Hey, Animators!
I wanted to share a great breakdown of how photogrammetry and 3D scanning have evolved from experimental tech to a core part of VFX and animation workflows.
Watch it here: https://www.youtube.com/watch?v=VJk0Ddbcr1U
The video walks through the evolution of scanning in film, from early laser rigs in the 1980s to the highly refined photogrammetry workflows used today. It explains how the shift from crude experiments to fully integrated production pipelines happened once digital cameras improved and software like RealityCapture and Metashape made processing faster and more accessible. The breakdown follows how scanning is now used to capture everything from full locations and sets to actors, stunt performers, props, costumes, and even vehicles or animals — creating accurate digital doubles that can be rigged, animated, or used for set extensions and virtual production. It touches on cleanup realities like dense meshes, retopology, and texture correction, and explores how photogrammetry and LiDAR complement each other to create detailed digital twins. The video also links these developments to virtual production workflows such as The Mandalorian, and parallels the rise of photogrammetry in AAA game development, where scan-based assets now flow between real-time engines and film pipelines. Finally, it discusses how the technology has not replaced modelers, but instead reshaped their work toward optimization, design, and stylization over pure sculpting.
I would love to hear from the Animation Lounge:
- Have you used photogrammetry or 3D scanning in your own animation projects, even on a small scale with DIY tools or phone apps?
- How do you balance scanned realism with stylized design, especially if your work leans more graphic or cartoony?
- If you are working indie, what part of your pipeline would benefit most from scan data: environments, props, background crowds, or something else?
- Do you see photogrammetry as a must-know tool for the next few years, or more of a “nice to have” depending on project scale?
If you have examples from your own projects, feel free to drop frames, breakdowns, or tool recommendations in the comments.
I see photogrammetry being a must-know tool for big-budget projects, Ashley Renee Smith. Avengers, Star Wars, Spider-Man, etc.
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Ashley Renee Smith Thanks for sharing. This is my first time hearing about Photogrammetry. I'll have to find out from our animation team if they are familiar with it.
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Great questions Ashley Renee Smith. I’m familiar with Fusion 360 for 3D mechanics, and I’ve seen a lot of people using similar workflows in car and product design for games. Working with it has really helped me create new inventions and think through details more clearly. I honestly think VFX and production companies are going to benefit from tools like this drastically in the future. As pipelines get more integrated, studios and production teams may end up relying on this kind of 3D design more than we expect.