Animation Books
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Used price: $44.35

Very good text book for schoolReview Date: 2008-08-03
Game EssentialsReview Date: 2008-07-22
One question i have is about the instructor resource on DVD mentioned in the book. As this is the first time using the book for our game development course it would be helpful to have some material - especially the powerpoint slides. Does anyone know how to get a copy of this DVD? - Thomson learning doesn't seem to have a link for this resource.
Cheap & With CD!Review Date: 2008-01-11
A note worth mentioning: this book comes with a CD as well even though it does not say so.
My husband has not used this book much for his class yet, so as for the material I am not sure. But we are very pleased with the product & Amazon (as usual) so far.
Stylish book that really meets its goalsReview Date: 2007-12-29
1. The history of the medium
I found some annoying factual errors in this part of the book. Which initially turned me off but I continued to read since errors seemed to be in the sidebars which may not get the same editorial review.
2. Who plays and why?
This contained very interesting material for students to discuss with respect to player motivation, personality and gender. The eye-opening part for me was the view of game playing from the perspective of generations. Baby boomers, Generation X and the Millennial Generation look for different things from the games they play. (This part made me examine my own choices for games and the characters I am most attracted to in them!)
3. The elements in a game - genres, platforms, player mode
Part II is where the real gems are for people who really want to design games:
4. The elements of storytelling
5. Creating the characters/roles
6. Creating the game experience, e.g. challenges
7. Creating the World and Atmosphere (anyone else listen to the audio CD to remember the delight in playing the game?)
The last part covers:
8. The key roles/titles in the game development process
9. The process of producing games
10. The future of gaming
The book ends with the following bonuses:
11. A list of resources for those who are serious about actually getting into the game business
12. List of books to read and learn more
13. A CD with tools
The key thing I value when spending time on a book is one - am I learning something new? This book offers many ideas central to designing video games. It is an excellent book for a course on the topic or for any budding game designer to pick up start the journey.
Excellent bookReview Date: 2007-09-24


This has really help this dummy!Review Date: 2008-05-15
Dummies books are greatReview Date: 2008-04-08
fabulousReview Date: 2008-01-20
A waste of moneyReview Date: 2008-01-08
Dummies to the rescueReview Date: 2008-03-25

Used price: $32.70

An excellent Mental Ray BibleReview Date: 2008-08-02
My only wish for this book, would be a more in-depth tutorial set, perhaps a companion book. But it is "nearly" a perfect book. :-)
Mental ray Maya,3ds, XSI---Excellent!!Review Date: 2008-07-09
Shaders,Shaders and more... (Architectural shaders little explanation)
Final Gathering and Ambient Occlusion
Subsurface Scattering
Indirect Illumination
Textures and projection, and more....
A Bonus chapter on Surface Approximation on CD
I recommend it to all CG artist.
For Intermediate UsersReview Date: 2008-06-08
mental ray- excelente guia avanzada Review Date: 2008-05-14
ES un completo manual que permite comprender con mayor exactitud el manejo de mental ray y saber realmente que es lo que sucede cuando modificamos un valor. con este libro uno comprende el porque delas cosas.
y lo mejor es que no se centra en un solo programa, abarca hasta 3.
con este libro mental ray es mucho mas facil de comprender.
Must have for all serious mental ray usersReview Date: 2008-04-28

Used price: $4.00
Collectible price: $30.00

A Fairly Thorough History of AnimationReview Date: 2007-06-12
Textbook Excellence.Review Date: 2007-03-14
The history of cartoons (to the 1980s)Review Date: 2006-05-26
Maltin starts off with a chapter about the silent era, when animation was just beginning. Over time, experience would refine the process, but the big leap would occur with sound, in particular with Walt Disney's Steamboat Willie featuring Mickey Mouse. After the silent era chapter, there are chapters that serve as "biographies" of the major animation studios, starting with the biggest of them all, Disney.
The Disney characters are among the most popular in cartoon history (or film history in general). Mickey Mouse may have been the biggest name, but he didn't have much of a personality, so he started being pushed aside in favor of more developed characters, especially Donald Duck, the first major Disney character with any sort of edge. In fact, this is a constant theme in the book: that the weakest cartoons from any studio were the ones that featured characters with no distinct personalities.
Success would often come with the most offbeat and edgy characters, such as Donald Duck, Bugs Bunny, Popeye and Daffy Duck. But some of the studios had a mercenary nature that would put quantity ahead of quality; probably the worst in the bunch was Terrytoons where good cartoons were the exception, not the rule. Although even Terrytoons would have some memorable characters - in particular, Mighty Mouse and Heckle & Jeckle - even many of the cartoons featuring them were not very good (which is why in the world of cartoons, the Terrytoons characters will never outshine even some of the Disney or Warner Brothers second-stringers).
Space limitations prevent me from going as in depth on this subject as I would like, but suffice it to say that after reading this book, I still do feel justified in defining an Age of Mediocrity. It was not that every cartoon in that period was bad, but the good ones were few and far between and classics were very rare indeed. The Age of Mediocrity was filled with bland cartoons that were more cute than funny, often repeated the same gags over and over again, and had few remarkable characters.
What about what I call the Modern Age? It would have started right after this edition of the book was published (1987), so it is understandably, but sadly omitted. Also missing is any real look at TV cartoons, so Bullwinkle, Underdog, Yogi Bear and the Super Friends, among others, are only mentioned in passing. Maltin admits up front that this book won't cover these TV cartoons, nor non-American products, hence the omission of international fare such as the Italian Fantasia-like movie, Allegro non troppo.
The strengths of this book, however, far outweigh the shortcomings. While my opinions sometimes differ from Maltin's on the quality of various cartoons, these are a matter of individual taste (overall, he tends to go easier on the films than I do; for example, he has a more favorable opinion on the UPA cartoons than I do); besides, this book is more of a history of cartoons than a critique of them. In addition to good writing, we gets lots of pictures (only a few in color) and an extensive filmography for all the chronicled cartoon studios.
You probably need to be a certain age (probably at least 30) to fully appreciate this book, as younger readers may not have really grown up with these cartoons and may not have even seen them as adults (and since many of these cartoons were geared only to kids, they would not even have much appeal to those over 10). But if you remember these cartoons and look back at them with fond nostalgia, this is a great book.
Excellent and informative!!Review Date: 2004-01-04
SHOULD BE ENTITLED "HISTORY OF US THEATRICAL ANIMATION"Review Date: 2005-04-08


Great BookReview Date: 2007-01-19
A Top Resource for Anyone who does Serious DV RecordingReview Date: 2005-04-23
Do not be fooled. You are not going to learn much to improve the built in recording that comes with your camera. The author is unapologetic in his broad condemantion of the built-in stuff in terms of both quality and usablility. He goes into the reasons and gives a bit of advice on making the most of what you have but this is not what the book is about. Instead, it is about exactly what the title claims. Unfortunately, this is seldom if ever achieved with the built in stuff.
After going over some of the basics of sound and recording, different types of equipment are described in terms of suitability to task and cost. After that, the actual use of this equipment is considered in a variety of situations. The book is not just concerned with equipment and its use, however. There are chapters on editing and even on the use of prefessional talent. In short, the assumption is that you want to get good quality audio for your video production. The author then describes how to do exactly that in a variety of settings. Unfortuately, doing the job sometimes takes a bit more effort than just pushing the record button on the camera. It also take a bit more money although it does not have to take a great deal more. It depends on what type of sound is needed and how you are going to use it.
If all you want is to catch the background sound in a home video, spend your money on something else. If you want to learn how to get the best possible sound for your particular need and preserve that sound to use with video, you need this book.
A rare 'how to' book that delivers actual content!Review Date: 2006-01-05
Not so with Jay Rose's 'Producing Great Sound for Digital Video' book. This informative guide covers a lot of ground, including sound theory, equipment explanations and use, and techniques for sound production including NLE tips, audio mixing, mic use etc. The great thing about this book is it is written with the expectation that your sound production values should be professional, but it's still accessible to hobbyists and those on a budget.
While I think novices to the field of sound engineering (like myself) probably benefit most from this work, I think a lot of the material here is useful to the video production community as a whole. I learned a lot from this, great work.
You will understand sound after this bookReview Date: 2005-03-02
If you only buy one book on sound.. This is itReview Date: 2006-09-09
Knowing audio but NOT audio for video, one of the most important things I discovered is that a professional quality product (video) can only be made with good sound.. If you think you $2 -$10K pro-sumer camera is going to deliver it with the standard mic turn on "auto level", you're really wrong. Half of good sound is the absence of sound, or at least the absence of unintended sound. Insuring good sound is more work than it sounds, but the quality and impact of what I am shooting now is significantly better than before. Otherwise, its' all like home videos, maybe pretty shots and cleverly edited, but still seems like home videos. It all becomes much clearer after reading this book.
When I picked up this book, it was a mental orgasm. Not only does this guy know his stuff, even more importantly, he knows how to communicate it. The way it was written, I was easily able to skip over the stuff I didn't want to review, and go straight for the meat. It is meaty. Almost EVERYTHING I wanted to know was here. I did end up going back just to see how he explained the basics.. great! One of the things I liked about his style, is some authors will tell you something is bad or wrong, with no explanation.. Jay give you good examples.. the CD recording with the book is worth it's weight in , he give examples of proper recording and bad recording (with explanations). You can actually hear it as oppose to read an explanation and take it on faith. Borrow money if you have too.. but buy it.
My message to Jay:
If you read this Jay, I have a few requests. (1) Don't let this book go out of date. Please do you SNR and distortion measurements on some of the new HD cameras. Given the bit resolution is now even less with HDV (12 bits (HDV) vs 16 bits (DV)), I think dual systems are even more important to cover in greater detail. (2) Update with some of the new digital recorders that are replacing DATs (3) Thanks for a great book!

Used price: $0.01

Excellent way of learning actionscript.Review Date: 2004-01-31
easy to follow tutorialReview Date: 2002-02-22
Excellent teaching methods - proofreaders apply pleaseReview Date: 2001-12-20
open your scripting mindReview Date: 2001-11-28
True this book doesn't have a lot of picture, but please bear in mind that this book is teach you how to think, hear and talk in Actionscript language instead of how to draw picture in flash
Good reference guideReview Date: 2002-02-21

Used price: $12.50

fair and balancedReview Date: 2008-06-20
Having read the book leading up to my trip (finishing it sitting by the pool at my resort in Disney), I really felt like I had a better understanding of what went into making a place like Disney. The visionary nature of this guy was clearly explained.
If you prefer longer, more in depth bios, this is the one for you. If you are looking for a shorter, more populist treatment, buy something else.
My one complaint would be that when the author starts explaining the process Walt used for the creation and release of each film, he seems to go into extreme detail that goes beyond what is needed in bio of a man and would fit better in a history of the company. But, I tended to just skip over 3-10 pages when I realized he was geeking out on that. The author's other book is on something about animation history or something, and this probably gave him a larger than normal interest in film history.
All in all, I loved reading this book especially leading up to and during a trip to Disney World.
One of the BestReview Date: 2008-02-02
Exceptional!Review Date: 2008-01-22
An Absolute PleasureReview Date: 2008-01-23
Barrier writes with an academic thoroughness, yet his prose style is a pleasure to read. He analyzes the merits and faults of Disney's body of work, and his conclusions are always compelling, well-researched and well-supported. Even when I do not agree with Barrier's opinions, I always find them riveting.
The Animated Man had the misfortune to see print not long after Neal Gabler's widely publicized Disney biography. Barrier's is the superior book. Among professional animators, it is already the Disney biography of choice. I am convinced that in years to come, it will be regarded as the definitive book on Walt Disney.
Simply the best available resource on the life and work of a geniusReview Date: 2008-01-19
Michael Barrier has impeccable credentials in the area of animation history and appreciation. He's written, studied published about and personally interviewed dozens of the key figures who worked at the Disney studio; virtually all long dead now--but Barrier got to them starting decades ago before many memories were dulled by time and age.
Of all the studios he's an authority on, his knowlege of the Disney studio takes precedence. He's a stickler for facts, truth and detail--not the dull, irrelevant sort but the kind that give the reader the comfort of feeling that the author really knows what he's writing about. That in particular is the biggest distinction this title has over the other current Disney biography. That, and the lack of any sort of tired agenda--the huckster's need to make Walt into some sort of symbol or postmodern neurotic flawed god--there's none of that nonsense here. Just a well-written, incisive, fascinating tracing of the life journey of a remarkable but not infallible creative genius.
Here you'll find the Disney that you can imagine knowing (or trying to know) as a real person: the struggling artist and businessman, the innovator, the dreamer, the midwestern striver who never gave up and held his own in the tough world of sophisticated Hollywood. And who by sheer determination and a vision no one else in the entertainment industry shared made a new kind of entertainment: the (commercial) animated feature film. He also made art. He did all this by trying to find the best stories, the best artists and technicians, and the best way to tell those stories. Money was secondary to him--not unimportant, just a reward he felt would certainly come IF he made great quality entertainment that topped whatever else was being made. He gambled--and won.
All of it's here, in this book, told with candor but no malice, with wit but no sarcasm, with clarity and with style.
A superb biography.

Used price: $25.80

the bestReview Date: 2008-08-20
It teaches you about exploring the surfaces and its history. Yes, that's it. This may sound too simple, but this is the most crucial and hard part of texturing - making the viewer believe, and believe yourself that this thing exists and has a history. In my opinoin, of course.
Ironically, in cg we start from tools and only much later come to the conclusion that there's a sculpture behind modeling, traditional lighting behind cg lighting and not quite, but painting behind the texturing. Obviously not quite the painting as long as we operate mainly with digitized photos simulating various surfaces.
Even now there's not an "ideal" book about texturing because definitely it must explain the physics of materials first, and then move into shaders attributes. I don't see shaders as something separate from texturing. For example, any vfx guy knows that there are 3 main components for a realistic surface: color, bump\displacement and specular\reflection. And they provide them always for any surface. Yes, every surface reflects. Or that your luminosity\saturation values for the diffuse must be around 20-80% to work well with lighting. Or your diffuse must be black for highly reflective or transparent surfaces. This is not stressed enough in most books for beginners, and there are many other important tips, utterly important. The technical side of texturing mainly lies in knowing photoshop inside out. There are some good tutorials on the net by Stefan-Morrell and Leigh Van Der Byl, I strongly suggest you reading them.
But in the end, you will know the technical side well, and you will come to this level where you almost meditate on the surfaces. Yet experience of course is a factor. They say you become good when you did 1000 renderings. There is some truth in it. But in the end, digital lighting leads you to the world of real-world lighting, modeling to sculpture, and texturing to meditating on real surfaces abd their history. And this is the most important thing in texturing imo.
What More CG Books Need to BeReview Date: 2007-11-17
It can be said that Digital Texturing & Painting is too art-heavy, but it's such a critical aspect of good CG that's either glossed over or omitted in other books. Being able to break down & understand all the many elements of a texture so it can be recreated and controlled is of the utmost importance. And learning how to go beyond photos and start working with the infinitely unique number of real world textures you can find or create adds new levels to your texturing work.
The art-based sections as well as the more technical preparation section are geared toward making you think about every aspect of the work and how best to execute it, rather than creating bland textures that have been done a thousand time before.
Although the specific texturing examples are rather short, the author covers the basics of several texturing methods. NURBS, polygons, using projections, using 3D paint software, tiling textures, using Illustrator, using Photoshop, making & scanning in real world objects or just making things from scratch. And the included CD has the PSD files for you to poke around in a figure out how the maps are put together.
Digital Painting & Texturing has the breadth & depth to be a helpful book for texture artists of all levels.
ExcelentReview Date: 2007-01-08
It describes intensely how to dissect and evaluate a surface, with interesting practical methods to re-create it.
Must read for people who seriously wants to learn about texturing.
This book is Wonderful A+ + + recommendedReview Date: 2006-10-13
You can only gain and loose nothing by reading this book-
Useful Book, Mostly an Art Book not a CG BookReview Date: 2006-11-06
If you want a book where most of it tells you how to think like an artist, then this is for you. If you wanted a book that went into more detail about how to unwrap UVs on a model or specific texture painting techniques, you'd be dissapointed.

Used price: $20.82

OK for Mid-Level Book...Review Date: 2008-06-20
Loads of Useful Info!!Review Date: 2008-06-24
Great Resource, highlights the good stuffReview Date: 2008-06-23
THIS BOOK IS AMAZING!!!!!!!!!!!!Review Date: 2008-06-04
Lynda.com training is good, but if more booka and tutorials could follow this books example many of us would be pros in a shorter amount of time.
Lonzell Watson (Writer of the book)...YOU ARE A WONDERFUL PERSON TO SHARE SO MUCH PASSION AND INSIGHT!!
THANK YOU!!!!!
Great Book...But I Have Some Minor QuibblesReview Date: 2008-05-19

Studio and Cartoon SpecificReview Date: 2008-02-25
Fascinating!Review Date: 2008-01-31
"Hollywood Cartoons" is the most detailed and intricate account of the makings of the very best Warner and Disney cartoons ever published. Barrier and Milt Gray actually interviewed everyone they could get a hold of from the Golden Age of animation (over 150 people), therefore making the conclusions Barrier has drawn on various controversies and personalities more believable than anyone else's. His critical analyses of the works of Walt Disney, Chuck Jones, Bob Clampett, and Tex Avery are deeper than most writers.
But the book is not without flaws. Barrier obviously is in favor of the West Coast cartoons rather than those of the East Coast (understandably in the majority of cases). But the lack of coverage on these studios, most notably Famous Studios and Paul Terry, was most upsetting. Barrier had more information at his disposal than Leonard Maltin did when he wrote his breezy, but well-researched histories on those studios, and it's a shame he didn't use it to his full advantage. Likewise, even other West Coast studios, like Walter Lantz and Columbia, receive little due.
But all in all, I found it to be an enjoyable read, and it's a book I reference quite often. It should be on anyone's shelf who is an admirer of the time in American history when great cartoons were actually made.
Comprehensive look at a dying artformReview Date: 2003-10-18
At nearly 650 pages Barrier's book takes a fair balanced look at Disney, Warner Bros., Fleischer and other contributors to this dying art form. It's actually a perfect companion piece to the newely released boxed set of Warner Bros. Looney Tunes classics. Barrier avoids the Disney worship that marred other books of this type and, like Maltin's marvelous but less indepth book, he manages to point out the key contributions of the most important animation directors/producers of the era.
While it does overlook or give only a cursory overview of some important figures in the industry, Barrier's scholarly aproach manages to recognize the merits and flaws of each studio, their system and directors. Although not as well illustrated as Maltin's book, the pictures do provide a glimpse of many of the essential classics that impacted the art of animation. Since much of the documentation for the creation of some of the early Warner classics are long gone, Barrier has to rely on many of the same sources and pictures as other authors. The book could have been improved if he had gone more to private collectors for rare animation cels, production photos, model drawings and notes. I also would have liked many of these illustrations to be reproduced in color. Seeing them in dark black and white illustrations does little justice to the artistry of these pioneers.
Maltin's book was clearly the work of an informed fan; his approach focused on the creation of many of the important classics but didn't lose track of the fun in the finished product. Barrier's scholarly approach is a bit drier and doesn't quite communicate the excited of Maltin's less authoriative book on the same subject. It's still an important look at the pioneers of animation's Golden Age and, as such, should be read by those who love the shorts from the various eras examined here.
Behind the Hi-JinxReview Date: 2004-03-18
The first chapter, on silent cartoons, is hard going. Not until Walt Disney shows up does that chapter start flowing.
BUT from that point on, until the chapter on UPA, I had a hard time putting "Hollywood Cartoons" down. Barrier doesn't take the usual perspective on cartoons. He doesn't care how they appeal to the casual viewer but how they look to the pro. I didn't agree with all his judgments, but I respect his judgments.
I have read several histories of cartoons, and Barrier still managed to surprise me or say something new. He had the best discussion of the origins of Bugs Bunny I've ever read. His description of the working of MGM's cartoon studio was fascinating, and his views on Bob Clampett and Chuck Jones showed real insight.
Barrier states his opinions strongly. He doesn't like Fleischer or UPA cartoons, and he doesn't think Friz Freleng is worth a lot of discussion. (I would disagree about Friz, but agree on the other stuff.)
In all, this was a fine book on this subject, and I am glad I read it.
golden age...what golden age?Review Date: 2003-07-21
Related Subjects: News and Resources Professional Education
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