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GRAPHICS AND MULTIMEDIA BOOKS
Posted in Graphics and Multimedia (Wednesday, October 15, 2008)
Written by George Maestri and Sanford Kennedy and Ralph Frantz and Steve Burke and Jason Greene and Eric Greenleif and Jeremy Hubbell and Paul Kakert and Randy Kreitzman and Bob Lamb and Dan O'Leary and Andrew Vernon and Adam Silverthorne. By New Riders Publishing.
The regular list price is $59.99.
Sells new for $8.16.
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5 comments about Inside 3d Studio Max: Animation (Inside 3D Studio MAX).
- This book is by far the best of the Max 2 series. The chapters on Controllers, Video Post and Compositing are invaluable. The knowledge of the authors really show through and the power of Max is appropriatey showcased in this book. Beginners may find it daunting, but it is a must for anyone who is serious about Max.
- Hello graphics gurus,
I've got some news for you if this book looks good. I'd like to direct you to the FIRST CHAPTER. This chapter covers simple transformation animation, even though the chapter is titled "ADVANCED Transformation Animation". This is NOT what I wish to squabble about. What really shocked me was the unclear transition between the text, the pictures, and the files on the CD. Following the directions, I labeled, linked, and altered several objects and dummies. Once completed, I continued to the next step, only to discover that the book forgot to mention several objects that needed to be labeled, linked, and altered. Once again, I was able to continue reading without losing respect for the editors ... The next step instructed me to rotate a dummy by its Y-axis in the top viewport, which I did. The comment under this instruction directed me to look at the figure on the next page. The blurb next to the figure stated "Top view of the UFO, with the leg properly positioned." Naturally, I figured that when I looked at the figure, I would see exactly what I had on the screen, but instead, the image was a screenshot from several steps before the rotation instructions, in the FRONT viewport. There is no mention of this image anywhere in the text, and there is no image demonstrating the proper rotation that the text led me to believe. What should you learn from this little story? Well, I hope the editors are reading this: If you publish something, the consumers would appreciate it if the editors do their job and offer the public a book worth buying. I received Vol. #3 in the mail several hours ago, and I've already downed four aspirin. If the first chapter is any indication of the quality of work put into this book, it's looking to be a LONG weekend. So long, fellow gurus, And remember, Scum lurks in pretty packaging. Boss Hogg
- I totally remember the Walking UFO project that Boss Hog had problems with. It drove my entire class insane, and only 3 people were able to finish it by just throwing the book out. The flow of several of the activites is broken too much... The editors really should have had people test these things out over and over to iron out these hiccups.
All this aside, this book was still helpful to have around. Not perfect, but it makes a good reference and can even give some good inspiration. All in all, it's worth the price and weight of the book (carrying this to and from school is MURDER). Certainly better than some of the other books.
- This book is a good reference but not for those who are not proficient already in MAX. As others have stated, the examples often skip steps, assume knowledge of the workings of the program and show "this is what you should end up with" pictures that don't relate at all to what the instructions give. I get the impression also that each chapter was written by a different person because they cover material that has sometimes been discussed or later chapters cover basic material that was left out at the beginning. If you are beginner, don't buy this.
- Well, Boss Hog may get confused easily, but don't let him shy you away from an excellent text. I still recommend this book to people learning Max 3. The tutorials in the first several chapters are very intelligently written, and attempt to tackle very complicated concepts in a very concise manner. The text has helped me master more advanced concepts and tools of both Max the program and animation in general. The section on character work, while a regurgitation of what you'll find in Illusion of Life, Timing for Anim, and Foster's works, is still helpful to the beginner. The first third of the book is also an excellent source of principles that any budding animator who's transitioning to 3D would be wise to read. I've been animating professionally for 7 years, and I think that this text is great. If you get lost on the tutorials, then just read the text and LEARN the PRINCIPLES since that's really the important thing that these experts have to share with you!
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Posted in Graphics and Multimedia (Wednesday, October 15, 2008)
By Watson-Guptill Publications.
The regular list price is $24.95.
Sells new for $0.96.
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1 comments about Flash Frames: A New Pop Culture.
- i just wanted to be the first to post anything :)
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Posted in Graphics and Multimedia (Wednesday, October 15, 2008)
By AK Peters.
The regular list price is $59.00.
Sells new for $48.75.
There are some available for $73.28.
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No comments about Cloth Modeling and Animation.
Posted in Graphics and Multimedia (Wednesday, October 15, 2008)
Written by Alan Watt and Fabio Policarpo. By Addison Wesley.
The regular list price is $80.00.
Sells new for $61.00.
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2 comments about 3D Games, Volume 2: Animation and Advanced Real-time Rendering.
- Volume II picks up where Volume I left off by concentrating on more current real time rendering and game engine topics. Where Volume I painted a broad sweeping overview of real time graphics topics, Vol. II extends this and ties in more closely with how many of those ideas affect the actual creation of games in a real 3d games engine called 'fly3d2' included on CD with the text (a more current and improved version of 'fly3dsdk' from Vol. I). All source code is included for the engine and can be kept current via the website through downloads as it is steadily updated. ... the complete source code for all engine modules and utilities requires purchase of the book.
Mr. Policarpo the coauthor maintains the site and regularly contributes to threads so support remains current (a real blessing in a rapidly advancing science such as this).Some of the topic covered include: Gamespace (BSP, PVS...) management, LightMap creation and challenges, Camera control, Collision Detection and Response, Path Planning and AI, Shader and TexureMapping with various effects, Character Animation, Skeletal Mesh Animation and related issues as well as the fly3d2.0 environment and support and tutorials to play with and to make these ideas real... The book covers most of the features include in the engine and anticipates extensions that may some day be added as well. The engine design is modular and lends itself to the creation of plugins that can leverage classes already included or that are completely new created by the user. Users can design levels, characters, objects, and control how they interact with the engine. Tutorials are included in the book as well as on the website with new ones being added by members of the community quite regularly. The modular design (in C++) and utilities that adapt Microsoft's Visual Studio and Discreet's 3dsmax (as well as Quake level conveter and a few others) allow seamless integration of these tools into the environment for a wealth of creative possibilities. The text is clearly and concisely written and Mr. Watt demonstrates a commanding expertise in these topics without a lot of gimmicky embellishments or self-aggrandizement common in other more fly-by-night texts. This is a real hardcover edtion made to last by a quality computer technology publisher. Watt obviously maintains a close relationship with coauthor Policarpo the designer of the fly3d engine so writing ties in well with the fly3d platform but is not limited by or to it. I cheerfully recommend this book to anyone who is interested in learning the sometimes difficult and challenging topics of game creation, expansion and maintenance. It is a demanding subject not for the weak of heart that can be difficult and time consuming to master. I've found there are a lot of other books out there that promise to deliver by tempting the potential buyer with the ease and completeness their books will include; however, I have not come across any others as yet that come close to the coverage and approach this (and the previous) volume supplies. Before I bought this book I already had tried other approaches to learning this material but found the all the books I'd bought offered poor to none of the support and potential that 3d Games Vol. II together with the fly3d platform delivers. To learn this material one needs to be able to play with the ideas and be excited about the possibilities and have the ability to play with real tools in a real games environment. 3d Games Vol. II is concise, helpful, well-written, and enjoys a small but dedicated community available through the website. .... Mark Carleton Maguire Boston MA
- This book is a huge help to game developers. I found it a great read while writing my first game engine. It covers so much stuff it makes you want to try and add it all to your game! I am really happy with this book.
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Posted in Graphics and Multimedia (Wednesday, October 15, 2008)
By Springer.
The regular list price is $99.00.
Sells new for $74.14.
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No comments about Human Motion: Understanding, Modelling, Capture, and Animation (Computational Imaging and Vision).
Posted in Graphics and Multimedia (Wednesday, October 15, 2008)
Written by Leland Wilkinson. By Springer.
The regular list price is $89.95.
Sells new for $368.03.
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1 comments about The Grammar of Graphics.
- A good book with lots of actual graphical examples to illustrate the different concepts. Coverage of many different kinds of graphs and how they are related and transformed into each other.
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Posted in Graphics and Multimedia (Wednesday, October 15, 2008)
Written by Douglas Easterly. By Delmar Cengage Learning.
The regular list price is $57.95.
Sells new for $8.69.
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1 comments about Best Practice: The Pros on Adobe Flash.
- As befits a topic of computer graphics and illustration, the book is written in high quality glossy paper, with many high resolution colour figures. These are necessary to drive home the lessons on Flash usage. Each chapter is contributed by an experienced graphics designer. Who shares tips on how best to use Flash for various purposes; typically somewhat specialised. Some authors use examples of websites that they have built, which can help your learning. In some instances, these are personal websites. Some readers undoubtedly are pondering whether to have their own, and the decontructionist examples here could aid you.
The text should not be used as an introduction to Flash. It assumes a good prior working knowledge. It doesn't waste your time going over this.
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Posted in Graphics and Multimedia (Wednesday, October 15, 2008)
Written by John Robert Stinespring. By Academic Press.
The regular list price is $73.95.
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2 comments about Mathematica for Microeconomics.
- Stinespring does an excellent job of communicating typical microeconomic analysis techniques using Mathematica. He also provides a good reminder of the reasoning behind performing such calculations. A concern I had was that I had purchased Mathematica 5.2, and the book was written for version 4. So far however, I have had no problems applying the syntax straight from the book and adjusting it for my particular situation. Economics is heavily math-based, and Mathematica makes the computations much simpler. The challenge I had was to getting up to speed quickly in Mathematica in order to perform economic analysis. Stinespring's book lowers the Mathematica learning curve a great deal allowing you to get on with performing analysis without having to go through the nearly 1,500 page Mathematica user guide.
The first chapter provides a good overview of Mathematica. If you are already familiar with Mathematica, you could skip this chapter. Stinespring then gets on with the economics, sufficiently covering consumer theory, producer theory and economic dynamics. The book is layed out in such a way that you could read it straight through or use it as a reference.
I doubt this book will gather any dust on my bookshelf, but will instead look duly worn in a short period.
- Because of the cd-rom inside, this book is awfully expensive, considered also that many of the function used are now outdated because of the new releases of Mathematica.
On the positive side, the book is a very good quick-reference for intermediate/advanced undergraduates and undergrad instructors. The problems analyzed are covered in depth and the programming steps are easy to follow.
Maybe even too easy: everyone with some background in Mathematica can improve upon the programming syntax used, in order to make the codes less goofy. With such improvements, the book can serve as a getting-started for graduate-level instructors and students.
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Posted in Graphics and Multimedia (Wednesday, October 15, 2008)
Written by Todd Perkins. By McGraw-Hill Osborne Media.
The regular list price is $29.99.
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2 comments about Nintendo Wii Flash Game Creator's Guide.
- As a flash programmer I bought this book based on my interest to deploy applications/games for the console (Wii).
I regret my decision ever since.
This book is ridiculous for any Flash programmer. Its a complete shame, it tours the reader through flash giving you almost no information about the platform we want to deploy. Just a simple flash guide.
The truth is, Wii flash support is very limited (as Adobe says), and the author is just trying to make some money without acknowledge this.
A plain example of this is the lack of controller interactivity. Although the editorial review speaks about "Integrate unconventional mouse and Wii controller interactivity", the book only tries to use the mouse positions and click's because that's all the flash supports in this platform. There's no official way of detecting the controllers button state or accelerometer info.
- I feel a little bit scammed. The title is true, but misleading. What it really is is an adequate introduction to programming in ActionScript. Then there is a brief description of how to sign up (as in "pay")for the Internet capability of the Wii, and the reader is directed to upload the game he or she has created and to play it online using the Wii.
Since I have been programming Flash games for years, I didn't need the instruction part. And the other part has just been given to you in its entirety above. I was hoping to know how to create a game I could burn to a miniCD and play on the Wii. Then I could use that knowledge in the course I teach on game programming in Flash.
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Posted in Graphics and Multimedia (Wednesday, October 15, 2008)
Written by Louis G. DiPaola. By .
The regular list price is $5.99.
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1 comments about Computers in the Ministry.
- There are many computer books out there which help with almost every aspect in the computing field. However, computer books focused specifically for the ministry are lacking, yet essentially needed. If people in the ministry are going to be able to reach out with the power available from computers, they are going to need specific skills. This is where this book comes in. It can be used by people in the ministry and well as lay people interested in helping out with a ministry's computers. A minister with the gift of preaching can learn how to reach out to more people through use of electronic presentations or web sites. A church member who wishes to assist by posting a church web site or maintaining the office computers can learn the basics needed to begin helping.
This book will provide enough detail to allow the reader to gain a solid overview of the topics as well as be able to make knowledgeable decisions for how to deal with technological issues which may arise. After reading this book, readers will be able to know how to purchase the best equipment for the money, install simple programs, protect data, oversee network installations, repair computers, develop web pages and integrate computer technology into a ministry. Each chapter provides basic information for those wishing to oversee computing projects as well as providing details (In sections titled, "Technical Stuff") for those wishing to actually perform the specified tasks. Many photos and screenshots help the reader learn these tasks.
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Inside 3d Studio Max: Animation (Inside 3D Studio MAX)
Flash Frames: A New Pop Culture
Cloth Modeling and Animation
3D Games, Volume 2: Animation and Advanced Real-time Rendering
Human Motion: Understanding, Modelling, Capture, and Animation (Computational Imaging and Vision)
The Grammar of Graphics
Best Practice: The Pros on Adobe Flash
Mathematica for Microeconomics
Nintendo Wii Flash Game Creator's Guide
Computers in the Ministry
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