The work-flow that I use basically goes like this …
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[li] Design the rough set. All of the objects and fixtures that are going to be on the set are divided into separate models, and the (relative path based) directory and library structure is established from the very start. The most important thing now is that everything is “to scale.” The fellow who’s going to be pushing a wheelbarrow might for now be pushing around a square box … but it’s the right size, and so is he. [] Dream up some action and make it happen. Rig up all kinds of camera-setups to record it. Shoot film… lots of it… using the “preview animation” button at the bottom of the 3D window. Shoot lots more than you need. Splurge. It’s cheap and fast. [] Ruthlessly edit that film until you’ve got a complete rough-cut. When satisfied, start pulling-off frame numbers to compose your shot list. Now you know exactly what you do need, and you have not wasted a lot of time on what you don’t. [] Construct Blend-files for each of these shots. They’ll link to the preview blends from which they were taken. You can also use “scenes” here. [] Construct more-refined models and drop them in place of the stand-ins. Generate the shots in which they appear and drop those into the rough-cuts. Gradually add detail. Anything that does not actually appear on screen (and you know by now what does and doesn’t…) is “not there.” Just to be sure, color all the unfinished faces with a bright, garish blue. [] Now for the shot breakdowns! Working shot by shot, each shot is going to be assembled with very heavy use of compositing, such that when one detail is rendered it does not have to be rendered again. Each completed shot is dropped into the rough cut. Of course, it matches perfectly. [] You’ll probably find that those “comps” are going to require some little something extra to be added to them. Just another layer of material; a twist of a noodle knob; another source-file. [*] When everything is finally done, you’ve got one more step which is similar to the “mastering” process in audio: tweaking all of the “mixes” so that everything actually works together seamlessly. [/ul]
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While this process is fairly labor-intensive and requires a lot of attention given to detail, a lot of it can actually be automated using Makefiles and scripts. But anyhow, it’s constantly moving forward. When a render is done, it’s done. That render might be one of a dozen or more in a single shot, but, “it’s done,” such that whatever happens downstream from that is tweaking that can be done in comp.
Where do you spend most of your time? Staring at Final Cut, surrounded by mountains of roughly-rendered stand-in film, “all over the cutting-room floor.”