#Teaching 3DSR2
14 messages in this thread
"Make $10,000 a week from home!" Great lead-in for an ad, huh? <g>
I have been approached to teach a beginning 3-D class at a local
tech school. Is there a contact person at Autodesk (or a forumite)
with whom I can correspond about the various issues that will go
along with the job? I'm thinking about recommended curriculums,
texts, 3DS Release 2 issues, etc.
I am also looking for an official-sounding blurb about why they
should offer 3DS training instead of another package. I have my own
arguments, but it would be nice to have Autodesk PR rolling behind
me. <g>
Hi Paul:
It might be helpful to let us know what versions of software you're using, as
well as the age group, etc.
If you're using AutoCAD R12, I might recommend Terrence Shumaker's "AutoCAD
and it's Applications" text. The 3D coverage is decent, but it is an
overwhelming book since it covers all topics. For 3DS texts, one of the bests
is "Inside 3D Studio" by Steve Elliot (now documentation manager for 3DS at
Autodesk) as well as several other authors. Nancy Fulton's book "3D Studio
Applied" is also good in the classroom I'm told.
Good luck! Is the $10,000 price for real? <g>
-KLF
>> It might be helpful to let us know what versions of software you're using,
as well as the age group, etc. <<
Who's "us"? UNH, or the forum in general? 🙂 I'm assuming it will be
the educational version of 3DSR2. I'm not really qualified to teach anything
but 3DS (and how to make orthodontic retainers <g>). I believe the school will
most likely go 3DS, but I can't be sure until further discussion. They already
teach AutoCAD.
I have "Inside 3D Studio R3", yes, a great book, considering using it.
Kinda concerned about inconsistencies with R2 features though. Would prefer
assigning Inside 3DSR4, in case anyone wants to purchase the full-blown baby.
I haven't seen "3D Studio Applied" yet.
Wondering if there is anything out there specific to R2, and/or if anyone
has any tried and true session plans, tutorials, and such.
Paul S.
Paul
I don't believe anything has been written specifically as a r2 teaching aid.
What is the class duration and what age level?
It would probably be effective to go in each day and introduce them
to a basic concept, Object/Element/Face/Vertex relationship, for
instance. Then give them a couple of ideas of how the concept might
be applied, i.e, create a mouses' head illustrating the concept.
Encourage them to be creative and come up with the "tutorial". You'll
be amazed at the results.
Make 'em think!!
-Ted Boardman
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The class would be at a local tech school, two nights a week for about 2
1/2 hours each night, for about 9 weeks. Best guess for ages is 19-35. Most
students will have been involved in some AutoCAD classes, taking part in a
drafting program. A few might be from a commercial art program.
>> It would probably be effective to go in each day and introduce them to a
basic
>> concept, Object/Element/Face/Vertex relationship, for instance.
Good idea! I definitely was planning to approach each module a bit
seperately, then integrate their use for a simple project
(Shaper->Lofter->Editor->Keyframer) before getting more complicated. Also want
to get them creating images right away.
What would you think of assigning "Inside 3D Studio R4" as required
reading, and as a source for homework if necessary? They'll be using R2, I'm
sure.
Paul S.
>> two nights a week for about 2 1/2 hours each night, for about 9 weeks. <<
Oh Ok, that's a little different approach, I think.
In a nutshell here's how I cover a basic 4 x 8hr class for adults:
Day1-Intro to modules, 2D Shaper, basic 3D Lofter, Video/print/hardware
discussions
Day2-More Shaper/Lofter work, Deform options, thorough
Object/Element/Face/Vertex and thorough Selection Set exercises.
Day3-3DEditor, Lights/cameras, storyboarding, Materials Editor, very basic
Keyframer
Day4-Video post discussion and work on a project, singlely or teams of 2's.
The project I use these days is a pinball machine and some of the previous
days exercises create some of the parts. The last day is to give them time to
think about what's been covered and to try to apply it, because I keep them
very busy on the first 3 days. There is a lot covered (and a lot more left
out), but I cover important concepts that will real work easier.
I then send them home to do the tutorials<g>
I try to avoid too much tutorial work in class, because I feel they can do
that on their own time.
Inside 3DS would be great as a class reference and 3DS Applied by Nancy Fulton
or Michele Bousquets books might be better if you need tutorial material.
When does the class start?
Later
-Ted Boardman
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Thanks for the syllabus. Classes start in early September. They
haven't offered me the job yet, and I'm not totally sure what they
want. If they are looking for an ACAD->3DS expert (which would make
sense), it ain't me. I have an associate who is an ACAD whiz, who
handles the front end of architectural projects, then passes them to
me for added photorealism and other 3DS magic.
As far as doing the tutorials at home, I'm not sure how many
students have a computer, let alone a decent one. They appear to
lock up the computer lab in the evenings too…?
Say, how do you present material? Specifically, how do you project your
computer screen to show what you're doing? Or does everyone crowd around you?
<g>
I'm really just searching for ideas and pitfalls at this point, to be
better prepared should it become a reality. Thanks for all of your help.
Paul S.
The fact you know 3DS well and have minimum background in Acad could be seen as
an advantage<G>.
Each program is very different, as you know, and students should concentrate
on 3DS in a 3DS class. DXF import and a discussion of face normals/vertex
welding is about all I ever have time for.
You're probably right about many students not having computers at home and
won't be able to do the tutorials after the class is over. In that case, they
probably won't remember anything you teach them a week after the class.
I'm presuming the class is being offered by the school as training or an
introductory overview of 3DS, in 9 weeks it can't be seen as education?
If it's professional training, then it's up to the students to follow through
and apply what they've learned. If it's an overview, then they've gotten a good
one.
My training sessions are in two very good Authorized Training Centers,
Wentworth Institute in Boston, and University of New Hampshire in Durham, NH
and both labs are exceptional with high quality 3 beam projection systems.
For small groups at some private training, I use either a 35" monitor or a
high quality overhead projection LCD plate. The 35" monitor is best and can be
rented at a video house.
The students have to be able to see you work on screen, otherwise too much
time is spent moving around.
Hope that helps some.
Good luck
-Ted Boardman
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>> Hope that helps some. <<
Sure does! Thanks.
Paul S.
Paul
I teach animation and the struggle for many students in both traditional and
computer animation is to think cinamatically. Its like silkscreen students who
become so focused on screens, inks and masks that they loose sight of the
fundamentals of color and composition.There is so much detail in learning the
tools in 3ds that overall concepts of lighting, staging, timing which apply to
all film/video can be ignored by students who see the leaves, sometimes the
trees but not the forest.
What I do is require students to develope a basic vocabulary of lighting,
composition, camera angle etc (available in film texts ) and use this
vocabulary in analizing segments of tv commercials, movies, animation etc.
Nightmare before christmas works well because its dense in filmic terms
compared to live action stuff. Non animation is good so they realize the
commonalities in all film/video. Anyway first I model analysis for them,
showing something over and over, then they do in in discussion groups, then
they do written ones on their own. Eventually they are analizing their own work
and others in the class. This gives them the means to solve problems of clear
and exciting communication in their work as well as technical problems. Ive
come to the conclusion after 17 years of teaching that techniques and tools are
necessary but subordinate to thinking process.
Hope this helps
Ed
>> Ive come to the conclusion after 17 years of teaching that techniques and
tools
>> are necessary but subordinate to thinking process.
Right on! Thanks for the insights. I would really love to do this up
right, with much more of an artistic and open-eyed approach… but
unfortunately it is a tech school, and I assume they are less interested in my
teaching what works and why than in getting their graduates jobs in
architectural firms. I assume they'll want straightforward How To's instead of
a cinematic wonderland. <g>
Paul S.
>> techniques and tools are necessary but subordinate to thinking process. <<
Ed
Sounds like very interesting classes!
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>.
How would you approach training in the thinking process if it were compressed
into a 16-24 hr session?
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.
Where do you teach, Ed.
Thanks
-Ted Boardman
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<< 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
>> Thanks for listening <<
Believe me, Ed, it's my pleasure. I'm going to digest this and would like to
continue the discussion.
I'd really like to be able to come up with some consise exercises which would
illustrate the Analysis and Idea Production concept in a short training
session. Not to educate the student, but to get them thinking with that side of
the brain. I need to keep the other side focused for the mechanics of 3DS<g>.
Thanks again
-Ted Boardman
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