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Old 28th December 2007, 02:07   #17 (permalink)
JohnnyRoy
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Join Date: Dec 2007
Location: New York
Posts: 7
Hi Tez,

I just purchased Hexagon 2.2 a few days ago and when I Googled for tutorials, this site was the first hit. I saw your post and couldn't resist replying.

I have gone through the written tutorials that come with Hexagon and they are not very well written. They assume you already know how to use the program. What good is that for someone who just purchased your product? I spent more time searching for the functions than actually modeling. All they had to do was use the icon in the text or simply say "use the Bend tool on the Utilities tab" and it would have been so much easier to follow. Instead I spent hours highlighting each icon on every tool bar to see which one said Bend.

So while I am not a beginner in 3D (I've used Cinema 4D, Carrara, Vue, etc.), as a new user of Hexagon I feel somewhat qualified to tell you what this new user needs.

Quote:
Originally Posted by Tez View Post
If you could choose what tutorial your like to see what would it be, do you prefer writen or video based?
Some people like to read but I prefer video especially for beginners because it is impossible to explain "actions". Showing someone how to create a selection in a video is far easier than trying to write about and and interpret what is written.

Quote:
Originally Posted by Tez View Post
What about audio, would you rather have audio but a bigger file, or just visuals, smaller file. How about video streamed like Veoh video streaming?
For me audio is mandatory. I was lost on the ([Hex 1.2] Video: modelling a water mineral bottle) tutorial because it was silent. I was completely lost. You need audio but MORE IMPORTANTLY you need to explain not only WHAT you are doing by WHY you are doing it. This is the only way for the student to internalize what is being done and make it their own. Silent tutorials can never explain why and so I don't understand them. I need to know why if I am going to learn when to use a particular tool.

Quote:
Originally Posted by Tez View Post
Do you prefer project based tutorials where you actualy make somthink, or maybe direct learning of the functions with in depth usage of that tool?
Project based tutorials teach far more about how to model than just talking about unrelated functions. The user's manual has all the functions. Tell people to read it as a prereq. Tutorials should explain why you care about a function by presenting a problem (i.e., what you are about to model) and then solving it using specific functions. Students can then relate those functions to similar problems that they are trying to solve.

For example: I bought a new camera that had two buttons that could memorize the camera settings so that you could quickly switch between them. I read the manual and said, "oh that's nice, I'll probbaly never use these". Then I bought a training video on the camera and the instructor said, "have you ever wondered how to make a perfect rack focus?". Well... now he had my attention. A perfect Rack Focus is hard to do because it's easy to overshoot the focus. He explained that you could focus on the first subject and have one button remember the settings. Then focus on the next subject and store those settings in the second button. Now just cycle between the two buttons to push the focus back and forth with perfect precision! These are now my two favorite buttons on the camera!!! Why? Because the instructor explained WHY I would want to use them not just HOW to use them like the manual did. This is what you need to aim for.

Quote:
Originally Posted by Tez View Post
What about timelaps tutorials, do you find these usfull having a explanation of whats happining, but not so detailed on how?
Perhaps for advanced users but not for beginners. Assume nothing when writing a beginners tutorial. If you want to attract new users, don't leave anything out.

Quote:
Originally Posted by Tez View Post
Would you be willing to pay for a more professional set of tutorials, with interactive menus for chapters. A tools section explaining what tools will be used and why.
YES! Actually, I write books and do video training for a living. I expect people to pay for my training books and DVD's so I have no problem paying for yours. Quality professional training from a good teacher is worth paying for.

The problem is that everyone who knows how to model is not necessarily a good teacher as well. You need to "teach", not just "show". You need to explain why not just how. You need to target a particular skill level and teach at that level. There's nothing wrong with having beginner, intermediate, and advanced training. As long as your assumptions match the skill level you have targeted. You need to beta test your training to make sure it meets these objectives if you expect people to pay for it.

Quote:
Originally Posted by Tez View Post
In order to keep Hexagon alive, more tutorials need to be created, so if anyone has any thoughts on this, please reply. This means myself and others have a better idear on what you want to see.
Perhaps not just more tutorials but higher quality tutorials. I want to see training on what attracted me to buy Hexagon in the first place. I saw the demo at the DAZ site with the prehistoric creature being built and when I saw 3D painting of textures right on the model I took out my credit card and bought Hexagon right there on the spot. I have yet to figure out how to paint 3D textures and I feel cheated. I'm now reading the User's manual trying to figure it out but instead of being task based, it keeps telling me to read about UV's first and then textures and then... Ahh! Just show me already!!!

So I'm a big believer in task based training. i.e., don't teach me everything I could ever want to know about UV maps... just teach me what i need to know about UV's to complete the task at hand (e.g., painting textures). Students are more likely to remember this way because what they are learning is relevant to what they actually want to know.

Hope this helps.

~jr
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