Video Books
Related Subjects: Training Community Video Alternative Video Magazines and E-zines Video Editing Resources
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Used price: $8.05

For artists seeking more than programmer's technical tipsReview Date: 2004-11-13
A thoroughly enjoyable bookReview Date: 2001-11-06
Finding that balance of an artist and technologist from where to launch one's vision and future visions of creativity starts with good knowledge. Ratner gives many facets of where to see this vision and tutorials to follow through with your own creative projects.
I commonly work with many high-end graphics programs, Lightwave 7.0 being my newest program on my plate. Peter Ratner's 3d book getting me from a begining user from just reading the index to a 3D artist ready to start the new facets of my own portfolio. Mastering 3D Animation helped quite a bit everything from the Modeling and subdivides to the theory/progress.
Joseph Arthur
Information Architects, Principal
"Mastering 3D Animation" suitable as collegiate textReview Date: 2001-11-26
Make no mistake: This is no cursory guide to constructing simple geometry, slapping on some stock textures, animating basic movements along spline paths and rendering to AVI while you're sipping on a latte, watching the Discovery Channel. A full-time professor in the 3D Computer Animation department of James Madison University and the program's founder, Ratner relies on the broad and substantial digital and conventional art experience that has rewarded him with artistic entries in more than 80 national and international juried exhibitions. Ratner is well-versed in most aspects of 3D art creation, choreography and cinematography. The results of his industry experience are a splendid collection of detailed and refined insights and experiences assimilated into a thorough tutorial guide. I have no doubt-as many experts agree-that Mastering 3D Animation is equipped to serve as a collegiate-level textbook for 3D computer animation curricula.
Spanning the many processes related to generating 3D digital art, Ratner illustrates his critical techniques with 658 black-and-white line drawings and grayscale screen captures. The images vary from basic and sketchy but illustrative black-only perspectives, steps and graphs to grayscale representations depicting character renderings, particle systems, height fields, geometric displacements, facial close-ups, rendered environments and more. Of particular interest to those having cinematography or traditional art backgrounds are the commentary, instructions and grayscale reproductions of painted and sketched art dating back multiple centuries.
Those attending to a more technical emphasis and interest are accommodated in every respect, however-minus superficial references to hardware specifications. Early on, Ratner clarifies his intentions in composing this text: "[The book's] purpose is not to create button pushers who can boast about megahertz, abundant RAM, big monitors and software with all kinds of bells and whistles. It is hoped that aspiring 3D artists will learn some valuable lessons from the great art geniuses that have preceded them." (Foreward/vii) Yes, Ratner does wane philosophical, at times, but his contemplative tendencies bring a refreshing and purist perspective to a field frequently inundated by overly technical meanderings and functionally pointless rambling. Thus, Ratner blends an in-depth artistic and technical knowledge with a practicality and philosophy altogether forming a well-rounded perspective-one catering to persons of various inclinations and backgrounds.
The companion CD contains 200-plus 3D models in a variety of formats: LightWave 3D's .lwo and .lws; Wavefront's .obj; Maya's .ml and the generic .dxf. Tutorial project files are archived in QuickTime (.mov) and JPEG (.jpg) formats, and Ratner also includes a Photoshop brush file (.abr) for creating "grime" textures.
As for the text's informational composition, chapters one and two explore the basics of 3D modeling-polygonal and spline-based (NURBS). Chapter 3 addresses basic 3D animation, while the fourth delves further into animation by considering the role of deformation tools: skeletons ("bones"); kinematics; lattice flexors, etc. In Chapter 5, Ratner explains special effects, including the use of spheres, particles, collision detection, voxels, fragments, displacement mapping and more. Part II of the text, Advanced 3D Modeling, begins with commentary about the human head's structure and composition, including muscles and bone. Ratner explains both the NURBS- and polygon- based methods for modeling the head. Special attention is allotted to features, such as the eyes, eyelids, eye sockets and ears. There's no lack of detail, here, and NURBS fans will experience a rare sensation-a feeling of belongingness.
The next two chapters, six and seven, are devoted to modeling the human figure. The latter stresses finishing-hair, eyelashes and clothing. Chapters 9 and 10 comprise Part III: Preparing for Animation. Lighting is the focus of Chapter 9, and Chapter 10-another that may appeal particularly to conventional artists-deals with surfacing techniques. The author goes beyond the typical texture map types-cylindrical, planar, spherical, cubic, etc.-and the use of photos to address alternative surfacing methods, such as transparency (alpha) and displacement maps. In short, Ratner extends well beyond the conventional surfacing methods most highly publicized, deeply exploring what might be categorized more aptly as upper-echelon trade tips than as common genre knowledge: creating sophisticated bump maps; using grayscale gradients in displacement; and more.
Part IV of the book, Character Animation Fundamentals, includes chapters 11-14: Expressing Emotion with Facial Animation (11); The Elements of Action (12); Movements of the Figure (13); Composition and Cinematography (14). Once again, the author uses an expansive knowledge of choreography and anatomy to help quantify how human emotions are exhibited: body posturing; eye wideness; lip contour; eyebrow position; even directional muscular pull. Each of these considerations can be projected in a 3D figure, and Ratner shows the reader how. "A muscle is composed of a bundle of fibers that work in mutual association to perform common duties," Ratner writes on Page 248. "... It is this combination of movements that results in the complicated harmony of the facial muscles."
The Elements of Action chapter confronts those issues pertinent to a convincing human portrayal by a mere collection of polygons or surfaced curved lines: timing; sound syncing; weight and recoil ("squash and stretch"); walk cycles and more. Chapter 13 addresses concerns complementary to those in the previous one, including body mass motion, pace and impact, equilibrium, action lines, rhythm and still more. The final score of this harmonized tutorial prose pursues line composition, spatial arrangement, blocking (proxy geometry) and all manner of photographic issues and techniques. The reader will learn practical cinematography terminology-camera techniques and movements, transitions, more-and the fundamental tenets of motion depiction utilized by artists centuries earlier.
Wonderfully writtenReview Date: 2001-05-12
First Mediocre ReviewReview Date: 2001-06-27

Used price: $50.68

Excellent "activities of daily living" SpanishReview Date: 2008-04-05
My students love this dictionary!Review Date: 2008-03-31
A great helpReview Date: 2008-03-26
oxford sp/eng pict. dictioanry-makes spanish funReview Date: 2008-01-07
The Oxford Picture English/Spanish Dictionary Review Date: 2007-10-23

Used price: $19.06
Collectible price: $74.99

A TRUE ARTIST WHO NEVER COMPROMISED HIS ARTReview Date: 2007-10-09
The Wizard Shows His TricksReview Date: 2004-09-11
To start with a clearing of the record: Harryhausen's first model, a cave bear, was covered with fur cut from an old black fur coat hanging in his mother's closet, but despite reports to the contrary, his mother _did_ know all about it and _did_ give her permission beforehand. This reflects the support his parents gave him toward his youthful enthusiasm, and he is certainly grateful. Most of the book describes his work for the studios; it devotes pages and pictures to all his films, and he gives detailed descriptions of just how he managed particular shots. Harryhausen isn't boasting; throughout the book he lets us know what he thought worked and what didn't, what he is proud of and what he winces at. If stop-motion is no longer going to be an art form, it is good that we have this documentation of what he actually accomplished, for the complexity of his creations and the way they were shot is astonishing. For instance, the Hydra in _Jason_ not only had a serpentine body and a double tail requiring their own movements, but also seven heads. In every frame, the model's movements might be only a millimeter, but there were sometimes more than thirty movements to do. He would have to remember for each head whether it was in the process of going up, down, right, or left, if the mouth was opening or closing, if the neck was flexing, and so on. Astonishingly, he was so in tune with his creation that he did not keep notes on what each head was doing, except if he were taking a break at the end of a work period.
Harryhausen has real affection for his creations. He has used real animals in some films, like an iguana made to look like a giant lizard in _One Million Years BC_. The trainer in charge of the iguanas was ready to use an electric prod to rouse the usually torpid lizards, but Harryhausen would not allow any cruelty, so action could only be obtained by a little prodding. Nonetheless, it was a lot harder to get the iguanas to move in just the way he needed compared to his obedient stop-motion models; he says that using models would have been more cost-effective and more realistic, too. He refuses to call his creations monsters; they are mostly creatures who are simply out of place. Of the tyrannosaurus in _The Valley of Gwangi_, he writes that he felt sorry for him, "... because all he wanted to do was live his life and eat a few people along the way." When he had to dismantle one creature to use its armature for another in a succeeding feature, he confesses, "It always breaks my heart to have to cannibalize my models. It's like losing a close friend." Gentle, self-deprecating humor is a hallmark of all the chapters here, no matter how technical the descriptions become at times. This is a handsome, large format book suitable for the coffee table; however, along with the beautiful illustrations, the written record of work here to show how creature features were made before the computers took over will be enjoyed by any fantasy film fan.
A Monument To CreativityReview Date: 2005-08-04
Long overdue, but worth the wait.Review Date: 2006-02-19
Inspiration for creative juicesReview Date: 2005-03-04
Mr. Harryhausen was influenced by King Kong for his remarkable career. I was influenced by his first movie released in theaters
entitled BEAST FROM 20,000 FATHOMS. Ever since I gazed at the
incredible effects when I was six, I wanted to know why and how
something could seem so life like. Unfortunately, all I did was manage amateur special effects with an 8mm camera, but enjoyed thrilling friends and relatives with what talent I had. Now I can appreciate all the patience and imagination that this
genius has somehow transmitted to the screen. All of his movies are showcased with the wonderful behind the scenes stories and photos that made such magic in my childhood. Anyone who has ambition to follow the FX trade, should definitely read this book. Granted the technology is greatly improved today, but that even made Mr. Harryhausen seem more adept at his work. How tedious it is to move a model just a fraction of an inch until it appears fluid on the film...how educational it is to realize what props were used and what artistry was projected to make everything REAL. This coffee table book will be a treasure
in my collection of literature.

Used price: $5.00
Collectible price: $18.95

Shawshank Shooting Script-KC reviewReview Date: 2007-02-11
Excellent study guide of Shawshank RedemptionReview Date: 2006-03-04
I found the book to contain additional details on story boards and amended scenes, which indicate the way the script writer, Frank Darabont, adapted the story to film.
Thoroughly enjoyed the script, especially as I can read it in places I can't view the film, i.e. work.
Great in depth explorationReview Date: 2004-10-27
That said, screenwriters can learn from this exploration of the classic movie (yes, folks, it is a classic, it's been shown a billion times on TNT), by reading the deleted scenes (my personal favorite is one about the publicity of Warden Norton's prison-to-work scheme, in which Heywood, played in the movie by William Sadler, gets his best and sharpest lines for someone who's supposed to be the dunce of the movie), the storyboards, the explanations of which scenes were kept, etc.
And for people who just love the movie, it's a must-own.
It just doesn't get any closer than this...Review Date: 2001-06-28
A great buy for any film student or "Shawshank..." loverReview Date: 2001-08-30
Not only does he give us the original screenplay, he gives us a scene-by-scene comparison of the screenplay vs. the finished film, and why things got changed/added/left out. This, in particular, says a lot about Darabont to me. This is a man who wants to use his work not only to be what it is (a GREAT film), but to educate as well. This book inspires. He includes storyboards, as well (including a storyboard for a deleted scene- oh, goody, goody!) and introductions by both himself and Stephen King, and a summarizing bit of advice to budding filmmakers and screenwriters. I devoured this book in short time (one night), lol, and found myself going back to the film to compare and analyze- if you don't do the same after reading it, I'll eat my foot.. okay, maybe not. But something drastic, I warrant you. If you are at all inclined to learn about filmmaking, writing, or even if you just love "The Shawshank Redemption" (which is what lead me to the book in the first place), this is a real must-have. It's worth the price alone just to read what he had to say about filming Freeman's scene walking through the field after discovering Andy's message. Trust me. By the way, fellow "Shawshank..." lovers are welcome to ...discuss it. Enjoy this book, everyone. It's a real find. And I'm SO glad I chose to buy it. The ONLY reason I give it four stars as opposed to five is because, personally, I would have liked to have seen more storyboards.

Used price: $10.91

Quick read; to the point; just read it!Review Date: 2007-11-12
I'd like to say more, but I'd be repeating myself. Highly recommended.
This book is fantastic!Review Date: 2007-12-02
A Great Book!Review Date: 2007-04-04
The best!Review Date: 2007-03-14
It's a great book for novelists too. Creating crisp believable dialogue, creating conflicted characters, pacing. It's all here.
She is direct and like a great movie, gets to the real issues fast.
If you can't even spell screenwriting but want to, read this book!Review Date: 2007-12-18
Additionally, the book demonstrates correct formatting for a screenplay, explains screenwriting terminology, explains the "& vs and" in writing credits. Explains certain dos and dont's with your script when presenting to a agent/producer. Whitcomb also tells how she started off as a preacher's daughter who was not allowed to watch TV and ended up becoming a successful screenwriter. She's a prime example of starting from square zero and proves you don't need to know someone in hollywood in order to make it big.
For all beginners--read this book first!


A must -have book for 2001 fansReview Date: 2005-08-02
and including an entertaining and informative text. First class!
Highly recommended! Review Date: 2005-07-13
Like the movie, great production valuesReview Date: 2006-08-10
In this age of computer generated imagery, it's fascinating to read in detail how 2001 pulled off its brilliant and never-dated space visuals with entirely manual processes. Seeing the incredibly huge and complex film sets, the detailed models and animations, and innovative camera techniques used give me a new appreciation for the magnitude of the film's greatness.
What is largely missing from this book is insight into Kubrick's source ideas and meaning for 2001. It's probably too much to ask for that in addition to the books fantastic production story.
A behind the scenes once removedReview Date: 2005-09-01
However, if you're looking for a book that gives you an inside peek on the filmmaker and his decision making process for the story (or authentic insight on the story itself), you'll be disappointed. 2001 is a complex storyline with metaphore upon metaphore and the Bizony never seems to achieve a 'true' account by Kubrick on the film's meaning. It's more guessing, speculation, and hypothesis that add to the voices weighing in regarding this important film. I suppose in some respects, it adds the mystery and weight of story... and will remain that way with the passing of Kubrick in 2000.
Do You Like The Future?Review Date: 2005-10-09
But what the book also speaks to, beyond Kubrick's compulsive fascination with technical accuracy in film, is how the effort in making this movie addressed our ambitions and fascinations in the 1960s. In a time where old social conventions were breaking down, right and left, 2001 spoke to a new optimism created by space exploration and its seemingly limitless potential.
"Capturing the imagination." Good movies achieve that goal, don't they? In this case, a fanatical dedication to research, and to placing on film the most accurate and, in a weird way, understated views of a human future in space, creating something really new in moviegoing experience.
In its time, that effort became quickly subsumed by two divergent audiences: people who wanted to enhance their drug experiences with visuals, and people who wanted to be in space. Of course, these audiences made the movie very, very successful.
Today, we have left this movie's technical accomplishments in the dust. We can depict space travel and its related phenomena (like weightlessness) in a relatively effortless way. Film special effects pour out, today, in ways not imagined in 1967. You could read this book as a quaint history tract in movemaking technics.
I read it beyond that, though. It spoke to the excitement and optimism with which many of us viewed our future. We ate this stuff up; we could sit through two reels of a spacecraft docking and think the time just flew by...
How do we feel about the future today? It is now highly unfashiomable to label yourself a "futurist" any more. It seems our future is all behind us now.
Thank God these things run in predictable cycles. Collective optimism about our future in space is just around the corner. I hope I live long enough to see and enjoy it...

Cozy and QuaintReview Date: 2007-02-13
Great children's bookReview Date: 2007-01-10
awesome Review Date: 2007-01-01
Delightful series for girlsReview Date: 2006-03-15
A personal note: I was a close friend of Maud Hart Lovelace's daughter Merian, for whom these stories were originally told as bedtime tales. And Maud was apparently as lovely a person as you'd expect from reading the series--a great lady, capable of being very funny, but never never talking "down" to her young readers.
CuteReview Date: 2001-10-03

Used price: $4.50

So Far a great book!Review Date: 2007-09-27
That night I pretty much scanned it from cover to cover, stopping at the parts that caught my eye.
I bought two books, the other being "How To Build a Car PC". This book far exceeded the other one in knowledge, projects, etc.
My goal is to build the car PC, but I know nothing about car electronics, that's where this book came in, with tips on how to wire it, how to load balance the battery, so the PC doesn't crash on start up, etc.
If you are looking for info on Car PC's and OTHER hacks, this book will stear you in the right direction, if not give you all the info you need.
I loaned it to my neighbor who is a mechanic, and I still haven't gotten it back!!! (Little does he know, he's going to help me now)
Best of the books on adding a PC to your carReview Date: 2006-04-23
There are seven chapters in Car PC Hacks, each covering a different way to turn your car into a functioning computer with cupholders. Amazon does not show the complete list of hacks, so I do that here:
Chapter 1. Car Power Basics
1. Understand Car Electrical Systems
2. Prevent Electrical Fires
3. Gauge Your Wires
4. Connect Your Wires
5. Calculate Your Car's Battery Life
6. Upgrade Your Car Battery
7. Add New Power Connectors Throughout Your Car
8. Use a Huge Capacitor to Sustain Power
9. Upgrade Your Car's Alternator
10. Add a Second Car Battery
11. Put Home Power Outlets in Your Car
Chapter 2. Automotive Audio Entertainment
12. Get a Headful About Your Car Audio
13. Install a New Head Unit
14. Get Computer Audio into Your Head Unit
15. Amp Up Your Computer Audio
16. Make a Very Cheap AUX-in
17. Reduce Your Audio System's Noise
18. Control Your iPod with Your Car Stereo Knobs
19. Tune Your PC for Radio Reception
20. Record Radio Shows
21. Listen to Email, Weblogs, and RSS Feeds on the Road
22. Find Out What Was Playing on the Radio
Chapter 3. Automotive Video Entertainment
23. Understand Video Connectors
24. Choose Your Screens
25. Install a Headrest Screen
26. Install a VGA Touchscreen in Your Dashboard
27. Install a Sun Visor Screen
28. Install a Motorized Fold-out Screen
29. Install a Fold-Down Ceiling-Mounted Screen
30. Supersize Your Fold-Down LCD Screen
31. Turn Your Laptop into a Fold-Down or Dashboard Screen
32. Connect a Car PC to Your Factory Screen
33. Install a Rearview Mirror Screen and Camera
34. Boost Your Video Signal for Multiple Screens
35. Customize Each Passenger's Video
36. Tune in TV in the Car
37. Receive Satellite TV While Driving
38. Play DVDs with Your in-Car Computer
39. Put Multi-Channel DVD Surround Sound in Your Car
40. Install a Video Game Console Computer in Your Car
Chapter 4. In-Car Computers
41. Choose an in-Car PC Hardware Platform
42. Power Your Car PC
43. Start Up and Shut Down Your Car PC
44. Reduce the Boot Time of Your in-Car Computer
45. Keep Your Computer on During Engine Cranking
46. Turn On Your Car Computer Before You Start Your Car
47. Boot Your Car Computer on a Schedule
48. Choose an in-Car PC Software Platform
49. Install Windows on a CompactFlash Card
50. Power Your Portable Devices in the Car
51. Install USB Ports in Your Car
52. Build an in-Car PC
53. Build an in-Car Macintosh
54. Install a Mac Mini in Your Car
Chapter 5. Car PC Interface Options
55. Control Your Car PC with a Keyboard and Mouse
56. Control Your Car PC with a Handheld Remote
57. Control Your Car PC with a Touchscreen
58. Car-Enable Clunky Applications
59. Listen to What Your Car Computer Is Saying
60. Control Your Car PC with Voice Recognition
61. Find More Ways to Control Your in-Car Computer
Chapter 6. Wireless Connectivity and in-Car Internet
62. Get Online in Your Car
63. Make Your Mobile Phone Hands-Free with Your Car PC
64. Transfer Data to and from Your Car PC
65. View Real-Time Traffic Data on the Road
66. Videoconference from Your Car
67. Use GPS on Your Car PC
68. Find WiFi Hotspots on the Road
Chapter 7. In-Car Applications
69. Plug into Your Car's Built-in Computer
70. Put a Video Jukebox in Your Car Theater
71. Choose Your in-Car Navigation Software
72. Play Thousands of Games by Emulating Video Game Consoles
73. Use CENTRAFUSE as Your Car PC Frontend
74. Use Neocar Media Center as Your Car PC Frontend
75. Use FrodoPlayer as Your Car PC Frontend
Must readReview Date: 2007-02-07
I'm coming from computer background but have no idea about car electricity, AC/DC, etc. The guide was comprehensive and very clear.
Excellently helpfuliciousReview Date: 2006-08-24
Buy this awesome book right now!Review Date: 2006-06-02
It includes 75 projects. Well, the first few are not really projects, but very helpful explanations of automotive electrical systems. I was most interested in the chapters on how to install LCD screens, how to integrate a computer in your car, and how to power everything from the car battery.
This book is obviously written by people who have installed a lot of computers in their own cars and used them for their own and their families' entertainment. It has just the information I needed to be able to do these projects. Excuse me, I'm going to geek my ride now.
Used price: $5.99

A good presentReview Date: 2008-01-14
Excellent read. Review Date: 2007-10-09
Matthew Giovannucci
Student / Rockport College, Maine
A must haveReview Date: 2007-03-24
A practical, accessible, and essential referenceReview Date: 2003-03-04
GREAT!!! so much to learn!Review Date: 2005-10-08

Used price: $8.97

Great so farReview Date: 2007-10-31
Lazy boys hacksReview Date: 2007-09-13
Very informative, very well written.Review Date: 2007-02-18
Many good tib-bits and pointers.Review Date: 2006-02-26
kind of "nuts-and-bolts" pointers that I like. You
don't have to read it cover to cover (I didn't) but
can pick it up and go to the points that interest you
or where you are currently in need of help. It refers
to various "commerical products" that the author has
used to get the job done. I found this helpful. With so
many competing products to chose from it's nice to
hear, "If you get product X you'll be able to do Z,"
rather than buying and hoping (or not buying and
wondering). Kuddos to the author.
Must have for amateur/semi-professionalsReview Date: 2006-02-23
Who would have thought of parchment paper and clothes pins to diffuse light and create a softer, more natural light over the subject? That's just one of the great tips I've already started using.
I've bought several digital video books while trying to learn this medium, and this has been by far the most useful.
Related Subjects: Training Community Video Alternative Video Magazines and E-zines Video Editing Resources
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