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I've got an animation that uses particles over about 3 minutes with several particle emitters that appear and disappear at various times within the animation that would be considered separate scenes in a traditional short film.

My feeling this is a long time in blender, so I'd need to think about a method to organise the animation. I Should mention that ultimately I probably render out using a render farm and edit the renderings together using a traditional video editing program like Premiere, the project also has sound so a workflow that considers tweaking the timing of particles against the soundtrack has to be considered.

I came up with these ideas, I'm not sure which is best, or are they all bad ideas and there is a better way?

Method 1

I thought I'd split the animation in to different blender files and render out separate animations to be edited together later. So for example a scene (not a blender scene, I mean "scene" used in the traditional film sense) for each blender file.

There a few problems with this however, the particles from each scene flow in to each other, so how would I keep continuity over different blender files. Also how would I tweak the timing when the need arises in each part of the animation so it effects other scenes in the animation?

Method 2

Another approach would be to use a single timeline, however this might become difficult with it being so long and with quite a few particle systems coming in and out over the three minutes, I'm thinking scrubbing up and down the timeline would probably screw up the computer.

Method 3

Yet another approach, which I've tried, is to use multiple "blender scenes" and put together scene clips in the Blender VSE. This seemed the most intuitive, but I did find it tricky to preview the scenes together. Should I persist with this method?

Any ideas, tutorial links, would be greatly appreciated thanks.

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  • $\begingroup$ Did you try the sound baking ? You can bake your sound to your animation curve. (-> F-Curves Panel -> Key -> Bake Sound to F-Curves). And then you can modify your curve the way you want. $\endgroup$ – Alois Coissard Apr 7 '17 at 9:27
  • $\begingroup$ Thanks Alois, I think my question needs more clarification. Sorry it's my fault, the sound isn't the primary problem, although it does complicate things and needs to be considered. $\endgroup$ – conspirisi Apr 7 '17 at 9:40
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    $\begingroup$ hi, at usual frame rates, it should be around 5-6000 frames, nothing too difficult to manage in Blender, imho. I would avoid method 1. If you don't need specific VSE features, or don't have a need to render each particle flow separately... I would try method 2 first. You can also keep each partcile flow in a different layer. And, as always, start with a simple test to make sure how it will work... $\endgroup$ – m.ardito Apr 7 '17 at 11:50

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