Since Thea Darkroom renders only the current frame, you have to use Picture Viewer in order to render multiple frames in the same scene. Picture viewer always employs Thea Render's production engine set in Render Settings.
Once you start the rendering procedure, the first thing that happens is the transferring of the scene into the engine. For any subsequent frame, the scene will be checked and only the modified objects will be retransferred. Of course, the same procedure applies when the scene is rendered in Interactive mode. If you change the current frame, the rendering will stop, the scene will be checked and all modified objects will be retransferred.
Thea Object Tag
To change the way the objects operate during transferring procedure works, you have to use Thea Object Tag. For now, it has only two commands, but it will be extended to include more transferring options affecting other aspects of the workflow.
This option is used to alter the way an object operates during transferring.
Forces the object to be retransferred immediately. If Never Retransfer is selected in Transferring Type, the transfer command will be ignored.
Motion blur is supported on either geometry (primitives, polygons, mographs, particles, render instances) or camera objects. In order to produce this effect in the final rendered image, a motion spline has to be calculated by Thea engine. To do that, Thea For Cinema 4D has to transfer future and past PSR (Position, Scaling, Rotation) matrices for each animated object. To generate these matrices and transfer them in the engine, a motion tag is required to be added on the movable object. This tag is inherited by the hierarchy children (same as material texture tag).
Enables/Disables motion blur for the specific object.
Since the motion spline consists of keyframes, they have to be retrieved from each animated object and transferred into the engine. This parameter defines the way the keyframes will be retrieved.
Total timeline frames used
This option defines the number of frames that will be used to create the motion spline. The higher the value, the more accurate is the motion blur. Always, the minimum frame, the maximum and the current one will be added in the motion spline regardless the value of this parameter.
Use Keyframes: Consider an animated object that has keyframes in positions 3, 9, 14, 20. So, in the end [b]only[b] 4 matrices will be transferred in the engine for this particular object, retrieved by these 4 frames. This will be fast, but not very accurate for complex animations.
Use Timeline Frames: Let's say the current frame is at 15, the frame range is +/- 10. The motion spline will have a length of 21 frames (5 to 25). With 50% as "Total timeline frames used", only the half of these 21 frames will be used to produce the matrices that will be transferred in the engine. So, the matrices in frames 5,7,9,11,13,15,17,19,21,23,25 will create a motion spline.