There seems to be this mis-conception that benefits to small freelancers
are irrelevant to larger teams working on longer schedules and bigger
volumes.

Of course the priorities of a place doing feature animation differ from
those of one producing MMOs, to those of a high end TVC boutique like the
Mill, to those of the individual hopping between 5 members rock-bands doing
30 seconds skits.

That said, there are good reasons, and considerable advantages, that are
shared across fields.

If you look at something like brick-blur in the LEGO movie (objects
becoming a streak made of bricks representing large, real world volume
pixel equivalents past a certain velocity threshold) of course we could
have done it in another app. Parts of it towards the very end of it in fact
are in-house. But you know what? In the end it's practically a full
rendering engine that includes sampling options, bias adjustment and all,
and it was all done in ICE until the brick replacement and injection stage
that represents maybe 20% of the final effect.
Could I have done it in Maya? Yeah, I could, but for the same amount of
time I would have had a polished but really slow solution that would have
had mandatory flipbooks, instead of a 60fps brixel rendering engine running
in the viewport for animators to tweak in real time with controls
indistinguishable from the rig's own controls.
Could I have got it to run to 60fps in Maya? Again, probably yes, but I
would have had to manually and painfully write, tweak and debug some fairly
involved thread management, instead of being able to simply re-commit an
ICE graph that transparently updated for animators, and focus instead on
the creative challenges of nailing the effect.

In the end ICE was preferred to both Houdini and custom solutions that we
had plenty knowledge and fire power to deal with had the need arisen. These
things add up, and they add up to the reason why Softimage has survived in
the rare film shop so long despite the added challenges of adopting a non
mainstream software.

I've seen people genuinely surprised when they learnt that all the animals
in Life of Pi were handled by three riggers and one supervisor. Normally
that quality and amount of work would require more than double that crew if
you look at most credit rolls.
Well, Walking with dinosaurs was done with an average staff of 3.5 riggers
and one supervisor for its duration, and it had close to 20 unique species
and dozens and dozens of rigs once variations and ages are considered, with
10 unique hero characters, and that's for a department that also took care
of a lot of conceptual work, creative iterations, simulations, and was
later migrated to take care of character FX. I think by the end of the
project the whole rigging department hadn't made it to the 100 hours of
overtime mark, and that's several people over two years.

What do those have in common? Neither used Maya for rigging (Pi was Voodoo,
not Soft, just in case people don't know) :p
Had we used Maya several hundred hours worth of RnD and asset triage would
have been added to the bid, and the team would have probably have had to be
close to twice the size.

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