Ghosted GHOSTED Report | Page 12

PRODUCTION AND POST-PRODUCTION Forward planning was a recurring theme in the development of this project, I decided to set up detailed provisional render settings before I started official animation, this included render layers, render passes and lighting. This allowed me to produce and semi finalised renders that I could use to get feedback on my visual style early. HANDLING PROBLEMS (THE 1 MONTH DELAY) To an extent I was irritated by my need to fix a problem as soon as it arrived, especially if it did not directly affect the animation at the time. My first rendering problem was that every time I switched to one of the render layers besides the master layer Maya would crash. I could have quite easily kept animating in this file to keep me on track and just sort out the problem when I came to rendering. I contemplated doing this multiple times, but my theory was that if I were to let my problems pile up too far, my project could become unsalvageable. This proved to be the prudent method when it came to keeping my workflow clean, I felt that it would be better to have a clean scene that is able to render with half the animation done rather than a finished animation in a corrupted file that may or may not be able to render or even be recovered. 11 This is exactly what happened with the second half of my project, I became a problem solver; a trouble shooter. As expected this hindered my animation greatly, however, if I didn't sort out the issues I had with my computer and Maya which were mostly out of my control, my delays could have been substantially longer. As an animator, I knew that my role was near the end of a long pipeline and thus could easily be vulnerable to delays. Though as a Director, Producer and also an animation student that has been taught and maintained skills in multiple sections of the animation pipeline, I wanted to experience working through an entire production timeline before I go into a professional environment.