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	<title>Comments on: How you do you determine a realistic deadline?</title>
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		<title>By: a</title>
		<link>http://www.blenderguru.com/how-you-do-you-determine-a-realistic-deadline/comment-page-1#comment-1969</link>
		<dc:creator>a</dc:creator>
		<pubDate>Mon, 07 Jun 2010 12:33:29 +0000</pubDate>
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		<description>cool, but you can&#039;t make a movie???</description>
		<content:encoded><![CDATA[<p>cool, but you can&#8217;t make a movie???</p>
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		<title>By: Mike</title>
		<link>http://www.blenderguru.com/how-you-do-you-determine-a-realistic-deadline/comment-page-1#comment-1968</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Thu, 13 May 2010 02:58:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.blenderguru.com/?p=935#comment-1968</guid>
		<description>Franco, you will be pleased to know that both 2.49 and 2.5x can do multi-pass multi-layer renders to the &quot;MultiLayer&quot; format (which is OpenEXR... although not the same as the &quot;OpenEXR&quot; choice(!)).  Exactly as you describe for C4D.

I second your suggestion ... and third ... and fourth.</description>
		<content:encoded><![CDATA[<p>Franco, you will be pleased to know that both 2.49 and 2.5x can do multi-pass multi-layer renders to the &#8220;MultiLayer&#8221; format (which is OpenEXR&#8230; although not the same as the &#8220;OpenEXR&#8221; choice(!)).  Exactly as you describe for C4D.</p>
<p>I second your suggestion &#8230; and third &#8230; and fourth.</p>
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		<title>By: Eric Crystal Clear Films</title>
		<link>http://www.blenderguru.com/how-you-do-you-determine-a-realistic-deadline/comment-page-1#comment-1967</link>
		<dc:creator>Eric Crystal Clear Films</dc:creator>
		<pubDate>Wed, 12 May 2010 21:39:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.blenderguru.com/?p=935#comment-1967</guid>
		<description>Well to start once you figure how long it will take then double it and then add 15% more time
So for example it will take a day then make it a day and a half, and like Scotty from Star trek said &quot;if it will take you an hour the tell them two and a half that way when your done in an hour and a half you look like a genius.&quot;
As far as editing you can figure at least 20min of editing time for every one min of finished product.</description>
		<content:encoded><![CDATA[<p>Well to start once you figure how long it will take then double it and then add 15% more time<br />
So for example it will take a day then make it a day and a half, and like Scotty from Star trek said &#8220;if it will take you an hour the tell them two and a half that way when your done in an hour and a half you look like a genius.&#8221;<br />
As far as editing you can figure at least 20min of editing time for every one min of finished product.</p>
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		<title>By: Nixon</title>
		<link>http://www.blenderguru.com/how-you-do-you-determine-a-realistic-deadline/comment-page-1#comment-1966</link>
		<dc:creator>Nixon</dc:creator>
		<pubDate>Sat, 08 May 2010 01:11:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.blenderguru.com/?p=935#comment-1966</guid>
		<description>very interesting post, i fail to estimate time needed for my stuff still but i&#039;ll hope to get better by the time...
is there a&#039; you&#039; too much in the headline...
shouldn&#039;t it be &#039;How do you determine a realistic deadline?&#039;
Since I&#039;m german I&#039;m not sure tho if i might get the sentence wrong but anyway :D</description>
		<content:encoded><![CDATA[<p>very interesting post, i fail to estimate time needed for my stuff still but i&#8217;ll hope to get better by the time&#8230;<br />
is there a&#8217; you&#8217; too much in the headline&#8230;<br />
shouldn&#8217;t it be &#8216;How do you determine a realistic deadline?&#8217;<br />
Since I&#8217;m german I&#8217;m not sure tho if i might get the sentence wrong but anyway <img src='http://www.blenderguru.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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		<title>By: Franco</title>
		<link>http://www.blenderguru.com/how-you-do-you-determine-a-realistic-deadline/comment-page-1#comment-1965</link>
		<dc:creator>Franco</dc:creator>
		<pubDate>Sun, 11 Apr 2010 17:51:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.blenderguru.com/?p=935#comment-1965</guid>
		<description>What doesn&#039;t seem to have been addressed yet is client changes and their effect on project duration.

To reduce delivery time, doing only the absolute minimum amount of work required in 3d and getting to a compositor as quickly as possible can save a significant amount of time, specially in the client change rounds.

Once the animation is locked, rendering individual passes for material channels, depth maps, object buffers, and each light, can offer a significant amount of flexibility.

You can, for example, darken one building, change its color, or re-render only a few &quot;layers&quot; like the debris in the foreground. Motion channels and depth maps also help you blur individual layers and add depth of field in compositing, which saves significant rendering time.

This increases project setup time, but decreases overall project and rendering time, specially for the change rounds.

When you&#039;re working with clients, the change rounds can often last  longer than the original time required for animation. So setting up project set up from the get-go for flexibility like this can be advantageous.

Cinema 4D is strong in the area, with a built in multichannel renderer that can be opened up as a multi layered AE or Motion project. If blender can do the same, I&#039;d love to see a tutorial on that.

Best,

F</description>
		<content:encoded><![CDATA[<p>What doesn&#8217;t seem to have been addressed yet is client changes and their effect on project duration.</p>
<p>To reduce delivery time, doing only the absolute minimum amount of work required in 3d and getting to a compositor as quickly as possible can save a significant amount of time, specially in the client change rounds.</p>
<p>Once the animation is locked, rendering individual passes for material channels, depth maps, object buffers, and each light, can offer a significant amount of flexibility.</p>
<p>You can, for example, darken one building, change its color, or re-render only a few &#8220;layers&#8221; like the debris in the foreground. Motion channels and depth maps also help you blur individual layers and add depth of field in compositing, which saves significant rendering time.</p>
<p>This increases project setup time, but decreases overall project and rendering time, specially for the change rounds.</p>
<p>When you&#8217;re working with clients, the change rounds can often last  longer than the original time required for animation. So setting up project set up from the get-go for flexibility like this can be advantageous.</p>
<p>Cinema 4D is strong in the area, with a built in multichannel renderer that can be opened up as a multi layered AE or Motion project. If blender can do the same, I&#8217;d love to see a tutorial on that.</p>
<p>Best,</p>
<p>F</p>
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		<title>By: Maria</title>
		<link>http://www.blenderguru.com/how-you-do-you-determine-a-realistic-deadline/comment-page-1#comment-1964</link>
		<dc:creator>Maria</dc:creator>
		<pubDate>Mon, 22 Mar 2010 03:07:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.blenderguru.com/?p=935#comment-1964</guid>
		<description>In the programming shop where I work they practice &quot;The Scotty Principle.&quot;  Based on the confession of Mr. Scott that he always inflated the amount of time is would take him to get something repaired and then looked like a savior when he got it done early.  We have learned that the best route when telling the client managers a deadline on the spot is to figure what we think it will take multiply, by 3 for the real amount and then multiply by 1.5 for a nice buffer, looking like wizards and googling.</description>
		<content:encoded><![CDATA[<p>In the programming shop where I work they practice &#8220;The Scotty Principle.&#8221;  Based on the confession of Mr. Scott that he always inflated the amount of time is would take him to get something repaired and then looked like a savior when he got it done early.  We have learned that the best route when telling the client managers a deadline on the spot is to figure what we think it will take multiply, by 3 for the real amount and then multiply by 1.5 for a nice buffer, looking like wizards and googling.</p>
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		<title>By: balaraj</title>
		<link>http://www.blenderguru.com/how-you-do-you-determine-a-realistic-deadline/comment-page-1#comment-1963</link>
		<dc:creator>balaraj</dc:creator>
		<pubDate>Thu, 11 Mar 2010 16:54:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.blenderguru.com/?p=935#comment-1963</guid>
		<description>I want to start to learn 3D
thanking you</description>
		<content:encoded><![CDATA[<p>I want to start to learn 3D<br />
thanking you</p>
]]></content:encoded>
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		<title>By: DarkCellar</title>
		<link>http://www.blenderguru.com/how-you-do-you-determine-a-realistic-deadline/comment-page-1#comment-1962</link>
		<dc:creator>DarkCellar</dc:creator>
		<pubDate>Wed, 10 Mar 2010 19:34:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.blenderguru.com/?p=935#comment-1962</guid>
		<description>I definitely agree that you have to include extra time to deal with uncertainty.

One way is to take the task list and estimate time for each one, and your level of certainty (as a percentage) in the estimate. If the certainty is too low, say below 65%, then break that task down into smaller parts and estimate for each. That way you can find where your uncertainty is.

-Mitch</description>
		<content:encoded><![CDATA[<p>I definitely agree that you have to include extra time to deal with uncertainty.</p>
<p>One way is to take the task list and estimate time for each one, and your level of certainty (as a percentage) in the estimate. If the certainty is too low, say below 65%, then break that task down into smaller parts and estimate for each. That way you can find where your uncertainty is.</p>
<p>-Mitch</p>
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		<title>By: Mike</title>
		<link>http://www.blenderguru.com/how-you-do-you-determine-a-realistic-deadline/comment-page-1#comment-1961</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Wed, 10 Mar 2010 13:12:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.blenderguru.com/?p=935#comment-1961</guid>
		<description>Lately I&#039;ve been limiting my working time to 3 hours a day.
It really focuses you - and you always have lots of sleep.</description>
		<content:encoded><![CDATA[<p>Lately I&#8217;ve been limiting my working time to 3 hours a day.<br />
It really focuses you &#8211; and you always have lots of sleep.</p>
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		<title>By: Craigsnedeker</title>
		<link>http://www.blenderguru.com/how-you-do-you-determine-a-realistic-deadline/comment-page-1#comment-1960</link>
		<dc:creator>Craigsnedeker</dc:creator>
		<pubDate>Wed, 10 Mar 2010 12:42:52 +0000</pubDate>
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		<description>Wow, I never really think of this. I don&#039;t have deadlines for myself, I go-with-the-flow (I work fast, but my clients are dreadfully slow replying to emails, which is unpredictable) lol</description>
		<content:encoded><![CDATA[<p>Wow, I never really think of this. I don&#8217;t have deadlines for myself, I go-with-the-flow (I work fast, but my clients are dreadfully slow replying to emails, which is unpredictable) lol</p>
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		<title>By: Lars Scheithauer</title>
		<link>http://www.blenderguru.com/how-you-do-you-determine-a-realistic-deadline/comment-page-1#comment-1959</link>
		<dc:creator>Lars Scheithauer</dc:creator>
		<pubDate>Wed, 10 Mar 2010 11:34:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.blenderguru.com/?p=935#comment-1959</guid>
		<description>First of all: you can&#039;t. There are certain things that are unpredictable like your problems with blender 2.5, and that won&#039;t change in the future. So it&#039;s important to put in a buffer, that depends on the amount of unpredictable stuff. I generally use 20% buffer in my estimates and add percentages for stuff I don&#039;t know (alpha software: +20%, something you never did before: +30%, etc).

Next most important thing is to break down your project into manageable milestones and actions to reach those. The actions should completable in one workday at best. This allows you to see problems with the deadline a lot in advance and figure out what to do with your client.

Then, use a timetracker to check how much time you actually used. After the project is finished, you have to go over that data again to figure out, where and why your estimate was totally off and how to prevent that in the future. While this task is always annoying, especially when a project went wrong and all you want to do is file it in the archive, you won&#039;t learn anything if you don&#039;t do that step.

Last tip (especially true for artistic work as your field of expertise and perfectionists, which I am, too): use the approach of having milestones, that reflect the state of work from rough to detail. This leaves you with a very good basis in the early stages, does give your clients plenty of time to address issues and communicate changes, and restrains the perfectionist in you to the end of the whole project, where you might have or not have time to give him credit.
This approach does work very well for my students, too. When they miscalculated a project and only finished 1/4th of it to the deadline, the mark will be really bad. But if they used the above approach and only made it to the first milestone, that means they already have something on the whole project and not only on 1/4th. It may not be perfect, but they still made it and thus will get a much better mark.</description>
		<content:encoded><![CDATA[<p>First of all: you can&#8217;t. There are certain things that are unpredictable like your problems with blender 2.5, and that won&#8217;t change in the future. So it&#8217;s important to put in a buffer, that depends on the amount of unpredictable stuff. I generally use 20% buffer in my estimates and add percentages for stuff I don&#8217;t know (alpha software: +20%, something you never did before: +30%, etc).</p>
<p>Next most important thing is to break down your project into manageable milestones and actions to reach those. The actions should completable in one workday at best. This allows you to see problems with the deadline a lot in advance and figure out what to do with your client.</p>
<p>Then, use a timetracker to check how much time you actually used. After the project is finished, you have to go over that data again to figure out, where and why your estimate was totally off and how to prevent that in the future. While this task is always annoying, especially when a project went wrong and all you want to do is file it in the archive, you won&#8217;t learn anything if you don&#8217;t do that step.</p>
<p>Last tip (especially true for artistic work as your field of expertise and perfectionists, which I am, too): use the approach of having milestones, that reflect the state of work from rough to detail. This leaves you with a very good basis in the early stages, does give your clients plenty of time to address issues and communicate changes, and restrains the perfectionist in you to the end of the whole project, where you might have or not have time to give him credit.<br />
This approach does work very well for my students, too. When they miscalculated a project and only finished 1/4th of it to the deadline, the mark will be really bad. But if they used the above approach and only made it to the first milestone, that means they already have something on the whole project and not only on 1/4th. It may not be perfect, but they still made it and thus will get a much better mark.</p>
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		<title>By: Stephs Magic</title>
		<link>http://www.blenderguru.com/how-you-do-you-determine-a-realistic-deadline/comment-page-1#comment-1958</link>
		<dc:creator>Stephs Magic</dc:creator>
		<pubDate>Wed, 10 Mar 2010 09:26:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.blenderguru.com/?p=935#comment-1958</guid>
		<description>TY ! Very inspiring post Andrew (and a great video too). My projects rarely transform from mental storyboards into something more tangible :/ So for my next personal deadline I should probably quadruple my estimate :)</description>
		<content:encoded><![CDATA[<p>TY ! Very inspiring post Andrew (and a great video too). My projects rarely transform from mental storyboards into something more tangible :/ So for my next personal deadline I should probably quadruple my estimate <img src='http://www.blenderguru.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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