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Turn a track tempo into beats per second, then into frames per beat for a 24, 25, 30 or 60 fps composition so keyframes land on the beat.

Landing Keyframes on the Beat of a Track

A motion designer cutting a title sequence to music has one recurring problem: the timeline is divided into frames, the music is divided into beats, and the two grids almost never share a tick. Dragging keys until the hits look right works for eight bars and falls apart over ninety seconds. The way out is to convert the tempo into the timeline's own language first — beats per minute divided by sixty gives beats per second, and the frame spacing of the grid follows from whatever rate the composition is set to.

Conversion factor: divide beats per minute by 60. A 120 BPM track gives 120 ÷ 60 = 2 beats per second, so in a 24 fps composition each beat spans 24 ÷ 2 = 12 frames exactly. The general form is frames per beat = comp frame rate × 60 ÷ tempo.

The converted figure is also the frame rate at which one frame would equal one beat, which makes a useful sanity check: if 2.9 comes back, the beat is arriving nearly three times a second and no amount of easing will hide a keyframe that sits a frame late.

Why the grid rarely lines up

Beats per Second Is the Bridge

Tempo is a per-minute count and a timeline is a per-second count, so the two only meet after dividing by sixty. Frame spacing, phrase length and marker positions all build on that one intermediate figure.

Whole Frames Are the Exception

Only tempos that divide cleanly into 1 440 give whole frames per beat at 24 fps. A club-standard 128 lands on eleven and a quarter frames, and 174 lands on an unhelpful 8.276.

Bars Often Land Before Beats Do

At 128 BPM a beat is fractional but a four-beat bar is exactly 45 frames and an eight-bar phrase a tidy 360. Anchoring structural hits to bars sidesteps most rounding trouble.

Building a Beat Grid Before You Animate

Do the arithmetic once at the start of the project, write the spacing on a sticky note, and every keyframe afterwards has a legal place to sit.

1

Enter the track tempo

Type the tempo your audio editor reports into the beats field. It opens at 1 and updates the other side as you type, so candidate tracks can be compared in seconds. A tempo written as 123,5 is accepted with the comma intact.

2

Divide your comp rate by the result

Divide the composition's frame rate by the beats-per-second figure. That quotient is the frame spacing of your grid: at 120 BPM, 24 over 2 gives twelve frames and 30 over 2 gives fifteen.

3

Copy the figure into the project

The copy button on either field returns the bare number without a unit, which pastes straight into an expression or a marker comment where a suffix would break the parse. Ctrl+C inside the field does the same.

4

Reverse it when the edit came first

If an animation already reads at a certain pulse and you need to brief a composer, put the beats-per-second figure in the right field or press the swap arrows to lead with it.

Frames per Beat at Common Composition Rates

Each tempo is paired with its beats-per-second value and the frame spacing it produces at the four rates most motion work is set to. Whole numbers are the tempos you can key against without thinking; the rest need a plan.

TempoBeats per second24 fps25 fps30 fps60 fps
60 BPM124253060
72 BPM1.22020.8332550
90 BPM1.51616.6672040
100 BPM1.66714.4151836
120 BPM21212.51530
128 BPM2.13311.2511.71914.06328.125
140 BPM2.33310.28610.71412.85725.714
174 BPM2.98.2768.62110.34520.69

A pattern falls out of the columns: 60, 72, 90, 120 and 180 all give whole frames at both 24 and 30 fps, which is why they turn up so often in library music written for picture. A 25 fps composition prefers a different family — 75, 100, 125 and 150 divide cleanly there.

Test a Tempo Against Your Comp Rate

Check each candidate track first, so a fractional beat grid turns up during the music search rather than three hundred keyframes into the build.

Re-Grid After a Tempo Change

When the composer delivers a revised cut at a new tempo, one pass through the fields gives the new spacing and the ratio you need to scale existing keys by.

Switch Units for the Tool You Are In

The searchable menus let a beat grid be restated in hertz for an expression or in revolutions per minute for a spinning element.

Beat-Grid Questions From the Timeline

How many frames does one beat occupy in my composition?

Divide your composition's frame rate by the beats-per-second figure, or equivalently multiply the frame rate by sixty and divide by the tempo. A 30 fps comp cut to 90 BPM gives 30 × 60 ÷ 90 = 20 frames per beat, so markers land on frames 0, 20, 40 and so on. Do it once and the grid is defined; every bar is four of those intervals.

Which tempos land on whole frames at 24 and 30 fps?

At 24 fps a tempo gives whole frames whenever it divides evenly into 1 440, and at 30 fps whenever it divides into 1 800. Tempos satisfying both include 60, 72, 90, 120 and 180, which is why they feel so forgiving to animate against. A 25 fps comp answers to 1 500 instead, favouring 75, 100, 125 and 150 — a track that gridded perfectly in one delivery format may not in another.

What should I do when a beat falls between two frames?

Round to the nearest frame for the visible hits, but calculate each marker from the exact value rather than adding a rounded interval repeatedly. At 100 BPM in a 24 fps comp the true spacing is 14.4 frames; keying at a flat 14 loses 0.4 of a frame per beat, which is more than a full second of slip across sixty-four beats. Applications that allow sub-frame keyframe positions hold the exact time, and motion blur smooths over the rendered difference.

Which composition frame rate should I choose for a music-driven piece?

Delivery requirements come first, but where you have a genuine choice, pick the rate that makes your tempo divide cleanly. A 128 BPM track gives an awkward 11.25 frames per beat at 24 fps yet an exact 45-frame bar, so a 24 fps build works fine if you anchor on bars. Moving to 60 fps doubles the grid resolution and halves every rounding error, at the cost of twice the render time.

How do I retime an animation when the track tempo changes?

Convert both tempos, then scale every keyframe time by the ratio of the old beats-per-second figure to the new one. Moving from 120 to 128 BPM means multiplying by 2 ÷ 2.133, so the sequence shortens to 93.75 percent of its length. Scale from the first downbeat rather than from frame zero, or any silence at the head of the comp gets stretched too and the whole grid shifts.

BPM
FPS

Track Tempos as Beats per Second

60 BPM=1 FPS
90 BPM=1.5 FPS
120 BPM=2 FPS
128 BPM=2.13333333 FPS
140 BPM=2.33333333 FPS
174 BPM=2.9 FPS

Beats per Minute of the Track

The tempo your audio editor reports. It is a per-minute count, which is why it never lines up with a timeline until you divide it by sixty.

Frames per Second on the Timeline

The composition rate that decides where a keyframe may sit. Divide it by the beats-per-second figure to get the frame spacing of your beat grid.

Enter a tempo to read beats per second, then divide your comp frame rate by it
Frames per beat = comp fps × 60 ÷ tempo — 120 BPM gives 12 frames at 24 fps
Press the swap arrows (↔) to go from a pulse rate back to a tempo
Copy the bare number into an expression field or a marker comment
Want to learn more? Read documentation →
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Frequency Converter

BPM to FPS (current page) BPM to Hertz BPM to RPM Cycles per Hour to Hertz Cycles per Minute to Hertz Cycles per Second to Hertz Degrees per Second to RPM Degrees per Second to Radians per Second FPS to BPM FPS to Hertz Gigahertz to Hertz Gigahertz to Kilohertz Gigahertz to Megahertz Gigahertz to Terahertz Hertz to BPM Hertz to Cycles per Hour Hertz to Cycles per Minute Hertz to Cycles per Second Hertz to FPS Hertz to Gigahertz Hertz to Kilohertz Hertz to Megahertz Hertz to Microhertz Hertz to Millihertz Hertz to RPM Hertz to Radians per Second Kilohertz to Gigahertz Kilohertz to Hertz Kilohertz to Megahertz Kilohertz to RPM Megahertz to Gigahertz Megahertz to Hertz Megahertz to Kilohertz Megahertz to Terahertz Microhertz to Hertz Millihertz to Hertz RPM to BPM RPM to Degrees per Second RPM to Hertz RPM to Kilohertz RPM to RPS RPM to Radians per Second RPS to RPM Radians per Second to Degrees per Second Radians per Second to Hertz Radians per Second to RPM Terahertz to Gigahertz Terahertz to Megahertz
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