Prepare the project
The rendered result depends on the correct configuration of the project file. To avoid errors and unnecessary expenses, carefully read the recommendations for each software that you used for your project. Lacrimas Farm is not responsible for the result of the project rendered without appropriate configuration.
C4D
Houdini
Blender
Maya
3d Max
Select the software in which you created your project, and in the list below you will find solutions to the most common errors:
After Effects
1. Naming and project structure
All files and folders of the project must be named in Latin characters, without special characters and without spaces.
As_separator_use
_underscore.

Correct name:
Project_Name_Cam_01.mb
Project_Name_Cam_02.mb
Project_Name_Cam_03.mb

Try to name your project so that each person understands what is in it and what its logic is. Also try to avoid very long paths and heaps of subfolders - brevity is the sister of talent.
2. Collect
Before collecting the project, it is worth optimizing the scene and cleaning it from unnecessary unused garbage that accumulates when the scene is assembled. To do this, go to the File tab and click Optimize Scene Size
In the console, we can track how many empty and unused data blocks were removed from the price.
Next, we open the Hypershade window. Go to the Edit tab and click Delete Unused Nodes
This will remove all unassigned content.

After that, let's make sure that all textures in the project are in place and there are no broken references to textures. This can be done with Windows/General Editors/File Path Editor

(Tips: in order not to constantly click the tabs and not call the parameter through the menu tree, add this parameter to the program shelf. To do this, hold down Ctrl + Shift and click on the parameter with the mouse, the icon of this parameter should appear in the shelf)

If all the textures are in place, you should see green icons in the window. If not, then using this tool, you can not only find the missing textures, but also copy them into a new single directory.
The collection of scenes in Autodesk Maya occurs through the parameter File/Archive Scene
3. Relative paths
A relative path is a path to a file indicating the location of the file relative to which the project scene is located.

Local paths have a full link to the file, linking to the disk on which it is saved. In Autodesk Maya, you don't have to worry too much about this, since when you archive a project, the program automatically copies the root folders into the structure of one project. But in order for such a project to open and the program to understand how to work with it. You need to manually assign this folder as a "project folder" via the Set Project function. Go to the File / Set Project tab and specify the path to the root folder with the project. Where the workspace.mel file will be automatically created (when you archive the project, this file is created automatically)
That is, all relative paths will lead to this file, without tying links to project files to a specific disk.
4. Caching
If you have any kind of simulation or procedural animation in your project. Cloth, Particle, XGen, Volume, Mash, Bfrost. Be sure to save everything as a cache to disk, next to the project. I advise you to read about caching methods in Autodesk Maya on the Internet. Since each of the listed methods of simulation and animation has its own way of displaying caches.
5. Plugins
When using third-party plugins in the project, please provide their full name with the version indication to the manager for installing them on the farm. It is best to copy all plugins and put them in the Plugins folder next to the project.