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
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Used price: $25.00

Very good tutorial book, not your typical long winded guide.Review Date: 2008-07-11
Learn to earn.Review Date: 2008-06-07
Easy to learn stuff.Review Date: 2007-02-01
OutstandingReview Date: 2007-01-20
It solved one of my big problems inside five minutes.
You will not regret buying this book.
Love it!Review Date: 2007-01-10

Used price: $19.35

I look at documentaries with new eyesReview Date: 2008-06-17
Artfully DoneReview Date: 2006-03-11
By Mary Cunningham
Review by Pi Ware
Mary Cunningham's "The Art of the Documentary" is an attractive full-color compilation of interviews with some of the world's foremost documentarians. It's an intimate and insightful glimpse into both the art and craft of docs and a must-read for filmmakers serious about creating non-fiction work. You'll learn how Errol Morris creates "first-person cinema" using The Interrotron; why Ken Burns locks music before script, how D A Pennebaker futhered art via technology, and how cinema-verité documentarians like Haskell Wexler are able to "inspire" scenarios within their films.
Notably missing are the king of the personal documentary, Ross McElwee, and the masterful doc team of Bruce Sinofsky and Joe Berlinger. But Cunningham fills the spaces with interviews of the behind-the-scenes players--editors, executives and cinematographers. And in doing so she gives you a broader picture of the doc world and deeper insights into what it will take for you to make a successful non-fiction film.
Mentors SuppliedReview Date: 2005-11-02
Nonfiction documentaries reveal the methods and focus their directorsReview Date: 2005-11-09
Riveting readingReview Date: 2005-07-27
Megan Cunningham's interviews are incredibly engaging - she manages to at once explore each documentarians' creative process, AND discuss how these various filmmakers achieved their success, AND to discuss specific films in-depth AND to elicit the filmmakers' fascinating views on theoretical issues such as what constitutes "cinema verite" or whether documentaries can be considered art.
Furthermore, Cunningham's book is wonderfully readable and well organized (and full of photos!). I especially enjoyed how Cunningham devoted equal space to such luminaries as Errol Morris and lesser known but equally powerful documentarians such as Lauren Lazin. The book manages to seamlessly cover more than 50 years of American filmmaking and it's wonderful to have the thoughts of multiple generations of directors, editors, and cinematographers compiled in one volume.
Whether you're a fan of documentaries, an aspiring documentary filmmaker, or unfamiliar with the entire field and would like to learn more, "The Art of the Documentary" is the book for you.

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: $19.50

Great but why?Review Date: 2008-07-14
Usually, I prefer reading a book on the couch instead of on a computer screen, but that's not how you learn jQuery. You have to try it. You have to play with it. And if you have to sit in front of your PC or Mac anyway, you might as well just follow an online tutorial.
Rock solid way to learn jQuery quicklyReview Date: 2008-07-03
Made the whole learning process much more enjoyableReview Date: 2008-06-30
Great jQuery ResourceReview Date: 2008-05-27
Great Book, Best Ajax LibraryReview Date: 2008-05-29
I haven't read too many books solely on Ajax frameworks but I cannot recommend this one enough. You'll be up and running with jQuery faster than you can imagine.

Used price: $32.90

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: 2005-04-12
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.

Used price: $5.00

Excellent bookReview Date: 2005-06-29
The book can be read from start to finish or just dip in to where the specific information is. The book is written so both ways work.The clear instructions enable even a novice to be proud - even amazed at what they can do.
Two days after reading this book I put a mini movie on the internet! If I can, you can!
Now, Studio 9 Plus is coveredReview Date: 2005-04-04
I agree with the other reviewer's comments and no point in repeating them here, except to say that for me the best parts about the author's presentations are the illustrative examples.
Great Book for After you Get The Software Loaded.Review Date: 2005-03-26
But as for the book, this is one of the Visual Quickstart Guides. They're great. They use a format of having two columns on each page with the outside column being text and the inside being pictures. Each page is devoted to some small task and handles that task completely. You can start at the front of the book and go all the way through and you'll get a pretty good tutorial on the software. Or you can use the index to skip around and quickly get to the particular detail you are looking for.
Jan Ozer is an excellent writer. He starts out with the statement "you have the manual for the software" and then goes on from there. This is not a manual of how to, this is a what and why kind of book that explains what it is that you are trying to do and then goes on to tell you how to do it. The manual tells you how to do a J-Cut and an L-Cut. This book tells you what they are.
The author sails to new horizons with Pinnacle Studio 9 Visual Quickstart Guide!Review Date: 2005-06-30
If you're looking for a tutorial that can whiz you through the subject matter with ease and accuracy this is it! No matter where you wish to refer back to, you can do it without reading the whole chapter (as with other tutorials). Quickstart is the name however I feel it should be named Quick referrence.
Best investment I've made in a while. I'm making movies that are in awe at my office. I've been told they have been made professionally.
A "Must" for Studio 9Review Date: 2004-10-29

Collectible price: $31.95

My kids love this bookReview Date: 2007-02-24
Go Speed Racer Go!Review Date: 2004-07-27
"If we crash, I can't win!"Review Date: 2003-04-30
Author Elizabeth Moran hits the track with infectious enthusiasm and leaves in her backdraft plenty of fun info on all the various iterations of "Speed Racer," from the original manga and Japanese series to the imported version I grew up with... to the newer versions, including a proposed live action film that never got off the ground. Moran includes the requisite episode guides (and rates them!), plus interviews with both the Japanese and American creative teams, racing terms, a complete dictionary guide to Speed's world and transcripts from the ESPN "Nascar" commercials. And wait until you read the original Japanese lyrics to the now-classic theme. Yep, even master auto-designer Pops Racer couldn't have done a better job, because this book has more features than the Mach 5!
What's especially neat about this is that it's all in glorious full-color! The design matches the vibrant and vigorous animated series. A fun package, and highly recommended for any "Speed Racer" fan. Go, Speed Racer, go!
PARA LOS LATINOS SIEMPRE SERA METEOROReview Date: 2001-05-26
A wonderful guide to the showReview Date: 2002-03-25
This book is a wonderful stroll down memory lane for anyone who grew up watching Speed and the gang. My eight-year-old son, who is a chip-off-the-old-block and a Speed fan too, did not find too much in this book, but it is not intended as a story book. What the book is designed to be, it is wonderfully, a guide for fans of Speed Racer. I enjoyed this book and think that you will too!

Used price: $0.87

Good Book for the Intermediate PC UserReview Date: 2006-08-19
Overall, I recommend this book as a good step by step guide. Just be sure you are really ready to take on such a powerful and often complicated multimedia program before you spend the cash!
Pretty GoodReview Date: 2004-04-27
Perfect Book for Beginners learners !Review Date: 2003-11-09
Simple, small, but pack with a punchReview Date: 2003-10-03
Great book, teaches Flash the way it should be taughtReview Date: 2003-11-20


Nice PicsReview Date: 2008-03-28
Gundam Wing! Need I say more?Review Date: 2001-11-28
Beautiful, engrossing, and just plain satisfying!Review Date: 2001-09-27
Like the title says, this book displays a collection of pictures -- original ones or screenshots from the anime -- that is, simply, the art of "Gundam Wing." The book does a good job of fairly balancing the pictures of the five pilots as well as other important characters. For those who surf the web a great deal, many of these pictures will be recognized immediately. And many people might also notice that the pictures are a lot crisper, clearer, and cleaner than some found on fansites, which is alone worth the price of the book.
However, there is also a good deal of pictures that have most likely not been found on the internet (although they probably will be soon because of people with scanners and a lot of free time). These pictures heighten the worth of the book, and the fact that they were drawn by the artists who worked on the anime makes it all the more satisfying. After all, where do the original artists take the time to add more of their talent to a collection of already-beautiful artwork?
All in all, there was only once complaint I had, and that was that the book was a little short. The book is only about 96 pages of art, with a brief interview with the artists. Despite this setback, the book is definately a must-have for anyone who's ever enjoyed the artwork and wants to gloss over it for days on end. Try and say something like that about "Pokemon"!
WonderfullReview Date: 2002-03-03
It's all about GUNDAM WINGReview Date: 2002-06-25

Used price: $3.80

a great animation guideReview Date: 2008-02-18
GreatReview Date: 2008-02-18
Simply the bestReview Date: 2007-08-16
An absolute must-have!Review Date: 2008-02-03
The character design section is small, but brilliant. There are great example drawings to work from and trust me when I say the characters are pleasing to look at.
As for the animation section, it's got the essentials for walks, runs, understanding squash & stretch and line of action in movements. It might not have enough movements as one may want, but really, using what you learn here to analyze actions from life will enable you to learn how any movement can be strengthened for animation. I actually haven't started animating yet (still doing the drawing sections), but I know I'll be perfectly fine with just this. Harold Whitaker's "Timing For Animation" does seem like it could be a perfect supplement to this though, so you might wanna check that out as well.
Other pages include things about dialogue phonemes, takes (when's the last time anyone's seen a Tex-Avery-style reaction in a cartoon? learn this and bring it back!) pointers on animation, and, best of all, TONS of characters to practice from.
The book is only eight bucks and, being from Preston Blair, a genius from the golden-age era of animation, you can't go wrong. Buy it, follow everything that he says, draw from each drawing in the book until the concepts seep in, and make some cartoons. Even if you wanna draw comic strips and/or comic books, get this now!
Art workReview Date: 2007-01-15
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
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I found I was able to skip to some chapters I wanted to learn more about first and ignore others that had characteristics similar to other programs I had used.
This is a good start to using the powerful features of this program. Now all I need is another book to help with the advanced image and sound editing for those videos that look grainy or have sound drops.