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Timed appearance of MANY shapes

Timed appearance of MANY shapes

(OP)
I want to create a simple box at many different coordinates, but I want them to appear in a timed fashion.
I would be creating about 6,000 boxes.  They can appear as groups of smaller numbers of boxes, say between 20 and 50, but in order and somewhat correct in time.
At first I was able to create them all quickly like this:

DEF CUBE Shape {
    appearance Appearance {
        material Material{
            diffuseColor 0 0 0 #Black
        }
    }
    geometry Box {
        size 100 100 100
    }
}

Transform { translation 38.573468 36352.894 4938.0094 children USE CUBE }
Transform { translation -369.42455 35309.937 4673.9648 children USE CUBE }
Transform { translation -175.24299 35458.755 5214.9546 children USE CUBE }
...

Making a Transform node for every box I needed.  this works fine, but it is not timed in appearance.

I tried making changes to the transparency (from completely invisible to visible) in the Appearance node of the cube using a ScalarInterpolator, but of course this just changed the transparency of all of the cubes at once.
My attempt used this at the end of my file:
DEF TransparencyPath ScalarInterpolator {
    key [ 0.0, 0.5, 1.0]
    keyValue [ 0.0, 1.0, 0.0 ]
}

ROUTE Clock.fraction_changed        TO TransparencyPath.set_fraction
ROUTE TransparencyPath.value_changed    TO CubeColor.set_transparency



I am basically trying to ask if there is a good way to change the transparency of many objects in a timed fashion, or if there is a better way to accomplish what I am doing altogether.

any help would be appreciated!
btw: using Ubuntu linux and Octaga player, but this really isn't a player problem, it is a design problem.
thanks

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