Animation Books
Related Subjects: News and Media Festivals Contests Computer Stop-Motion Training Awards Writers Collectibles Magazines and E-zines Resources Audio Artists Articles and Interviews Organizations Web Experimental Cartoons Voice Actors Anime Studios Movies
More Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250

Used price: $1.48
Collectible price: $29.95

invaluable resource for film and Disney enthusiastsReview Date: 2007-11-29
A Book that Disney Fans should not live without!Review Date: 2007-10-03
Great GiftReview Date: 2007-03-15
Disney A to ZReview Date: 2007-01-29
Great source of infomation!Review Date: 2007-05-12

Used price: $31.29

From the basics to the essentials...Review Date: 2008-04-19
Add the companion DVD with hours of live modeling and animating, plug-ins and illustration fotos and you surely got something to start your way into 3D via Lightwave.
Must buy - Worth every pennyReview Date: 2008-03-15
my opinionReview Date: 2007-12-31
Great stuffReview Date: 2007-12-15
I agree that the pictures should have been color, but I don't think the book publisher has been able to make that a profitable venture, especially with the limited appeal of a book like this. Unfortunate, but they don't have the budget of Visual Quickstart and the like.
I am glad they spent their budget on making the content kickass. Black and white pictures just make the diagrams that much clearer ;-)
Truly Essential ReadingReview Date: 2007-11-20
I much prefer the Essential series (also own Essential Lightwave 8) for its concise descriptions and get-to-the-point examples. The information density here is excellent. Little if any fluff. Unlike the previous version, this one is divided into beginner, intermediate, and advanced sections which might help guide your reading. I found the section on projection mapping to be worth the purchase of the book alone. I've read the Lightwave PDFs, the Wordware Lightwave Texturing book as well as numerous help forums, and web sites and I've not once had UV mapping explained so well. The tutorial on how to build a UV map for a fighter jet goes through not only the unwrapping process but the types of maps you might want to try to make better textures. This type of pragmatic advice above and beyond the goals of the tutorial are some of the great hidden benefits to this book. Often tutorials will just go far enough to explain how to do something without much hinting as to why.
Take the discussion on sub-patching as another example in the Advanced Modeling section. I've worked with sub-patch modeling for years and was always curious as to how pros decided when to use it or not. As it turns out my way of thinking was pretty close to the contents, but it always helps to read someone else's impressions. Basically this book made me go back to read some of the tools that I thought I already knew just to make sure I'm not missing something.
One thing that I had issues with is that some of the tutorials depend on plug-ins. At least in one case, the plug-in used was not included on the DVD and the link to it in the appendices was not working. I managed to find it using search engines after a while, but I'm not sure why all the used plug-ins weren't included on the DVD. This problem was in reference to one of the video tutorials on the DVD (surfacing with weightmaps).
If you own the previous version there is repeated content, but not so much as to invalidate buying this version. Its a good 33% thicker and there's much more to learn including a new section on stylized characters, character rigging, node editor, the aforementioned projections section, discussions of the new 9.x cameras, etc. I haven't made it through the whole book yet but it looks like some of the old tutorials and examples have been expanded as well.
Finally, I like the fact that you can easily come back to a section describing some functionality and re-learn without having to read a whole chapter. Often I'm in the middle of a project and want to just remember how to use a tool. I can find that section and easily refresh my skills with this book.
Bottom line: If you're anywhere near starting in on learning Lightwave you owe it to yourself to read this book. Do the examples. Watch the videos. Intermediate users can probably still benefit especially those coming back to Lightwave from an older version. I rank myself as an Advanced-Beginner (2 years Lightwave hobbiest).

Used price: $30.00

A fascinating look at the "death" genre.Review Date: 2003-06-06
In addition to the sections on snuff, other areas of the death genre are explored, from the "Mondo" films of the 1960s, to the present-day "Faces of Death" style gore feasts. It makes for a fascinating, if gruesome, study of the various death genres of film and video.
Creation's best volumeReview Date: 2000-06-14
This book breaks the barriers and dispells the myths makig it an essential purchase for anyone interested in the darker regions of cinema.
where life is cheapReview Date: 2003-04-15
KILLING FOR CULTURE concerns death in films. The book starts with the story of an obscure movie named SNUFF in 1976. Originally titled SLAUGHTER, this 1971 ultracheapo horror flick about a MANSON - style murder spree was considered unwatchable and remained unreleased for several years until movie producer Allan SHACKLETON got an idea: He shot a new ending, where an actress was seemingly "killed" on camera for real (though the basement special effects clearly proofed otherwise). Cleverly promoted with the slogan "shot in South America, where life is cheap" SNUFF turned out to be a huge success. This was how the concept of snuff movies (where people are killed for real) was introduced. Other feature films like EMMANUELLE IN AMERICA or LAST HOUSE ON DEAD END STREET further elaborated on this concept. The authors review the above mentioned films and many more in great detail and with much knowledge.
Further chapters revolve around the socalled "mondo" (shockumentary) film and how this genre evolved, starting with MONDO CANE in 1962. Writers KEREKES and SLATER show in a very detailed way, how mondo directors faked and re-enacted death footage, which was allegedly "real". I found this making - of approach particularly interesting. Many of the horrifying mondo films (like THE KILLING OF AMERICA and the infamous FACES OF DEATH series) are dealt with in lengthy reviews. Considering the subject matter one might expect that the book is written in an exploitative way. This clearly is not the case.
Further chapters concern films where real atrocity footage was used - like the US porn movie FORCED ENTRY about a posttraumatic stress disorder suffering Vietnam veteran rapist, whose "activities" are interspersed with actual combat newsreel footage. The last chapter details how tabloid papers and feminists are propagating the urban legend of snuff films.
The sheer amount of facts concerning real reel death the authors have crammed in the relatively small book is amazing:
Hospital documentaries like the 6 hour long NEAR DEATH. Nauseating underground films. The famous ZAPRUDER amateur film of the assassination of president John F. KENNEDY. Autopsy films like THE ACT OF SEEING WITH ONE'S OWN EYES. Driver education films depicting the daily carnage on the streets. Incidents where people committed suicide live in front a camera - like Pennsylvania state treasurer Budd R. DWYER, who blew his brains out with a .357 revolver during a press conference after being convicted of bribery. The GIMME SHELTER concert film, where a camera by accident caught some Hell's Angels stabbing a man. (Please note that these are only a few examples of what to find in this excellent book.)
The book is illustrated with dozens of highly interesting pictures (video covers, stills, posters, ad material, newspaper clips).
And, yes, the infamous Japanese GUINEA PIG series is covered as well. On a lighter note, the authors also review a hoax autopsy film of a Roswell alien (!)
As you can image this book is disturbing, sometimes revolting and could be offensive to some. Clearly it is only for the most devoted fan of extreme and obscure cinema/film and the most hardened horror buff. But for these groups it is absolutely indispensable. I can't praise it high enough.
For the discerning film buff....Review Date: 1999-07-07
A thorough examination of death in filmReview Date: 2006-08-14
The chapters on snuff films is definitely the most interesting if for no other reason than this is probably one of the only available filmic studies of it. Kerekes and Slater share the opinion that while there probably ARE a small number of snuff films in existence, it's highly unlikely that there was ever any sort of underground market for that sort of thing. They define snuff not as a film of someone simply dying, but as a film made for the sadistic pleasure of the viewer. In that sense, TV news clips of plane crashes and such do not constitute snuff. Along the way, they examine some films rumored to have actual deaths onscreen. Films like Last House on Dead End Street (1977) and Snuff (1974) were made with the entire cast and crew using assumed names. Thus, they are sometimes seen as obscure films made by a bunch of psycho killers. Kerekes and Slater do a great job of finding out who actually made them and how they staged what many thought to be real murders.
There is a nice history of Mondo film and it looks at various cultural implications of Italian and, later, American film crews invading other countries, exploiting and terrorizing natives, and slaughtering animals senselessly. It will make you think twice before buying the new-to-DVD Mondo Caine series.
For anyone who has read a Creation Cinema book, this is not much different. There are many black and white stills of varying degrees of quality. The writing style is fairly sloppy. Kerekes and Slater are not cunning linguists in any respect. They are, however, good researchers and excellent film buffs. Their enthusiasm for these films are evident on every page. Their descriptions of the terrible plots, acting, and directing are quite funny, but it's always clear that as technically lacking as the films are, they still love them. As a fan of "bad" movies, I understand where they're coming from.
If you like films such as Thriller: A Cruel Picture, I Spit on Your Grave, Toolbox Murders, Nail Gun Massacre, etc., you'll find this book is an amazing resource. It's great that somebody is looking at these films in a somewhat academic way without forgetting that they are, above all, entertainment. This book has been out of print for a while now and as a result the price is fairly high (and getting higher). I recommend picking up a copy at any price before it's too late. Enjoy.

Used price: $17.63

This book makes Premiere even clearer to understand.Review Date: 2006-07-21
I have enjoyed reading the book and implementing the procedures. If you want to learn Premiere Pro 1.5 from scratch on a professional level, this is your book to use to get you up to speed.
Superb TrainingReview Date: 2006-01-15
Excellent Learning ToolReview Date: 2006-03-15
Fantastic introduction to Premiere ProReview Date: 2006-01-26
The book is extremely well written and has a nice conversational tone throughout. The exercises were easy to understand, but are good building blocks for more complex projects.
I generally hate "teach yourself" books, but this one was a rare exception. I can't recommend it enough!
The ideal Self Paced Training Program for Premiere Pro 1.5Review Date: 2005-12-07
Before ordering this book I ordered "Adobe Premiere Pro 1.5 Studio Techniques" which is an excellent Reference Book, but not the most indicated book for a newbie self paced training program. If you have both books I think you will have the best of both worlds.

Used price: $16.00

Fast delivery, perfect conditionReview Date: 2007-08-01
Lots of good informationReview Date: 2007-01-05
The book covers puppet making, music creation and a small scale time line of concept to film.
The lush tie-in book for CORPSE BRIDEReview Date: 2006-03-18
If you love the film, you shoudn't miss the book.Review Date: 2006-04-17
Corpse bookReview Date: 2006-03-09

Used price: $22.32

Finally a book with real instructional focus!Review Date: 2005-12-15
A clear and concise exercise to understanding basic animation. As anyone who has ever used Maya can tell you, it's a HUGE program and can be overwhelming in its complexity. So many instructional books throw as much functionality of the program at you as possible, and as a result you end up walking away with only a few tricks that are often unrelated to each other in the context of seeing a project through from beginning to end. This book avoids the clutter and distractions of many of the flashier aspects of Maya and instead focuses on the information required to familiarize the reader with the basics of animation. Each chapter builds upon the knowledge acquired in the previous chapter and is reinforced by well thought out and pertinent tutorial projects.
By the end of the book you will feel ready to take on your own animation projects with confidence.
Great.Review Date: 2007-03-09
minimises maths underlying the graphicsReview Date: 2007-02-03
As is common nowadays in graphics texts, there are several colour plates, with cartoon characters made with Maya. Impressive functionality.
Real World Instructions for Maya UsersReview Date: 2006-06-22
If you get one book on Maya, this is it.Review Date: 2006-04-04

Used price: $33.64

great stuffReview Date: 2003-10-14
(what about character animation cbt?)
COOL CDReview Date: 2002-01-28
FOR ME : MAXBOX200@YAHOO.COM
I'M WATING TO HEARING FROM YOU.
Clear, yet detailed. A great product indeed.Review Date: 2004-01-18
The CD plays great and flows at an excellent pace. Even the way they teach, gives you some great layout and operational techniques to make using MAX so much more efficient.
Plus what makes this training great is THE TUTOR. He is creatig the model at the same time as he is telling you what to do. Hence you always see his steps even if he skips mentioning it.
I have never been so pleased using one product as I have been using this CD.
As someone wrote earlier the CD is worth 3 times more than what we paid for it.
Absoutely Essential for the serious learnerReview Date: 2002-02-19
What are you waiting for, go buy a copy!
Shan J
Its amazing stuff for Max learner.....Review Date: 2002-01-09

Matsumoto continues to work on his masterpiece....Review Date: 2003-05-16
The plots are incredible! They really make you think (and I'm not just talking about the blurbs at the end of each segment!). There are very few manga that can do that.
I reccomend this series to any and every anime/manga fan!
Galaxy Express: The Greatest Manga Ever!!Review Date: 2001-02-15
Buy this book!Review Date: 2000-10-30
DAMN it's good!Review Date: 2000-06-16
"You think Tetsuro Hoshino has seen the last of the Gallaxy Express? Starting where the 2 part movie left off, Maetel sets Tetsuro back on the path to Manhood (NOTE, he is VERY young) & the trail of goals, making new friends & discovering the ones he'd thought gone, learning the harsh lessons of reality in the endless sea of stars. Mysteries come to light, only to be darkened by a new challenge or question or an old memory, & the entire gallaxy asks only of Tetsuro to survive & NEVER to forget.
Leiji Matsumoto, the creator, is second in popularity only to Hayao Miyazaki (Kiki, Totoro, Laputa, Lupin), & has one many awards for his interconnecting series.
This is one the whole family should watch because it's sincere, complex, inovative, provocative, dramatic, & contemplative above everything else. It's a helluva good story/plot that makes you think about the facts of life & its challenges. It has nothing corny or cliche, a literary masterpiece(despite the craappy artwork). It teaches about achieving goals, following hopes & dreams & beliefs, finding ones purpose in life, & keeping promises.
Personally, I wouldn't trade MY collection if you offered me 3 times what the whole set is worth^o^
His writings are like.......Pringles. "Once you pop, you can't stop."
This is good, but I feel as though I am missing something...Review Date: 2003-04-15
Anyway, the characters are fun and I enjoy their adventures. But the blurb at the end of every chapter is too deep and confusing for me to understand.
I like this, and I will look up the first series--right after I find out who started this translating mess in the first place.

Used price: $26.00

Tracking MatchingReview Date: 2007-09-01
Great overall bookReview Date: 2007-01-08
Its the oneReview Date: 2007-06-08
Great for the novice and experienced user.Review Date: 2007-05-31
The only Matchmoving bookReview Date: 2007-01-05

Used price: $35.84

Orange BookReview Date: 2007-03-09
do your own shading?!Review Date: 2006-02-08
In contrast, you have the approach in this definitive book on OpenGL Shading Language. This lets you implement in your code, shading routines of your own devising. To be sure, given the same shading method, one done in this language, and one in the hardware, then the latter will have better performance. But it turns out that today's computers are fast enough, and have enough RAM, that the difference in response might not be appreciable.
The book describes an extensive set of built-in convenience functions that come with the language. And the language's API is explained in detail. The author rightly recommends that you come at it with some experience in the standard OpenGL.
Since the language is still quite new, you are more or less on your own, when looking at development tools. This dearth is expected to be remedied in a few years. But right now, you'll have to rely on your wits. Along with a chapter that gives general principles of how you should develop your own shader. What may be even more use, however, is the second half of the book. Devoted to case studies of many shaders. Understanding these may be more beneficial than any IDE.
Oh, as you might expect from a graphics book, there is a lovely set of colour plates in the middle of the book, showing what custom shaders can do. Treat it as inspiration if you wish.
Excellent guide to OpenGL Shading LanguageReview Date: 2006-02-17
The book begins with a review of OpenGL basics, followed by an introduction to shaders and how they fit into the pipeline. It then covers the language itself, including data types, operators, interaction with the OpenGL state machine and fixed function pipeline, built-in functions, and more. It also introduces and explains the OpenGL APIs needed to use shaders.
The last half of the book focuses on shader development, including general process and workflow, and coverage of many specific techniques, such as procedural textures and GPU-based animation. It even includes a section on implementing the fixed function pipeline using shaders. The book ends with a handy comparison of OpenGL Shading Language with other shading languages, such as Cg, HLSL, and Renderman and a couple of appendices providing a language grammar and API reference.
I particularly liked chapters 6 through 8, which take you from a simple shading example -"brick"- through the specific steps of shader development that you would need to master regardless of the API you are using. Also the chapters on procedural textures and noise and the accompanying code examples helped clear up some matters that were murky when I read "Texturing & Modeling: A Procedural Approach" by Ebert et al. In summary, I highly recommend this book to anyone interested in implementing software shading, both from the standpoint of OpenGL and from the standpoint of the design process itself. I notice that Amazon does not show the table of contents for the second edition, so I do that here:
Chapter 1. REVIEW OF OPENGL BASICS
OpenGL History; OpenGL Evolution; Execution Mode; The Frame Buffer; State; Processing Pipeline; Drawing Geometry; Drawing Images; Coordinate Transforms; Texturing;
Chapter 2. BASICS
Introduction to the OpenGL Shading Language; Why Write Shaders?; OpenGL Programmable Processors; Language Overview; System Overview; Key Benefits;
Chapter 3. LANGUAGE DEFINITION
Example Shader Pair; Data Types; Initializers and Constructors; Type Conversions; Qualifiers and Interface to a Shader; Flow Control; Operations; Preprocessor; Preprocessor Expressions; Error Handling;
Chapter 4. THE OPENGL PROGRAMMABLE PIPELINE
The Vertex Processor; The Fragment Processor; Built-in Uniform Variables; Built-in Constants; Interaction with OpenGL Fixed Functionality;
Chapter 5. BUILT-IN FUNCTIONS
Angle and Trigonometry Functions; Exponential Functions; Common Functions; Geometric Functions; Matrix Functions; Vector Relational Functions; Texture Access Functions; Fragment Processing Functions; Noise Functions;
Chapter 6. SIMPLE SHADING EXAMPLE
Brick Shader Overview; Vertex Shader; Fragment Shader; Observations;
Chapter 7 OPENGL SHADING LANGUAGE API
Obtaining Version Information; Creating Shader Objects; Compiling Shader Objects; Linking and Using Shaders; Cleaning Up; Query Functions; Specifying Vertex Attributes; Specifying Uniform Variables; Samplers; Multiple Render Targets; Development Aids; Implementation-Dependent API Values; Application Code for Brick Shaders;
Chapter 8. SHADER DEVELOPMENT
General Principles; Performance Considerations; Shader Debugging; Shader Development Tools; Scene Graphs;
Chapter 9. EMULATING OPENGL FIXED FUNCTIONALITY
Transformation; Light Sources; Material Properties and Lighting; Two-Sided Lighting; No Lighting; Fog; Texture Coordinate Generation; User Clipping; Texture Application;
Chapter 10. STORED TEXTURE SHADERS
Access to Texture Maps from a Shader; Simple Texturing Example; Multitexturing Example; Cube Mapping Example; Another Environment Mapping Example; Glyph Bombing;
Chapter 11. PROCEDURAL TEXTURE SHADERS
Regular Patterns; Toy Ball; Lattice; Bump Mapping;
Chapter 12. LIGHTING
Hemisphere Lighting; Image-Based Lighting; Lighting with Spherical Harmonics; The *erLight Shader;
Chapter 13. SHADOWS
Ambient Occlusion; Shadow Maps; Deferred Shading for Volume Shadows;
Chapter 14. SURFACE CHARACTERISTICS
Refraction; Diffraction; BRDF Models; Polynomial Texture Mapping with BRDF Data;
Chapter 15. NOISE
Noise Defined; Noise Textures; Trade-offs; A Simple Noise Shader; Turbulence; Granite; Wood;
Chapter 16. ANIMATION
On/Off; Threshold; Translation; Morphing; Other Blending Effects; Vertex Noise; Particle Systems; Wobble;
Chapter 17. ANTIALIASING PROCEDURAL TEXTURES
Sources of Aliasing; Avoiding Aliasing; Increasing Resolution; Antialiased Stripe Example; Frequency Clamping;
Chapter 18. NON-PHOTOREALISTIC SHADERS
Hatching Example; Technical Illustration Example; Mandelbrot Example;
Chapter 19. SHADERS FOR IMAGING
Geometric Image Transforms; Mathematical Mappings; Lookup Table Operations; Color Space Conversions; Image Interpolation and Extrapolation; Blend Modes;
Chapter 20. REALWORLDZ
Features; RealWorldz Internals; Implementation; Atmospheric Effects; Ocean; Clouds;
Chapter 21. LANGUAGE COMPARISON
Chronology of Shading Languages; RenderMan; OpenGL Shader (ISL); HLSL; Cg;
Appendix A. Language Grammar
Appendix B. API Function Reference
A little chunky, but a good necessary workReview Date: 2006-03-09
I would have liked full color throughout, but I accept that it would have been cost prohibitive on a book of this heft. Speaking of heft, yeah, this is a doorstop of a book. I think some of the text could have been edited down and the formatting tightened up to reduce bulk.
Joins the OpenGL canonReview Date: 2005-04-13
The book begins with a review of OpenGL basics, followed by an introduction to shaders and how they fit into the pipeline. It then covers the language itself, including data types, operators, interaction with the OpenGL state machine and fixed function pipeline, built-in functions, and more. It also introduces and explains the OpenGL APIs needed to use shaders.
The last half of the book focuses on shader development, including general process and workflow, and coverage of many specific techniques, such as procedural textures and GPU-based animation. It even includes a section on implementing the fixed function pipeline using shaders.
The book ends with a handy comparison of GLSL with other shading languages, such as Cg and HLSL, and a couple of appendices providing a language grammar and API reference.
If you're doing shader development with OpenGL, you'll definitely want this book on your desk. My only complaint about it is that it was written before GLSL was officially promoted to the core. When that happened, a number of important things were changed that aren't reflected in the book. However, determining the differences isn't difficult, so don't let that deter you from picking this up.
Related Subjects: News and Media Festivals Contests Computer Stop-Motion Training Awards Writers Collectibles Magazines and E-zines Resources Audio Artists Articles and Interviews Organizations Web Experimental Cartoons Voice Actors Anime Studios Movies
More Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250