You can right click(or hover and press I) to insert a keyframe on the visibility(camera or eyeball) in the outliner. I don’t know how to add keyframes on a lot of objects(brokem pieces) at one time.
hello SkpFX I did an solution with “old school”, two scenes,
visible breaking parts and other scene with intact coffeecup, but otherwise
the scene is same. Thank you though, I am quite sure that instruction will
be handy in future :), thanks.
What I would do in this case is to create, say, two “Scenes” within your blend file, both derived from a parent Scene, and with different visiblity-settings, output-file destinations, and frame numbers. (Yes, you can toggle the visibility of objects in a variety of ways.)
Then, I would render the first version (group is visible …) for frame-numbers 0…120. And, in a separate set (of MultiLayer OpenEXR) frame files in a different directory …) frame-numbers 80-on.
Uh huh, the regions overlap, and that’s on purpose. Next, I would edit the sequences together in VSE or an equivalent video editor. The probability is quite high that I will want to “tweak” something … that “frame #99” is not the transition-point that I actually want to use. (And you’re not really going to know that until you can look at the whole show of which this tiny sequence is a tiny part.) By rendering some overlap, you have a bit of wiggling room.
If possible, I would render these as OpenGL Preview renders first … until I had finished(!) the final-cut edit and thereby now knew the correct sequences of frames that needed to be “final rendered.” One by one, these “finals” are swapped-in place of their preview stand-ins, until the show is done.
With OpenGL, you can afford to be quite wasteful of “film” because you can produce the stuff in nearly real time, and yet it corresponds exactly with the “finals” of the same thing.
Because rendering a CG show is still so damned expensive, you really want to “edit, then shoot.”