Four weeks ago, we set out to do something wild: animate a 10-minute short film in one month.
Spoiler alert: we didn’t make it.
From broken mocap gloves to naked characters, things unraveled fast. Instead of a triumphant finish line, we’re hitting pause, regrouping, and figuring out how to keep this project alive.
Here’s what went wrong — and what we’re doing about it.
What Went Wrong
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Broken Mocap Gloves: Halfway through, our gloves died mid-shoot, killing hand capture across most scenes.
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Character & Location Builds Took Forever: We underestimated how much time goes into set + character design before animation.
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Facial Mocap Bottlenecked: Processing dialogue-heavy scenes on our weakest machine? Huge mistake.
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Wardrobe Delay: We didn’t plan clothing early enough — meaning our characters are still naked placeholders.
What We Learned
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Whiteboxing Saves Time …but you still need a prop design buffer.
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AI Image-to-3D is Amazing …but only if you schedule cleanup time.
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Sync Mocap Early: Running body + face mocap at the same time saved days of work.
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Shot is King: Treat every camera cut as a new shot sequence in Unreal. Duplicate instead of cutting clips — huge workflow win.
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Prep is Key: We need at least one pre-animation week dedicated to characters and wardrobe.
What’s Next
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Weekly Goals, Not Big Deadlines: No more “finish in a month” crunches. Smaller goals = less burnout.
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Keep Animating Without Gloves: While they’re being repaired, we’ll keep animating. Later, we’ll do mocap pickups or reshoot if needed.
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Refine AI Workflows: Our tests showed limitations — we’ll need character LoRAs, fewer extreme close-ups, and steadier cameras.
The Bigger Picture
We may have failed the one-month challenge, but the bigger goal hasn’t changed: finish this film, no matter how long it takes.
Building a two-person micro studio in public means failing in public, too. But every failure gives us data, lessons, and better workflows for the next push.