going rate for animation

Either way. Sometimes a per project basis... sometimes a per minute rate... depends on the studio and the project at hand.

Are you starting your own animation studio or looking for services?
 
Either way. Sometimes a per project basis... sometimes a per minute rate... depends on the studio and the project at hand.

Are you starting your own animation studio or looking for services?

I'd like to offer it as an add on service. Don't know what to charge though. I've heard 30 bucks per second. Is that in the ballpark?
 
$30/sec is a little too cheap, IMO. It really depends on the quality of your work.

What he said. If they are wanting something simple like a rotating logo or text, it would be fairly cheap, 90 bucks for 3-5 seconds. If they are wanting something that involves modeling to any real degree, something with more than 6-10 hours on it, then you begin to break things down into the process. 30-45 dollars at the very least for modeling, same for texturing, lighting, and animating. You also charge for render time, though not as much as the rest, but including test renders, tweaks, more tests and final output.

If they are wanting something with dynamics or particles, the price would be even higher per hour. If they want something photo realistic, then you are talking at least 200+ per hour.

My use of 3D pales in comparison to most here, but on the few occasions I have been asked to produce something from 3D I wouldn't even consider it if it was less than 300. Spending 10 hours even on a simple scene and models is very short, and that comes out to 30 an hour, something very, very cheap.

I charge more than that for anything more than mid range mograph work.

Whatever you do, don't undercharge. People will think your work is sub par. Better to start with something that may seem exceedingly high dollar and allow yourslef to be bargained down.

Also, providing the client with a complete breakdown of all the steps in the process, projected time for each, and then attaching a dollar value will land you more money.
 
What he said. If they are wanting something simple like a rotating logo or text, it would be fairly cheap, 90 bucks for 3-5 seconds. If they are wanting something that involves modeling to any real degree, something with more than 6-10 hours on it, then you begin to break things down into the process. 30-45 dollars at the very least for modeling, same for texturing, lighting, and animating. You also charge for render time, though not as much as the rest, but including test renders, tweaks, more tests and final output.

If they are wanting something with dynamics or particles, the price would be even higher per hour. If they want something photo realistic, then you are talking at least 200+ per hour.

My use of 3D pales in comparison to most here, but on the few occasions I have been asked to produce something from 3D I wouldn't even consider it if it was less than 300. Spending 10 hours even on a simple scene and models is very short, and that comes out to 30 an hour, something very, very cheap.

I charge more than that for anything more than mid range mograph work.

Whatever you do, don't undercharge. People will think your work is sub par. Better to start with something that may seem exceedingly high dollar and allow yourslef to be bargained down.

Also, providing the client with a complete breakdown of all the steps in the process, projected time for each, and then attaching a dollar value will land you more money.

Are you talking rate per hour of labor or second of animation?
 
Hi,

This totally depends on your experience and the job you're considering. If you're just starting out in 3D, don't expect to get "the going rate" until you have a decent portfolio / demo reel, and you have some clients and references under your belt. Start small, even do some jobs for free if you have to for the experience and client reference(s).

If you're working locally (as opposed to getting a gig online, etc.) you have to be mindful of the going rate in your area - otherwise you run the risk of pricing yourself out of the job. People in New York are surely getting a better rate than people in rural New Hampshire, as an example (I live in rural PA..).

In short, there is no set number I can give you - it's all based on the above. In time, you'll know when you're selling yourself short and when you're asking too much. All comes with time and experience - but asking around is good way to start as well.

hth-

- craig
 
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hmm...its not that simple...it depends on skill level and the kind of work you do.

Can you do everything? Model, texture, light and animate?

In los angeles rates for a generalist can go from 1k-5k a week...it all depends on your skill level.
 
This is a topic I have been struggling with myself.
At this time I am looking at it like this but that link did look good.
I have broken it up based on its complexity.
If its a primitive its a simple low end value.
For example a primitive with detail like a basketball is round but if you use a image its a primitive but if you take the time to indent the darker areas and add a bump look then its complex witch has a higher value.
Then you have the advance object. This is a complex with more changes that require an advanced knowledge and skill that make the model more real or takes a longer time do to its complexity.
Scenes are the same way if all you have is a scene with a box with no changes in the scene its a Basic some light changes and camra settings
but just basic changes are a lower value.
A scene that is complex with motion and IK setup basic weight map with camra and light settings setup to look more realistic. This would also cover basic Hypervox, basic partical emiters, basic fabric, and any other basic Dynamics

Next is advanced. This scene covers a more complex level of Light changes and camra settings and the Render passes and quality. A scene setup that looks realistic. This would also cover a more complex Hypervox, partical emiter, IK/IKBooster, More complex weight map, BVH (Motion Capture Files), Endomorphs, fabric, and other Dynamics. This level of end result is a high end value. Even if the model was a basic model the value of the scene using the basic primitive but uses a more complex Hypervox water look lets say. This would not lower the value of the complexity of the scene.

I don't like talking money but if at any stage a model or scene need changes that is a extra fix chanrge and again depending on how complex the scene is will deturmen the fix charge. Remember you have a skill that you went to school spend money took your time to learn it you have to see it like they want this skill level the value of each skill needed has to have a value. If they want a model from Poser brought in to Max, lightwave, ext... Your skill of knowing how to make that work has a charge. I have to also say if you are working with BVH (Motion Capture Files), this no mater how simple it looks is an Advanced setup.
Any fixes is a high end Advanced fix.

Per project/scene/model

Basic $50~$200
complex $300~$700
Advanced $800~1,500

Fixes Basic $50~100
fixes complex $150~$300
fixes Advanced $300~$800

I may be doing this wrong but it depends on skill level and the kind of work you do. If some one has a better idea let me know. Some go by the sec others go by the scene. Some baced on the project. $25/ hr sounds good but some times it takes a days just to find the best way to go with the project then to find that way wont work. Then later find a even more complex way that will only work. Should they expect to cover for the time it will take for you to find the way to do something.
 
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