Animation Books
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Used price: $16.41

Good introduction to game programming with FlashReview Date: 2006-07-25
Very well pacedReview Date: 2005-10-25
Good for stated purpose but still need reference bookReview Date: 2004-01-26
As an experienced programmer who just started toying with Flash, I would say this book certainly opened my eyes to the capabilities of Flash and Actionscript. After reading Chapter 6, it took about an hour to modify the "Space Invaders" type game into a "Math Blaster" game to help my son learn his multiplication tables.
It also does an admirable job of being useful for beginners and experienced programmers. For those already familiar with Javascript, there will be a lot of repeated material but the book's format makes this easy to skim through.
Now for the problems. First off, the index is one of the worst I've ever seen. I typically scan through an entire book to see what kind of information is available then use the index when I need to look up the specifics. This book might as well not have one. I finally started writing my own additions in the margins of the index pages.
The second problem probably isn't fair to mention but, because of the useless index, you will definitely still need a good Actionscript reference (is there one out there?). Again, to be fair, the book never claims to be a reference.
If you plan to program Flash games or just want to learn what Flash is capable of doing, read this book. If you're looking for a reference guide, move on (and please let me know when you find one).
Great place to startReview Date: 2004-06-10
like c++, java, visual basic is not an easy job. Thanks to
Macromedia it in now much easier to make games with Flash than it was ever before. Therefore Macromedia Flash mx 2004 Game Programming is a great place to start. Why? Well this book is
simple, fun and easy to follow. You dont need to have a computer science degree. Even if you ever have programmed games
with other languages, this book will open your eyes on capabilities of Flash. The book starts with an introduction to
Flash enviroment and scripting. These two chapters could've
been removed. Any one having no knowledge of Flash can never
attempt to programme games. It is obvious that one must have
some minor(or in some cases major) understanding of the tool.
This book also does not cover any thing about sound. I think
sound is a great way to convey your message. If the authors have replaced the first two chapters with a sound chapter,
this book could have been a great book. But even without any sound it is still a great book to read.

Used price: $12.00

Lighten up!Review Date: 2001-06-26
Engrossing, intelligent, and eminently readableReview Date: 2004-12-31
Great reading! Academic and and informed.Review Date: 1998-09-11
Insightful, readable, enjoyable--the ultimate Apes book.Review Date: 1998-05-20

Used price: $12.50

Wonderful pop up for Disney loversReview Date: 2007-01-21
Definitely DisneyReview Date: 2006-06-26
Pop up book for Disney collectorsReview Date: 2005-06-09
Each pop up page has a fold-out excerpt about the movie and it's element.
It's a really nice book, and definately deserves a place in your Disney book collection.
NOTE: the cover is nothing like what Amazon shows. It is a bi-fold hardcover, with black and white images of the 5 animated films. The cover/fold has a magnent so it stays shut (nicely done, too).
Beautiful BookReview Date: 2005-08-21

Used price: $21.55

In dire need of an editorReview Date: 2007-12-22
I would have rated this book 5 stars based on these qualities, but much to my chagrin the book is weighed down by an inexcusable amount of typos and errors. The overall effect is that the author never even tested his own code, as MULTIPLE shaders presented in the book simply do not work as described by the author. Furthermore, in some of these cases (two major examples including the motion blur shader and the depth of field depth-impostor shader) the sample/reference code included on the CD does not work either, so the reader is left high and dry, wondering what the problem is. The author's website only includes errata for one error (which is neither of the above cited examples.) I have not yet completed this book, in fact, I'm only a third of the way through; but I can only assume the path ahead will be similarly rocky.
These problems are particularly egregious as the book is ostensibly targeted towards beginners, who will be poorly equipped to solve the author's errors. While it could be said that this is an effective way of learning the language (i.e. learning by doing research and correcting the author,) it sometimes makes the process very discouraging and slow-going. Beyond these errors, the book is a fantastic introduction to learning real-time shaders and is accessible to artists even if they have little programming experience. A second edition of this book, rectifying the many errors in the book, would be a must-have for anyone interested in learning shader programming. Until then, however, the reader will have to be patient and willing to meet the book half-way on a lot of occasions.
Highly focused review of shader programmingReview Date: 2004-10-30
Great for artistsReview Date: 2005-07-03
This book is very artist friendly, it does require a slight amount of technical and mathematic ability, but it doesn't drown you in the technical jargon, complicated math tables and diagrams, but rather has you jump onto ATI's RenderMonkey and learn by getting your hands dirty. It does a great job of breaking down HLSL and explaining how a shader is put together.
While it starts out very simple, it still manages to cover some more advanced techniques... render to texture shaders, high dynamic range lighting, spherical harmonics, advanced real-time shadows, parallax mapping, and displacement mapping.
My only complaint with the book is some small typos, and some of the examples have some small errors. Nothing major, but the lack of any errata on the publisher or author's website to correct them is very frustrating.
If you're already an established shader programmer looking for some new tricks and techniques... this book probably isn't for you; but if you're from a more of an artist background, not the best programmer, or just starting to learn shader programming, I highly recommend checking this one out.
It's about time!Review Date: 2004-09-04
A must for all technical artists!

Used price: $4.50

Ed Sertab, Associate Professor of 3D AnimationReview Date: 2005-06-21
The book fills two vital needs. Not only will you learn to use the color and lighting tools in your program, but if you need to get up to speed on the other software packages that are covered, this book is the answer. The book covers Maya, 3D Studio Max and Lightwave!
If you work for various clients you will find this is a great reference to help get going regardless of software used in most of the production studios you would encounter. If you are a student or have just graduated, this is a wonderful tool to keep handy and help convert from one package to another, fast. There is just enough background or theory to let you understand what you are doing with the tools, as well as actual useful examples that reinforce the instructions in the book. But, wait, that is not enough, what I really appreciate, is that Mr. Summers actually talks about the "Gotchas" and traps that seem to be inherent in all 3D packages. These are the little undocumented software "features" that usually take hours or days of experimentation, e-mails to colleagues, or digging through the underbelly of the internet, to uncover or understand.
Now two things that bother me about the book, and hence the four stars instead of five, are the name of the book and the errors found in it. Now, the errors are all minor and I never found an error that was so bad as to make a lesson unusable (like I have found in so many other books and online tutorials), but I would believe that by now publishers should be able to find good technical editors. Which leads me to the title.
The title just does not do justice to the material. There is so much more in the book then just texturing. I find the book more of a good instructional manual or reference for color and lighting in general. For example, in one lesson Mr. Summers covers not only how to use and make layered textures, but also how to create and control displacement maps and backgrounds, without being overwhelming, dryly technical, or worse, confusingly abbreviated, like so many online tutorials.
The book is not a guide on how to paint textures, there are plenty of... well I call them "efforts" to cover that arena. I suggest you find a way to carefully review those books if that is what you are after. Instead, Mr. Summers has provided a way to form that mental map of the software that will allow you to use it or learn it effectively. In today's fast paced job market and in the everchanging academic environment, this could be the edge you need to succeed.
Lots of mapping theory, no texture paintingReview Date: 2004-06-26
This book has a lot of theory on mapping, shaders, procedurals maps and so on. But no information on painting textures. If you are looking for a more theoretic reader on this subject rather than an artistic book, then it might be of use to you. As such I guess programmers would also benefit in part from it.
Good book, but not on texturingReview Date: 2006-12-10
In any case, I still recommend this book. All the materials it does cover it covers well. There are really nice color pictures throughout the book, which really helps given the topics.
One thing to note though is that after presenting some topic, the book generally tells you how to accomplish that in Max, Maya, and Lightwave. If you use one or more of those tools, then great, if not, then I think the discussion will still be useful, but obviously you'll get a little less out of it then those who do use those tools.
The One BookReview Date: 2005-10-20

Used price: $15.32

Exactly what I wantedReview Date: 2001-08-26
Dictionary of Visual EffectsReview Date: 2001-08-20
First of all, This book is not a case by case study book. This is A-Z Dictionary about Visual Effects. I was disappointed by first impression. but it contains huge contents. including 16 pages color pics. May be very helpful students,people who in effects industry.
Good as a dictionary, no in-depth technicalReview Date: 2002-01-31
A great, extremely comprehensive referenceReview Date: 2001-09-18

Used price: $0.01

This is a good book...Review Date: 1998-09-04
3D Effects For The Experts By The ExpertsReview Date: 1996-06-04
For beginners, I recommend "3D Studio Special Effects/Book and Cd Rom" while this book is more for users with a solid grip on 3D Studio.
3d Studio &Hollywood Gaming EffectsReview Date: 1997-10-29

Used price: $0.28

Great!Review Date: 2000-02-29
Excelence is the keyReview Date: 1998-10-13
note: Fundamentals from riders is a book made for intermediate people. ( too standard and just explain stuff generally).
This book if just perfect for startersReview Date: 1998-10-07

Used price: $6.80

Really absolutely useless unless you are a total beginnerReview Date: 2005-01-14
Fun and usefulReview Date: 2004-02-13
This book is a cookbook of digital video recipes; you can skip around the book and choose the effect you want to achieve. The steps are thoroughly explained and easily performed. There are a bunch of creative suggestions sprinkled throughout the book. There are movies samples provided for your use for both iMovie and Movie Maker!
So you are probably wondering what types of effects you can achieve. A few of my favorites include:
Dealing with adverse lighting
Glamour shots
Sporting events
Vintage slapstick
Sound narrating
Rolling credits
The projects are fun and very well written. If you want to learn some new techniques to spice up your home movies then this book is for you. There are directions for exporting for use on DVD, CD-ROM or for the internet.
The CD has a ton of useful tools such as sound files, sample clips for all 50 projects, demo software.
Just What I NeededReview Date: 2003-10-08

Used price: $30.50

The BasicsReview Date: 2007-10-23
Another Great Classroom in a book!Review Date: 2007-10-17
Not BadReview Date: 2007-10-15
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The first two chapters start with brief introductions to Flash and ActionScript. With these chapters, existing knowledge of Flash is not technically needed. But, anyone using this book should probably already understand Flash, including some ActionScript. In lesson 3 we code our first game - a simple mouse chaser. Every lesson after that progressed at a nice pace with each adding a little more material and eventually leading to advanced topics. In lesson 10 we use a recursive function to program an AI for a tic-tac-toe game. Even simple game physics was introduced, including the code needed for object collisions and reflections. Some of the math required includes the trigonometric functions (sine, cosine, tangent), the Pythagorean Theorem and vectors. The last chapter wraps up with a few game and general Flash concepts such as a preloader, loading data dynamically and JavaScript calls. Although no game is introduced here, a simple high score board is demonstrated with CGI as the server side language. All the code for each game or chapter is broken down into small fragments with each explained with plenty of detail. The CD includes project files with all the complete game code as well as without code for those who want to type it out.
Like many programming books there were a few mistakes and problems in this one as well. A few of the project files had library symbols with incorrect identifiers in the linkage properties window. Sometimes small code fragments or even functions, which did appear in the final code listing, were missing along with the usual related discussion. Also, the actual placement of code occasionally needed to be clearer. However, the completed games on CD worked perfectly and the code listing at the end of each chapter helped to correct any errors or confusion. Ultimately, a support website with an errata sheet could have helped. One final note is that this book does not go too much into object oriented programming (OOP). Only a single chapter is dedicated to the topic and no example game. Anyone interested in OOP based games will need to look for another book.