Recently I was part of an interesting discussion about doing things the “correct” way in a VFX production pipeline. Specifically, we were talking about scene scale and relative object scale. In general it is a good idea to build geometry to “correct” scale and to build scene environments to “correct” scale so that for any given situation, any arbitrary object will just drop into any arbitrary scene and fit without puzzling over math and doing research to check real scales and make adjustments.
Troubleshooting is a critical primary skill in digital media, including 3d animation and visual effects. It is critical because so much can go so wrong so quickly. ‘Primary’ because things often do go wrong and it’s up to us as animation / visual effects artists and technical directors to sort out the problems and fix them.
These rules are for crew submitting to VFX dailies, not for the people running them. The people running dailies already know better and don’t need a lecture about it. Unfortunately junior artists are almost never given a talk about how/what/when/where to submit work to dailies and it takes them years to figure out on their own. This is not only sad, but expensive.