Apps & Tools
Kinetic Text Timing Calculator
Enter your track BPM to get every note subdivision in milliseconds and frames for sync-perfect animations.
BPM & Settings
Timing Values
| Note Value | Beats | Milliseconds | Frames |
|---|
Knowledge Base
How to Use the Kinetic Timing Calculator
The Kinetic Timing Calculator helps you plan animation timing for motion graphics sequences. Input duration and number of frames, and the tool calculates frame-per-second (fps) and per-frame timing. Essential for syncing text animations, object movements, and transitions to music beats.
Understanding Animation Timing
Motion graphics live and die by timing. Text that animates too fast looks jarring. Text that moves too slow feels sluggish. Professional work matches animation to music, typically syncing on beat changes or quarter notes.
Common Animation Patterns
- Entrance: 200-500ms (0.2-0.5 seconds) for text or objects to fully appear.
- Dwell: How long an object stays on screen. Usually 2-4 beats of music.
- Exit: 200-500ms for objects to fully disappear.
- Transitions: 300-700ms for smooth crossfades between scenes.
Syncing to Music
Use the BPM calculator (elsewhere on this site) to find beat durations, then sync your animations. A 120 BPM track has quarter notes every 500ms. Animating text to enter on each beat creates satisfying visual rhythm.
FAQ
Q: Should I use easing (acceleration/deceleration) on animations?
A: Yes. Ease-out (slow end) looks more natural than linear timing. Ease-in-ease-out (slow start and end) feels polish.
Q: What fps should I animate at?
A: Match your video's frame rate (24fps, 30fps). Animating at 60fps for 30fps video wastes effort.
Worked examples: musical timings in frames
Animation timings for the tempos and frame rates most edits use. Read the duration in milliseconds for keyframe spacing, and the frame counts for placing cuts on a timeline that counts frames rather than time.
| Note value | Tempo | Duration | Frames at 24 | Frames at 25 | Frames at 30 |
|---|---|---|---|---|---|
| Whole note | 100 BPM | 2400.0 ms | 57.60 | 60.00 | 72.00 |
| Whole note | 120 BPM | 2000.0 ms | 48.00 | 50.00 | 60.00 |
| Whole note | 140 BPM | 1714.3 ms | 41.14 | 42.86 | 51.43 |
| Half note | 100 BPM | 1200.0 ms | 28.80 | 30.00 | 36.00 |
| Half note | 120 BPM | 1000.0 ms | 24.00 | 25.00 | 30.00 |
| Half note | 140 BPM | 857.1 ms | 20.57 | 21.43 | 25.71 |
| Dotted quarter | 100 BPM | 900.0 ms | 21.60 | 22.50 | 27.00 |
| Dotted quarter | 120 BPM | 750.0 ms | 18.00 | 18.75 | 22.50 |
| Dotted quarter | 140 BPM | 642.9 ms | 15.43 | 16.07 | 19.29 |
| Quarter note | 100 BPM | 600.0 ms | 14.40 | 15.00 | 18.00 |
| Quarter note | 120 BPM | 500.0 ms | 12.00 | 12.50 | 15.00 |
| Quarter note | 140 BPM | 428.6 ms | 10.29 | 10.71 | 12.86 |
| Dotted eighth | 100 BPM | 450.0 ms | 10.80 | 11.25 | 13.50 |
| Dotted eighth | 120 BPM | 375.0 ms | 9.00 | 9.38 | 11.25 |
| Dotted eighth | 140 BPM | 321.4 ms | 7.71 | 8.04 | 9.64 |
| Eighth note | 100 BPM | 300.0 ms | 7.20 | 7.50 | 9.00 |
| Eighth note | 120 BPM | 250.0 ms | 6.00 | 6.25 | 7.50 |
| Eighth note | 140 BPM | 214.3 ms | 5.14 | 5.36 | 6.43 |
| Triplet eighth | 100 BPM | 200.0 ms | 4.80 | 5.00 | 6.00 |
| Triplet eighth | 120 BPM | 166.7 ms | 4.00 | 4.17 | 5.00 |
| Triplet eighth | 140 BPM | 142.9 ms | 3.43 | 3.57 | 4.29 |
| Sixteenth note | 100 BPM | 150.0 ms | 3.60 | 3.75 | 4.50 |
| Sixteenth note | 120 BPM | 125.0 ms | 3.00 | 3.13 | 3.75 |
| Sixteenth note | 140 BPM | 107.1 ms | 2.57 | 2.68 | 3.21 |
Whole frame counts are the ones to build on. At 120 BPM and 24 fps a quarter note is exactly 12 frames, so cuts land cleanly. Where a value comes out fractional, rounding to the nearest frame drifts against the music over a long sequence, so reset to a whole beat at each bar rather than accumulating the error.
Vocabulary
Keyframe. A marked point where a property has a defined value. The software calculates the values between keyframes, so their spacing sets the rhythm of a move.
Subdivision. A fraction of one beat. Eighth notes divide a beat in two, sixteenths in four. Matching animation timing to a subdivision ties the movement to the music rather than fighting it.
Frame. The smallest unit a timeline can cut on. At 24 fps each frame lasts about 41.7 milliseconds, so timings finer than that cannot be placed exactly and have to round.
Tempo. The speed of the music in beats per minute. Every timing here derives from it, because one beat lasts 60,000 milliseconds divided by the tempo.
Translate this page
- Español
- 简体中文
- हिन्दी
- العربية
- Português
- Français
- Deutsch
- 日本語
- Русский
- Bahasa Indonesia
- 한국어
- Italiano
- Türkçe
- Tiếng Việt
- Polski
- Nederlands
Machine translation provided by Google Translate, on Google’s servers. We do not check these translations and they will get technical terms wrong. The English page is the authoritative one. Following a link sends this page’s address to Google. Your browser may also offer to translate this page itself, which keeps the request on your device.