “real FPS” (how quickly frames actually occur).

A practical way to think about it is: a timeline might label frame numbers using a base of 24 frames per timecode second, but the frames can still represent real-time spacing of 23.976. The result is that timecode counting can drift relative to the wall clock if you are not using a clock-aligned timecode scheme. This is one reason drop-frame exists for specific broadcast rates.

Timecode Basics: HH:MM:SS:FF

Timecode is a human-friendly way to label a position in a timeline. It looks like HH:MM:SS:FF, where:

  • HH is hours
  • MM is minutes
  • SS is seconds
  • FF is a frame index within the second

The FF field depends on a timecode base (often 24, 25, 30, 50, or 60). That base defines the valid frame numbers per second (for example, at base 24, FF runs from 00 to 23). In non-drop workflows, converting timecode to a frame count typically uses this base for the counting system, then uses the real FPS to estimate the real-time duration.

Drop-Frame Timecode: What It Does and What It Does Not Do

Drop-frame timecode is a numbering correction method used mainly for 29.97 and 59.94 workflows. The name is misleading: it does not remove video frames. Instead, it skips certain frame numbers at regular intervals so that the timecode reading stays close to real clock time. Without this correction, a 29.97 timeline counted as if it were 30 frames per second would slowly drift away from the clock.

Drop-frame timecode typically uses a semicolon separator (for example, 01:00:00;00) as a visual cue. If your project needs the timecode display to match wall-clock time over long durations (common in broadcast), drop-frame is often the correct choice. If your priority is a simple, continuous frame count with no numbering gaps, non-drop is usually preferable.

How This Calculator Treats Timecode vs Real-Time Duration

This tool separates two ideas that are often mixed:

  • Timecode base: how many frame numbers exist per second in the HH:MM:SS:FF label (24/25/30/50/60).
  • Real FPS: the actual frame rate used to convert frames into real seconds (for example, 23.976, 29.97, 59.94).

In the Timecode → Frames tab, the calculator converts your timecode label into a total frame count using the timecode system (non-drop or drop-frame). It then estimates real-time seconds by dividing the total frames by the real FPS value you selected. This gives you a consistent “frame-accurate count” and a practical “clock-time estimate” from the same input.

Frame Time and Motion Blur: Shutter Angle in Simple Terms

Shutter angle is a common concept in cinematography that describes exposure time relative to the frame interval. A 180° shutter is a classic baseline: it exposes for half of each frame interval. The exposure time (roughly) equals:

exposure seconds = (shutter angle ÷ 360) ÷ FPS

This matters because motion blur is strongly linked to exposure time. At the same FPS, increasing shutter angle increases exposure and motion blur; reducing shutter angle decreases exposure and creates a sharper, staccato look. Frame time gives you the total “frame window,” while shutter angle estimates how much of that window is actually collecting light.

Why Editors and Animators Often Think in Frames

In animation and editing, “frames” are often the most stable unit because they are discrete. Audio and clock time are continuous, but the visual timeline is a sequence of frames. When you say a shot holds for 48 frames, you can translate that to seconds at 24 FPS (2 seconds), but the frame count itself is the definitive measure of how many images appear.

Frame-based thinking also helps you design rhythm. Cuts, holds, impacts, and transitions often land on specific frame counts. Once you know the ms per frame for your project, you can translate those frame counts into time estimates for scheduling, playback, and motion design, while staying faithful to the real frame count that will be rendered.

Working With Mixed Frame Rates and Deliverables

Modern projects frequently mix frame rates: high-FPS capture for slow motion, 24 FPS timelines for a cinematic feel, 30 FPS deliverables for certain platforms, and 60 FPS content for sports or gameplay. When you reinterpret footage, your NLE may resample frames, blend frames, or change playback speed depending on the settings you choose.

The Speed & Slow Motion tab in this calculator models the cleanest case: you captured a fixed number of frames, and you are choosing a playback FPS. The recorded frames are constant, so the new duration is determined purely by playback rate. This is a useful planning model even if your final workflow includes optical flow, motion interpolation, or retiming curves, because it gives you a grounded baseline.

Practical Examples You Can Recreate in Seconds

If you are working at 24 FPS and want a 3-second hold, that is 72 frames. If you are working at 25 FPS and want a 3-second hold, that is 75 frames. The difference sounds small, but if you storyboard in seconds and then execute in frames, you can end up with slight timing changes when switching standards. Frame time helps you see the difference immediately.

For slow motion: if you capture at 120 FPS and play back at 24 FPS, your playback speed is 0.2× (one fifth speed), and your duration becomes 5× longer than the captured “real-time” event. That makes it easy to plan coverage: you can estimate how long the resulting slow-motion section will be without trial and error.

Common Sources of Mismatch in Real Projects

If your results differ from a camera, NLE, or spreadsheet, it usually comes from one of these causes:

  • Drop-frame vs non-drop settings not matching.
  • Timecode base assumed as 30 when you expected 29.97 (or 24 when you expected 23.976).
  • Rounding differences (per-shot rounding vs final rounding).
  • Variable frame rate footage treated as constant.
  • Interpret footage settings changing whether frames are duplicated or time-stretched.

The fastest way to debug is to lock down the exact FPS, the timecode mode, and the base. Once those match your project, the conversions become stable and predictable.

How to Use This Tool Efficiently

Use the Frame Time tab when you want ms/frame, seconds/frame, or an exposure estimate from shutter angle. Use Timecode → Frames when you need a deterministic frame count for an edit, a VFX handoff, a cue list, or a conform check. Use Frames → Timecode when you have a frame index from a render or a script and need a human-friendly position. Use Speed & Slow Motion when you are planning retiming between capture and playback.

If you are unsure which timecode base to use for non-drop, “Auto” is a practical start. It chooses a common base based on the FPS family. If you have a strict pipeline requirement, override it to the exact base your timeline uses.

FAQ

Frame Time Calculator – Frequently Asked Questions

Quick answers about ms/frame, FPS standards, timecode base, drop-frame rules, and slow-motion planning.

Frame time is the duration of a single frame. It is usually shown in milliseconds per frame (ms/frame) and equals 1000 ÷ FPS.

Use ms/frame = 1000 ÷ FPS. For example, 24 FPS is about 41.6667 ms per frame, and 60 FPS is about 16.6667 ms per frame.

23.976 FPS (24000/1001) is slightly slower than true 24 FPS. Over long durations it can drift relative to clock time, which is why timecode and sync workflows matter.

Timecode is a timestamp format like HH:MM:SS:FF where FF is a frame count within a second. Converting to frames requires a timecode base (frames-per-second for FF) and a real FPS for real-time duration.

Drop-frame timecode is a numbering method used mainly for 29.97 and 59.94 FPS that skips certain frame numbers to keep the timecode aligned with clock time. No actual video frames are removed.

Use drop-frame when you need timecode to match real clock time in broadcast-style 29.97/59.94 workflows. Use non-drop when you want frame-accurate counting without the numbering adjustments.

Enter the timecode, choose your FPS and timecode mode (non-drop or drop-frame where supported), and the calculator returns the total frame count and an estimated real-time duration.

Enter the frame number, choose FPS and timecode mode, and the tool outputs a matching HH:MM:SS:FF timecode along with real-time duration estimates.

If you capture at a higher FPS than playback, the clip plays slower. New duration = original duration × (capture FPS ÷ playback FPS), and playback speed = playback FPS ÷ capture FPS.

Differences can come from drop-frame vs non-drop mode, timecode base choices (24 vs 23.976 workflows), rounding rules, and whether the timeline uses constant or variable frame rate.

Results are estimates for planning. Timecode behavior depends on your project’s exact FPS, timecode base, and whether drop-frame is enabled. Always verify with your camera, NLE, or delivery spec when precision is critical.