I understand your issue - when exporting, the frame numbers in the export dialog don't match what you see in your dopesheet, which is causing problems with your looping animation.
Understanding the Frame Mismatch
The frames shown in the export dialog are based on the FPS you choose when exporting, not the dopesheet frame numbers. Here's why this happens:
If your animation is 30 frames long in the dopesheet at 30 FPS, that's 1 second of animation (30 frames ÷ 30 FPS = 1 second).
When you export:
- At 30 FPS: You get frames 0 to 29 (30 frames total) - this matches your dopesheet
- At a different FPS: The frame count changes to maintain the same duration. For example, at 60 FPS you'd get frames 0 to 59 (60 frames for the same 1 second)
To Fix Your Loop
For your looping animation to export correctly:
Match the export FPS to your timeline FPS: Since you're working at 30 FPS, make sure you export at 30 FPS as well. This ensures the export frame numbers match your dopesheet frame numbers.
Use the "Include last frame" setting: For looping animations where the first and last frames are identical, you may want to uncheck "Include last frame" in the export dialog. This prevents the same frame from being exported twice, which can cause a visible pause in the loop.
Check the Range setting: If you need to export a specific frame range, enable the "Range" checkbox in the export dialog and set your desired start and end frames.
Does this help resolve your looping issue?