Playing a multi-scale process back in log time spends the run where the process is slowest
Fact
A process spanning many orders of magnitude gets animated at a constant rate in log time, because that is the only way to show all of it. The pacing that results is set by the underlying power law, not by where anything happens.
Cosmic history is the clean case. During radiation domination the scale factor grows as the square root of time, so a fixed span in log a costs twice as much in log t. The quark epoch spans about eighteen decades of a and therefore about thirty-seven of the sixty-two decades of t: a constant-rate playback spends sixty percent of its run on one unchanging image, then crosses recombination — the visually decisive moment — in under a second.
Why it matters
It reads as a content problem rather than a pacing one. The obvious responses all make it worse: adding detail to the long stretch, or speeding the whole thing up until the interesting part is gone entirely. Meanwhile the animation is correct, so there is nothing to debug.
How to apply
- Reparameterise on a position
uin [0, 1] and map it piecewise-linearly onto the boundaries of the phases you want seen, so each phase gets an equal share of wall-clock time. - Keep every readout in the true variable. The warp is presentational; a scrubber may be non-uniform, but the number beside it must be real.
- Build the knot list from the phase table already in the model, and clamp it to the range actually reachable for the current parameters, so configurations that skip a phase do not get a dead segment.
- The same fix applies to any log-scale scrubber: geological time, exponential decay, a zoom through length scales.