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    <title>Aniwala Studios</title>
    <link>https://aniwala.com/blog/</link>
    <description>Aniwala is an animation studio producing 2D, 3D, VFX and game art.</description>
    <language>en-IN</language>
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      <title>Putting a cartoon in a real room: what Coyote vs. Acme gets right</title>
      <link>https://aniwala.com/blog/coyote-vs-acme-cartoon-in-live-action/</link>
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      <pubDate>Sat, 26 Sep 2026 00:00:00 GMT</pubDate>
      <category>Craft</category>
      <description>Coyote vs. Acme just passed $100M. Here is what it takes to put a cartoon character into live-action footage — on set, in comp, and for a brand.</description>
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      <title>Approve the blocking, not the render</title>
      <link>https://aniwala.com/blog/approve-the-blocking-not-the-render/</link>
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      <pubDate>Wed, 12 Aug 2026 00:00:00 GMT</pubDate>
      <category>Craft</category>
      <description>The most expensive note in animation is a performance note given after lighting. Here is why we lock acting at stepped keys, and what that costs you if we do not.</description>
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      <title>Texel density is a design decision, not a technical one</title>
      <link>https://aniwala.com/blog/texel-density-is-a-design-decision/</link>
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      <pubDate>Tue, 28 Jul 2026 00:00:00 GMT</pubDate>
      <category>Pipeline</category>
      <description>Deciding how many pixels per centimetre your world gets is an art-direction call disguised as a spreadsheet. Get it wrong and no amount of texturing skill will save the look.</description>
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      <title>The animatic is the cheapest edit you will ever make</title>
      <link>https://aniwala.com/blog/the-animatic-is-the-cheapest-edit/</link>
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      <pubDate>Thu, 09 Jul 2026 00:00:00 GMT</pubDate>
      <category>Craft</category>
      <description>Every problem an animatic exposes costs a morning. The same problem found in animation costs a fortnight. Yet it is the stage clients most often ask to skip.</description>
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      <title>What VFX needs from your shoot — the one-page list</title>
      <link>https://aniwala.com/blog/what-vfx-needs-from-your-shoot/</link>
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      <pubDate>Thu, 18 Jun 2026 00:00:00 GMT</pubDate>
      <category>Pipeline</category>
      <description>Five minutes on set saves five days in post. A practical list of what to capture, why each item matters, and what it costs us when you cannot get it.</description>
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      <title>Rigged or frame-by-frame: how to decide in ten minutes</title>
      <link>https://aniwala.com/blog/rigged-or-frame-by-frame/</link>
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      <pubDate>Wed, 27 May 2026 00:00:00 GMT</pubDate>
      <category>Craft</category>
      <description>The 2D technique question is really a question about volume and revision. A short decision guide, and the honest trade you make either way.</description>
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      <title>We quote in shots, not days</title>
      <link>https://aniwala.com/blog/we-quote-in-shots-not-days/</link>
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      <pubDate>Thu, 30 Apr 2026 00:00:00 GMT</pubDate>
      <category>Studio</category>
      <description>A day rate tells you what we cost. A shot count tells you what the project costs, and what happens to the number when the brief changes. Only one of those is useful.</description>
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      <title>Real-time is not a shortcut</title>
      <link>https://aniwala.com/blog/real-time-is-not-a-shortcut/</link>
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      <pubDate>Thu, 19 Mar 2026 00:00:00 GMT</pubDate>
      <category>Industry</category>
      <description>Unreal removes the render queue. It does not remove the work — it moves it earlier, into decisions you used to be able to defer. That trade is often worth making, but only if you know you are making it.</description>
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