CGI for Television: Don't End Up In The Cartoon Graveyard
2. Producers and directors not heeding the limitations of CGI.
The hurdle of too many scenes per episode, and too many scene retakes, will cripple a CGI production. An unrestrained quantity of character and set models is often the case with "failed" productions. Writers must understand these limitations with CG animation upfront. If producers insist on not putting limits on this, they are probably going to have the episodes delivered late, no matter what any CG house tells them up front. It's easy to accept the large quantity of models in the boardroom, when budgets are being approved, as it's only theory at that point, but someone needs to be realistic. Often, we have producers requesting to remodel characters and models that were approved previously. This is another burden that is more common than one thinks, but even if it's necessary, it's a step toward failure.
3. Incorrect software choices.
4. Finally, you cannot underestimate the importance of animator morale.
Solutions
It seems unreasonable to be a trailblazer at this point in CG television production. Go with what works now, or what is already proven to work on a TV schedule. Render time, the technical equivalent to "cel painting" in the older 2D days, can make or break a TV animation production even if everything else goes right. If particular software has never been used before, or should have never been used, for television production, go with a more practical solution. It's simple math when everything goes right...but most of us can only be so lucky.
To complete a production with consistent quality, you must keep the animation team intact and with good morale. A good animation team needs solid leadership to produce animated scenes week after week after week faithfully. After all, to a large degree, and whether they know it or not, the animators decide whether scenes are turned in on time and a production succeeds or fails.
Okay, so those are the pitfalls, which brings me to how to produce a successful CGI animated television show. Let's summarize some basic points that studios can improve upon for success, or, how to stay out of the cartoon graveyard:
1. The CG studios and producers need to develop a maintainable quality, and must plan their schedules accurately if they, and CGI animation productions worldwide, are to not only survive, but become as predictable as 2D animation. Although a company might have a great looking demo, they must quickly adapt a quality that is maintainable for 13 episodes and up in order to best serve their client. The stylization of a CG design for a show is not only more maintainable for the crew, but, as we know from 2D animation, a character's body and facial antics read better with some exaggeration, which isn't as easy with photo-realistic animation productions.
Producers must be willing to accept a quality that is reasonable, and understand that the entire schedule is in jeopardy if they allow too much pride to enter the production. Shrek took 4 years -- what can we do in four weeks? This should not however be seen as an excuse to produce a low standard quality. There is a balance between the "higher than TV" quality and what I would call "low standard animation." A failure to understand this medium ground has had great consequences for even the biggest studios that are attempting television CG animation production. A production's goal is to deliver a message the story. Unfortunately, there isn't time to finesse each and every movement when it comes to TV.

























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