Teaching Animation

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FCSnow
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Teaching Animation

Post by FCSnow »

I think I may need some help, because I may be in deep DOODOO!

I have enthusiasticly jumped at an opportunity to teach a bunch of kids (3rd graders up to young adults) how to make animated cartoons. The plan is for them each to produce a 1 minute cartoon about a year from now.

I am full of knowledge about my subject. But I am having trouble organizing my thoughts, what topics are important and what order they should be presented. You would think if a person could make a cartoon then teaching it wouldn't be a problem. But it is! I never taught anything to a group, let alone a bunch of kids (a really tough audience). I can't just show them a bunch of cartoons and say, "Go forth and do likewise."

I have some ideas how I should do it, but would like some input from those who may done this before or ideas form those who just want to help me out of this muck I found myself in.

All suggestings will be duly noted and appreciated. There is nothing worse than a disappointed look on a 3rd graders face. I really would like this to work as scary as it may seem now.

Software and materials are not important, it's the lesson plan that I need.

Floyd
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Never Suceeds Like Dump Luck.
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mkelley
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Post by mkelley »

You're discovering the great truth about teaching -- it's not whether you know your subject, it's whether you know how to teach. A teacher can teach anything, whether they are conversant in it or not. Someone who is an expert in something may *never* be able to teach it.

The experts here will provide specific advice for you, but my advice is on the far more important topic of actually teaching. Even with a terrific lesson plan you won't get anywhere unless you learn how to teach. I've been teaching for 40 years and I'm *still* learning (another great precept -- you'll learn far more than you'll actually teach. Amazing, but true -- in the course of teaching these 3rd graders you'll actually experience more personal growth than they will).

There's no substitute for practice, so if you are married or have a significant other my strong advice would be to practice on them. No matter how prepared you think you might be this will be an eye-opening experience for you and you will definitely revise whatever it is you've planned. Just remember to be flexible.

Teaching is communication, so be sure you practice actually communicating with your target audience. If you have friends with children practice interacting with them. Ask a lot of questions -- ask them what *they* would like to learn, what interests *them*, etc. Once again, it will be an amazing experience for you to realize what you might find worthwhile is not valued at all, and what you think is meaningless is of great value.

And I would *definitely* get a book on learning to teach -- this one is getting good reviews:

http://www.amazon.com/Rookie-Teaching-D ... 292&sr=8-1

Trust me -- learning to teach is the key here (and now the good news -- it's the most rewarding job you can ever work at in your life).
human
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Post by human »

FCSnow wrote, "But I am having trouble organizing my thoughts, what topics are important and what order they should be presented."

I don't have mkelly's experience as a teacher, but a few thoughts come to mind:

(1) Don't try to teach drawing AND animation--you need to focus only on animating. I suspect the best thing would be to animate bitmaps exclusively.

(2) Don't make the common mistake of thinking that because these are young people, and beginners, you can get by with crude, uninspired graphics. Don't assume that they will appreciate the abstract principles of animation even if the art is poor. The reverse is true. It takes a great of maturity to apprehend abstract methods. But to attract the interest of your audience, you will need good graphics.

(3) Keep your plan tight and simple--don't allow for digressions of any kind in your presentation. In my view, this includes not touching the issue of sound. Sound is not animation.

(4) Start by impressing them with the completed animation, and then show them the steps to getting there.

(5) Practice your presentation, as mkelly said.
DarthFurby
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Post by DarthFurby »

I've always been pretty good with kids. My first rule of thumb is talk to them as you would a friend, as equals, do not under any circumstances talk to them as children. They will respect you for it because you will not be like the other adults who talk to them as idiot munchkins. Children, more than anything, do not want to be reminded they are children. "I'm not a kid!" Since you love animation, this already makes you kind of cool anyway. Also be sensitive, but be firm when the time comes or you will be trampled on like a herd of elephants. If they sense weakness, you're toast. Therefore, you're ability to relate with kids is FAR more important than ANY lesson plan, as you will constantly be forced to adjust your approach, in a sense becoming a student of their needs, so be flexible even if you spent weeks working out that curriculum. Be watchful of little clues that can unlock the doors of understanding, because if they're not getting it, you have failed to adjust, but if you know how to speak their language, the doors will open.

As far as lesson plan, the first thing I'd do is show them some of your animations(I've seen your work, you'll be an instant hero) to inspire them, and then have them start out drawing their own characters on paper. This is something all kids can do right off the bat. Then import the artwork into Anime Studio and show them how to bone their drawings. You're probably going to spend a bit of time teaching them how to use bones, so make sure that phase of the lesson plan is solid, because it can easily backfire if you don't know what you're doing. The instant they see their characters moving, you will have their attention, but not for long because they will be having too much fun playing with their digital puppets. Look how cool this is! Awesome! Haha! That kind of instant gratification will give them confidence they can really make an animation, and maybe be as good as you some day. In a sense, Anime Studio is the ideal software for children because the tools are very simple, but can be applied in extremely sophisticated ways. Have them draw backgrounds, and other scene elements like trees, animals, etc. and from that point teach them how to use the necessary tools(stay away from things like actions, stick to stuff that's easy to grasp). Then show them how to build and rig simple vector characters, give them sound effects or background music to play with(hannah montana, pokemon or whatever their favorite music is at the time), teach them how to switch scenes, export their movie, etc, all the things you yourself would need to know to make a basic animation, except delivered in a way that children can digest. Make them write a story, design characters, draw storyboards(maybe call it a comic book), and teach them how to build it all in Anime Studio, and make sure they are HAVING FUN. But most of all, it's about the relationships. If you don't have that, no lesson plan will save you.

Anyway, that's my take on it. Good luck and hope that helped.
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slowtiger
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Post by slowtiger »

When I teach animation to kids, I start with explaining film & frames, that you need a number of frames to fill a certain time, and that the difference in the frames makes the movement. From there on they do it pretty much by themselves. Like most, I let them start with cutouts. Get some video camera and a video grabbing program (like Framethief) and let them do what they want for a start.

Next step would be to let them draw, explain puppets, think of a story, and so on. Everything technically they will learn on the fly. The more they do by themselves, the better.
dm
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Post by dm »

slowtiger wrote:When I teach animation to kids, I start with explaining film & frames, that you need a number of frames to fill a certain time, and that the difference in the frames makes the movement. From there on they do it pretty much by themselves. Like most, I let them start with cutouts. Get some video camera and a video grabbing program (like Framethief) and let them do what they want for a start.

Next step would be to let them draw, explain puppets, think of a story, and so on. Everything technically they will learn on the fly. The more they do by themselves, the better.
I agree. I've [only] done 'quick courses' in animation with neophytes a couple of times now. The concept that a bunch of sequenced pictures makes motion seems to be the main thing to get through. We do stop motion, and flip books, look at Zoetropes, and film strips (physical reality).

Look at this: http://www.animationtoolworks.com/library/library.html Maybe it will give you some ideas. The "Lunchbox" is a nice tool, if you have the budget for it.

-dm
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mkelley
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Post by mkelley »

It's hard to be completely sure, but isn't "the Lunchbox" just a digital capture system?

I'm not saying it might not simplify things for a teacher but I really can't see an advantage in using this versus a much cheaper capture card or other external capture device (which usually come with capture and editing software free).

(I also guess it's big $$$ -- anytime you don't have prices quoted on a website and need to get an email for them you know you're in trouble :>).

But I'm curious -- what does it offer that a capture card and any decent software editing system doesn't?
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mkelley
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Post by mkelley »

Oh, maybe I answered my own question -- further web searching seems to reveal it's also some sort of "stop-motion" capture system. I'd have to check my various capture software to see if that's offered (usually not but I'd be surprised if there isn't at least one package that offers that option).

I wish I had the ability to do stop-motion video capture in my own youth -- I did many a film using film cameras that often didn't have single frame options (and many later that did). Using video would have been SO much more fun (and easier!).

I still think there's cheaper alternatives but doing stop-motion work is very rewarding and I'd love to work with kids doing this (and "The Nightmare Before Christmas" just came out on Blu-ray! Wonderful stop-motion work!).
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mkelley
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Post by mkelley »

Here are some alternatives to The Lunchbox:

This one's free:
http://www.clayanimator.com/english/sto ... mator.html

This has different versions from $70 on up to ridiculous:
http://www.stopmotionpro.com/index.php

Another free one:
http://www.animateclay.com/index.php?na ... e&artid=24

And not only free, but open source:
http://www.mondobeyondo.com/projects/stopmojo/

Combined with a cheap (under $100) capture card or external device and you're good to go. Almost makes me want to get back into doing this (but I'm having too much fun with AS :>).
dm
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Post by dm »

mkelley wrote:Oh, maybe I answered my own question -- further web searching seems to reveal it's also some sort of "stop-motion" capture system. I'd have to check my various capture software to see if that's offered (usually not but I'd be surprised if there isn't at least one package that offers that option).

I wish I had the ability to do stop-motion video capture in my own youth -- I did many a film using film cameras that often didn't have single frame options (and many later that did). Using video would have been SO much more fun (and easier!).

I still think there's cheaper alternatives but doing stop-motion work is very rewarding and I'd love to work with kids doing this (and "The Nightmare Before Christmas" just came out on Blu-ray! Wonderful stop-motion work!).
Lunchbox is a single frame and real time recorder, with step frame and real time playback. I think they're about $3500 (US). You could buy a computer, a web camera, and something like "istopmotion" with a lot more features for a lot less money. You actually have to use it for a couple of days to see the advantages-and making money with it helps a lot too. Not just for stop motion. Even cheaper, don't bother with a computer at all.

Hopefully, Floyd won't worry about the Lunchbox, and just read the stuff that I linked to (which has nothing to do with their product, and everything to do with the teaching part).

-dm
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