Producers never will realize that spending a little extra up front will
save them a TON later.  I've got a client I've worked with for 6 years &
I've tried to convince them of various ideas I've got on streamlining
things.  In 6 years, they've never even considered it once.

Sadly deadlines are almost always so tight there's no time to do any R&D
either, so everything ends up as a one-off project that never gets
revisited.

-Paul






On Thu, Apr 25, 2013 at 4:44 PM, Andy Moorer <[email protected]> wrote:

> It sounds reasonable to me, if a bit old-school. But there's nothing wrong
> with old-school!
>
> A more procedural approach might be to animate the connectors, perhaps as
> a particle system, and then to extrude strand trails behind them as the
> cords. The nice thing about this kind of approach is that it's scalable, if
> you might need to increase the number of cables to some ludicrous number
> it's easy, same goes for making changes to the connector models and the
> like. You can also set things up to maintain a relationship between the
> product and the strands in the event the product must move etc... if the
> requirements change you have room to extend the behavior without having to
> scrap your whole approach.
>
> How much effort you put into doing that kind of setup would depend I
> suppose on your gut-take on whether you will see a lot of client changes or
> whether you anticipate more jobs with this gag in the future, and of course
> how much time you're allowed. Too often we have to just do whatever seems
> fastest at the moment.... :/ I wonder if producers realize how often
> pushing for things to be done super fast keeps artists from that little
> change that makes things cross over from ok to spectacular...
>

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