Converting 30 to 24 FPS in Reactor Simulations

Published on January 08, 2026 | Translated from Spanish
Time Configuration setup in 3ds Max showing 30 to 24 FPS conversion for Reactor animation with destroyed wall and multiple debris

When Time Decides to Play Against You

The problem of converting Reactor simulations from 30 FPS to 24 FPS is one of those challenges that can make even the most experienced artist break a sweat. The anxiety is understandable when you have thousands of fragments perfectly simulated and the client requests a framerate change that threatens to destroy all your work. The fear of jerky jumps and loss of smoothness in the animation is totally justified, especially with complex simulations that you can't repeat.

The good news is that there is a solution and there are several methods that can save you without having to re-simulate everything from scratch. The key is understanding that 3ds Max has specific tools for this type of conversion, although they require a careful and methodical approach.

Method with Time Configuration

The safest approach is to use 3ds Max's Time Configuration. Go to Time Configuration in the toolbar and change the Frame Rate from 30 FPS to 24 FPS. Then, in the same window, click on Re-scale Time. This will open a window where you can specify the 30 to 24 FPS conversion directly.

The system will automatically recalculate all keyframes while maintaining the real duration of the animation. This means your 10-second simulation will still last 10 seconds, but now distributed over 240 frames instead of 300. The advantage of this method is that it preserves the original physics timing.

A perfect FPS conversion is like a good translator: it maintains the meaning while changing the language

Method with Retimer Tool

If the previous method causes issues, try the Retimer tool in the Motion Panel. Select all the objects in your simulation (you can use Select by Name and filter by Reactor objects), go to the Motion Panel, and use the Retimer tool to re-scale the animation.

Configure the Retimer with a scale factor of 0.8 (24/30 = 0.8). This will compress the animation to 80% of its original duration, effectively converting 300 frames to 240 frames. The advantage of this method is the granular control over how the conversion is applied.

Cache Export and Import

If direct methods fail, consider exporting the simulation cache and re-importing it with the correct framerate. Reactor allows exporting the full simulation as an .xml or .rck file. Export your current simulation, then change the scene framerate to 24 FPS and re-import the cache.

During import, 3ds Max will automatically resample the animation to the new framerate. This method is particularly effective for complex simulations because it treats the animation as raw data that can be re-interpolated according to the new time specifications.

Solution for Persistent Issues

If after conversion you notice jerky jumps or artifacts, apply a smooth Noise Controller or a Spring Controller to soften transitions. Select the problematic objects, go to the Track View, and apply these controllers with very low values to dampen any irregularities.

For the smallest fragments that show the most problems, consider reducing their visibility with animated transparencies or additional motion blur. Sometimes, hiding the artifacts is more effective than trying to fully correct them.

Solving this issue will not only save this project but will give you the confidence to face framerate changes in the future. Because in 3D production, the ability to adapt to last-minute changes is as important as the quality of the original work 😏