Once again: the ability for the Iclone frame rate to be something other than 60fps.
I work at 24 fps, which is the international standard for projection and playback, and has been since sound was added to film (about 90 years ago). This is impossible in Iclone.
In order to animation at 24fps in Iclone, you must animate in 60fps and then export at 24 fps. This unfortunately means that any key frames are displaced from their original positions by whatever reduction process Iclone uses.
The only other option is to animate at 12 fps (every fifth frame) and let the 24 fps output "print up" and add an Iclone generated "inbetween frames" -- about 2.5 frames between any keys I might set.
Animation requires that keyframes are set where and when the animator requires them, and not at the discretion of the software. And, quite obviously, running Iclone at 60fps means taxing a system harder than necessary if all you need is a 24fps output. If you're that set on providing a 60 fps system, at least include some options: 6fps, 12fps,15fps,24fps,30, 60?
That being said, the ability to output at a various rates (as it is now) is very helpful. It means I can animate at 12fps, and export at 48 fps, for slow-motion effects, and still have the keys fall in the correct locations.
I'm really having a hard time deciding whether I'm excited about RL, or completely disheartened by the money+hrs I've already spent on it mostly to find issues in areas very serious, and like mentioned by others, BASIC most of the time. 24 Frames! Hey, I don't even vote at elections, but this is serious!
Wait, you can't change the frame rate? Is that a joke?
Definitely need the option to animate at 24 fps instead of 60. This is strange that its still stuck at 60. Not everybody is making game assets and animation.
It is indeed weird that this is not addressed already, such a basic but mandatory thing.