Thursday 8 October 2015

Character and Narrative: Limitiations of 3D Modelling Continued

Drawing from my previous post that outlined that file size and cost can be a limitation of 3D Modelling, time can also be a major limitation. Firstly, not only can the training be costly, but it is going to be very time consuming to actually learn all there is to know about Maya. There is so much you can do with the program, from modelling simple shapes and characters to special effects and the knowledge on how to do this isn't just going to come over night.
Many people have the misconception that Maya would be quicker to make animations in, as you can worry about things like camera angles once the scene has created, unlike in traditional 2D animation, where you have to draw from the chosen perspective/angle. Where as this is partially true, it does not mean that this will decrease the production time. The length of time in which it will take to complete animations will depend on many factors such as the production team size and the skill level of the artists, just to name a couple, but this will obviously be the case for all creative projects.

In fact, sometimes the production time can be increased dramatically if the creatives are not careful due to technology malfunctions. Refering to my previous points, work can sometimes be lost if the computers that the work is being produced on can not handle the program. But even expensive equipment can fail, and it's very easy to lose work that has not be recently saved or backed up. This can result in having to re-animate scenes, and in worst case senarios, having to start from scratch. At least with tradition 2D animation you will always have your original frames to fall back to if post-production fails. When/if this happens, not only will it cost the company/creative time to get back on track, but it can also be quite costly (not to mention very, very frustrating).

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