Teaching 3DSR2
21-Jul-95 15:13:12
Sb: #181303-Teaching 3DSR2
Fm: EDWARD HARVEY 75533,3303
To: Ted Boardman 71022,3001
<< One point, however, is that I think Paul is really getting ready to do some
training as opposed to education. Major difference, because of the time
constraints and if someone comes in for training and you show them Nightmare
before Christmas, you're apt to be in trouble<g>.
About 30 seconds of N B C, again and again. I agree on the difference between
training and education. Education enables us to train ourselves or make much
better use of training. It sounds like, in this situation, the time constraints
and the expectations of the school dictate a tools based approach.
My general point is that students mistake what tools can do for them. At one
end of the scale theyve seen commercials and shows where one keystroke
produces a moving 3d animation ( which key IS that ) and imagine that buying
the software will solve their problems. At the other end they may be expert at
software and systems but fail to note that the goal is communication of an idea
rather than the display of techinical virtuosity. Even if a course must be
tools oriented and focused on technical solutions I would still make students
aware of the limits of that approach and suggest ways for the motivated among
them to gain a deeper understanding of effective communication with light,
sound and time. Ive told more than a few students who were expert with
photoshop, but know little about what makes images work, that just because
youve got a nail gun instead of a hammer dosnt mean you know how to frame a
house.
<< How would you approach training in the thinking process if it were
compressed into a 16-24 hr session?
Its definitly difficult. I have the luxury of 68 hour semesters with lots of
home work on top of that. Heres my approach to thinking in any studio class.
Grossly simplified but effective. Divide thinking into two kinds: Analysis and
Idea Production.
Analysis is based on learning a specific vocabulary ( which would be
different for cooking, film, still images etc ) and using that vocabulary to
describe the mechanics of a piece, why it works or why it dosnt. For example I
can use the vocabulary of color ( color contrasts, value, saturation,
atmospheric perspective etc ) to explain why some of the architectual examples
in the R3 manual and Inside 3ds look so lame and why others ( most of them )
are so effective. I described some of the practice for analysis of film in the
previous message.
Idea Production or Design Thinking training is based on a simple flow chart:
Definition (what are you trying to do, get across). Visualization of
alternatives ( different solutions) and variations on each alternative. Test
the solutions (tests are economic, time, tech constraints; does this solution
communicate the definition effectivly etc.) and focus on a solution for the
project or some aspect of the project. We all do this process in an intuitive
way if we are effective designers. Students however tend to settle for the
first solution they devise so explicit practice helps them a lot.
Heres an example of this process embodied in a drawing project. Most drawing
students dont pay much attention to composition, they dont control the
compositions of their drawings but just end up with something. 1) They do 9
thumnail sketches of a stuffed eagle from different positions ( the eagle is
rotated every 5 min ) these are alternatives. 2) using L shaped pieces of paper
they define 3 compositions, close up, far, etc for each sketch (after the
composition lecture).These are variations. They test the 27 choices for
effectiveness of composition in discussion using composition vocab learned in
the analysis section. Focus on the solution and execute a finished full sized
drawing. Students do both kinds of thinking as well as learning several
specific drawing techniques.
To answer your question how would I teach thinking in a limited time, I would
try to come up with projects that, like the above, teach both technique and
thinking in a compact efficient manner. Unfortunatly this is a difficult
creative process in itself that may not be worth it or possible unless one is
teaching on a fairly regular basis.
<< One thing I always do is have students watch videos (at home) and count the
number of seconds any scene stays up before a cut. They are usually very
surprised.
Good idea. Students are usually very bad at pacing. You are forcing them to
pay attention to the form rather than the content which is the basis of
analysis.
<< Where do you teach, Ed.
Im fine arts dept chair at Allan Hancock College in Santa Maria CA. My love is
the animation program which is traditional (cel and clay etc) because we are
poor ( my home stuff is way better than the schools ) Ive had a lot of success
getting students into the Cal Arts character program and now lots of them are
at Disney, Hanna B ,Turner ,games outfits etc. I would like to set up a 3ds
program and I do teach independent projects computer animation for students
with their own setups. To me the big challenge is to get the same fluid vital
character movement thats possible with drawing in computer animation. Although
motion capture works for many tasks it has the same limitations as old style
rotoscoping in cel animation.
Thanks for listening
Ed