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Kwong writes that "if you come to listen to a talk as if you are going to hear something great from somebody else, this is a big mistake." And yet I found that, in reading this book, truths buried deep within myself began to emerge. I have already applied stories and lessons learned from Kwong's work to my daily life - in the business world, with friends, and family. I feel as though this book has helped me access a place inside of myself that is calm, vibrantly alive, and simply feels true.
My grateful thanks to Jakusho Kwong for putting to paper words that have the transformative power to touch readers the world over.
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Scrapbook was a real interesting book. I really
liked the pictures and the updates in the book.
It was a real good book.
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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
Jörg Flügge, Munich, Germany 02/25/2001
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.
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The book is organized in such a way that the later chapters build upon the previous chapters. He begins by talking about energy and how we burn fuels different ways when playing hockey. Then he goes into stretching and strength training. If you have ever spent any time around a gym, you'll already know how to perform these movements. The payoff for this book is the plyometric. These are techniques used to help improve your agility and explosive movements. Let's face it, the team that can consistently get to the puck first usually wins. These exercises will provide you with a quick jump giving you an extra step over your opponent and the puck.
Twist writes simply, and his instructions are easy to follow. He uses photos generously when trying to explain complex movements. Both on-ice and off-ice exercises are provided so you don't have to be at the rink or have precious ice time to get into shape.
My only complaint is that each and every exersize should have photos. Most do, but not all of them. There are some exersizes that are not 100% clear on the proper technique.
Other than that it's great.
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The book is excellent! When a book is about troubleshooting, I expect it to contain real-life situations that can help me at closing time, on a Friday afternoon. This book does not lack that, as opposed to Cisco Press' CIT guide. If you're a network engineer or administrator in-charge of administering and maintaining your Cisco environment, buy this book! I am sure you would not regret it.
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Design
By Vincent Flanders with Dean Peters
Publisher - Sybex
List [...]>ISBN: 0-7821-4020-3
Rating - 5 out 5
Son of Web Pages That Suck is the follow up to the very successful book Web Pages That Suck by Vincent Flanders. The book consists of 279 pages, broken down into 14 chapters. The book also comes with a CD containing links to the websites listed throughout the book. Son of Web Pages That Suck is my first book on web design and will probably be the only one in my library for quite some time (until Daughter of Web Pages That Suck comes out). As the title suggests, Son of Web Pages That Suck teaches good web design by having the reader look at examples of bad web design. Throughout the book, Flanders explains why a web page does or does not suck.
The book's best quality lies in the very humorous and understandable way it's written. This is one computer book that isn't going to put you to sleep or bore you to death. One of the key points the author stresses throughout the book is "web design is not about art, it's about making money." Each chapter begins with a short introduction explaining what's going to be covered in the preceding chapter and ends with a summary covering the key points discussed in that chapter. One of the not-so obvious things Flanders covers is that you can make a web page that sucks without using tons of flashy graphics or other crazy design elements. Thankfully, he also discusses how to avoid making these same mistakes. Some of the more obvious web design topics Flanders covers include things like appropriate page and image size, how to stay on the right side of copyright law, professionalism, and why things like splash pages and "Welcome to my page" lines are bad. Another important point Flanders discusses is that while a certain theme or design might make one web page suck, it may make another rock-- depending on the target audience .If you've ever visited a Flash intensive website on a dial up connection, you'll appreciate Flanders chapter "Jumpin' Jack Flash."
I could continue to talk about all the great topics Flanders covers in his book Son of Web Pages That Suck, but that would take far too much space for a book review. I highly recommend that you go and buy the book and read it for yourself. I give Son of Web Pages That Suck a highly deserved 5 out of 5 rating.
The essence: the most valuable aid in designing sites that appeal to your audience is first understanding what turns them off. Turn-offs are a dreary subject, yes, but Flanders excels here. He should know, running a site like "Web Pages That Suck" for a half-decade. You should tap into his knowledge.
Web design is new compared to other media, and the rules still aren't clear. "I want 12 point Garamond!" doesn't fly on the pop-star-of-the-month's site, while perfect for a "Mumble, Stumble, and Fumble at Law" site. Or maybe not so perfect - see Chapter 11 on Text (and fonts).
Understanding the people you're trying to sell is crucial - Flanders provides solid research on things like platforms/browsers, and links that will guide you long after the book is published.
This book should be the first thing you should read, either if you're on your first web project, or an experienced designer who's facing a client/employer about to make serious mistakes. You know, the CEO who insists on putting his face on the home page of your company that makes ball bearings for the lawn-mower industry. But on a site for the (unnamed) pop star mentioned above - not putting a face on the home page is death - and Flash is nearly expected. Flanders understands all this, and doesn't dismiss any technique - until you "get in the way of the sale."
The CD-ROM with the book ain't bad, but there is better. I vastly prefer WS_FTP to Voyager, but my company buys me tools that best several packages on the CD. For a price, of course. But the CD is a good starting place.
Put it on your bookshelf (or better, your hands) today. Let your competition wind up on the "Daily Sucker" at WPTS rather than you.
Flanders takes a different approach to teaching usability than the likes of Nielsen and Norman. Through over the top humor and outrageous examples of bad web design he manages to teach good design while keeping us entertained. Flanders uses humor as a teaching aid because he's found that that people tend to learn better when they are entertained.
You'll find yourself laughing as you read this book. The book is peppered with full-color pictures of Flanders and friends in various getups: a devil, an angel, a mechanic, a flasher, and even in the tub ("Splish Splash Pages" chapter). It's all in good fun, as Flanders doesn't take himself too seriously. He makes his points without condescension. He even uses Johnny Cochran-like sayings to illustrate his points:
"If the Bits Don't Flow, People Will Go."
"The Top's Gotta Pop or They're Not Gonna Stop."
The author is a marketing showman, using carnival-like PR:
TREMBLE at the horror that is Mystery Meat Navigation
RUN SCREAMING from splishy splashy Flashy pages...
The book is a hybrid design and usability book aimed at beginning to intermediate designers. The book teaches good design practices through bad mistakes with scathing commentary on numerous really bad web sites. Through his web site's "Daily Sucker" and thousands of email suggestions Flanders has plenty of material to choose from.
The actual advice is common sense stuff that advanced users will already know like keeping text contrast high and file sizes low. However, even after years of preaching the gospel, usability experts are finding web designers repeating the same mistakes over and over again. Flanders shows what not to do, and offers suggestions on how to do it right.
Web design is about working within limitations. Unless you have what Flanders calls "heroin content," make your pages fast loading, easy to navigate, easy to read, and minimize extraneous features. He gives useful pointers throughout the book for graphics optimizers, validators, browser simulators, and includes a CD chock full of useful utilities to shrink and shape up your pages.
Flanders likes to say, somewhat tongue in cheek, that this book is for everybody. It is not quite in that category, but it will have a broader appeal than most web design books with its splashy graphics, non-technical approach, and Flanders' trademark humor. Some college professors have even adopted his book for their Web design courses because it doesn't put their students to sleep. Highly recommended.