TIMING
Frames ↔ Time Converter
Convert frames and seconds at a chosen whole-number frame rate, with non-drop timecode.
FRAME TIMING
Convert frames and time
| Frames | ||
|---|---|---|
| Seconds | ||
| Timecode |
Enter a whole-number frame rate from 1 to 1,000 and a non-negative .
Frames and time guide
A frame count has no duration until you pair it with a frame rate. At 30 fps, 30 frames are one second; at 60 fps, the same 30 frames are half a second. This converter gives the exact frames-to-seconds or seconds-to-frames result, plus non-drop timecode when the result lands on a whole frame.
Choose a common preset or enter any whole-number frame rate from 1 to 1,000 fps. Enter frames for a duration, or seconds for an exact frame count. The calculation runs in your browser.
Frames, seconds, and fps: the exact formulas
Use seconds = frames / fps and frames = seconds x fps. Here, fps means frames per second. For example, 300 frames / 60 fps = 5 seconds. In the other direction, 2.5 seconds x 60 fps = 150 frames.
A seconds input does not always equal a whole frame. For example, 0.01 seconds at 30 fps is exactly 0.3 frames. That is a valid timing value, but no timecode can name it because the FF field represents a complete frame. The tool leaves timecode unavailable in that case instead of silently rounding.
Reading timecode
Timecode (HH:MM:SS:FF) is how animation and video teams communicate timing: 00:01:30:15 means 1 minute, 30 seconds, and 15 frames into the piece. The last field counts frames within the current second (0 to fps−1), so it resets every second.
This converter outputs non-drop timecode, which counts frames straightforwardly. Broadcast timecode has a more complex "drop-frame" variant that compensates for the 29.97 fps rate — if you ever see timecode skipping numbers (e.g. jumping from :59 to :02), that is drop-frame at work.
Where game devs use this
- Animations — knowing how many frames a 2.5-second attack animation needs at 60 fps (150 frames).
- Hit windows and timing — translating design timings (ms) into frames for animation events.
- Video trailers / cinematics — converting between editing timecode and engine frame counts.
- Physics / fixed timestep — 60 fps fixed-step physics means 1 frame = 16.667 ms, calculated as 1,000 / 60 milliseconds.
Tip: At 60 fps, one frame is 16.667 ms. At 30 fps, it is 33.333 ms. Memorize those two and most in-engine timing math becomes mental arithmetic.
Frequently asked questions
How many frames are in one second?
Exactly the frame rate: 30 frames at 30 fps, 60 at 60 fps, 24 at 24 fps. One frame at 60 fps is 16.667 ms.
What is timecode format?
HH:MM:SS:FF means hours, minutes, seconds, and frames within the second. The frame field runs from 00 through fps minus 1 before rolling over. Timecode describes complete frames, not fractions of a frame.
How do I convert frames to seconds?
Divide frames by the frame rate: 90 frames at 30 fps = 3 seconds.
What is the difference between 24, 25, and 30 fps?
24 fps is common for film, 25 fps is used in 50 Hz broadcast regions, and 30 fps is a whole-number rate used in video and games. The same frame count has a different duration at each rate. 29.97 fps is a separate fractional broadcast rate, not the same as 30 fps.
Does this support 29.97 fps or drop-frame timecode?
No. This tool accepts whole-number frame rates and outputs non-drop timecode. Use your NLE, broadcast specification, or a dedicated drop-frame calculator when working with 29.97 or 59.94 fps delivery timecode.
Privacy note: frame and time calculations happen in your browser. Nothing is uploaded.