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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 21 4:30 pm)



Subject: rates for Poser work?


TheOwl ( ) posted Fri, 24 July 2009 at 1:31 AM · edited Tue, 21 January 2025 at 6:42 PM

If I will offer my services for Poser animation and scene setup, I was thinking how can I put a price on it?

Should I charge by the hour or per project or per item? What's better?

Passion is anger and love combined. So if it looks angry, give it some love!


Acadia ( ) posted Fri, 24 July 2009 at 7:24 AM

Check out this thread for some advice on pricing.

http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2716102

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



CaptainJack1 ( ) posted Fri, 24 July 2009 at 9:11 AM

I'm not sure how it would work with your market and this kind of work, but maybe this would be helpful. When I was doing private software consulting, this is what worked for me: I charged by the hour for my work, plus unusual expenses (travel, mostly, when it came up). I tried to imagine everything I might have to do that would cost me money, and figured it into either my hourly rate or listed it as an expensable item. Don't forget about software upgrades, new hardware you might need, and taxes you might have to pay; I didn't take enough of that into account my first year, and it hurt my wallet.

I always gave an estimate before hand, which included a detailed description of the work I was going to do. I didn't charge for making the estimates up front, but I did include the time in the back end, because most of the work that went into creating samples for the estimate could be used on the project. I did everything I could to try to guess what they might need, and had as many conversations with them as I could to make sure that I was clear on not only what they were asking for, but what all the stumbling blocks along the way might be so they would be surprised as little as possible.

Before I started the work, I got a signed agreement in place that said that I'd be doing the work described in the design document only, and that changes and additions would be extra.

When the changes came (they always come; people who can't do the work themselves are usually terrible at visualising what you're going to do for them) I would always take a step back and ask myself if this was a fix for something we agreed on, or if it was something different. If it was different, I'd tell them that I'd have to write another design for those changes (which I wouldn't bill them for unless they approved it) and then I'd do the whole design-estimate-work process again.

If they were concerned about paying for changes (which was usually) I got the design document back out, and discussed with them what we had agreed on, and matched what they were seeing with what we had on paper, and helped them understand how what they were now asking for was different. I was always very careful to give them all the time they needed for the idea to sink in, and I never argued with them about it. I was just quietly stubborn, and waited them out. People need time to realize they made a mistake in approving designs they didn't understand, and find a way to save face.

If something didn't work the way the design document said it should, I always fixed it right away for no charge. I tried to do as much testing up front as I could, but I always made fixes top priority.

That all amounted to a lot of extra work doing stuff that I wasn't interested in; I wanted to be writing code, not banging away at the word processor. However, I had very happy customers who never complained about what I charged, even though I cost more than some of the "other guys".

😄


MistyLaraCarrara ( ) posted Fri, 24 July 2009 at 3:02 PM

I was just imagining if Neal Peart came up to me and said,
"Misty -  Geddy, Alex, and I, want you to create the cgi animation for 2112."  aaahhh joyy.



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