Wednesday, October 31, 2007

2

Adobe Creative Suite 2

About the Authors

Jennifer Smith is the founder and Vice President of American Graphics Institute (AGITraining.com). She has authored multiple books on Adobe products and is a technical writer for the Adobe Classroom in a Book series. Jennifer has worked in all aspects of graphic design and production including as an art director of an advertising agency. More than ten years ago, Jennifer took her experience and applied it to teaching. Under her leadership, AGI has grown into the largest training organization focused on print, Internet, video, and PDF publishing. Her teaching and writing style shows a clear direction that can only be achieved by someone who knows the industry and has expe­rienced the Adobe applications in a professional workflow. She lives in the Boston area with her husband (who co-authored this book) and children.

Christopher Smith is President of American Graphics Institute and oversees curriculum content and delivery for Adobe’s largest and oldest Certified Training Provider. An Adobe Certified Expert, he works as part of the Adobe Creative Team as the lead technical writer for the Adobe Classroom in a Book series for both Adobe Acrobat and Adobe InDesign. His more than ten other books include Moving to InDesign, Teach Yourself Adobe Acrobat in 24 Hours, and Real World Adobe Acrobat. Smith has served as an elected member of the School Board in his hometown in suburban Boston, Massachusetts, where he lives with his wife and children.

Authors’ Acknowledgments
Thanks to all of our friends and colleagues at Adobe Systems for their sup­port, encouragement, and faith in our work: Ali, Joe, Ron, Dave, Donna, Steve, Noha, Lynn, Adam, Christine, Jill, Jeffrey, Bagel, Carrie, and the many product team members who responded to our questions throughout the writing process.

Thanks also to the highly professional instructional staff at American Graphics Institute (AGI) who always provide great insight into the best ways to help people learn these software applications.

Thanks to all at Wiley Publishing. This book involves a lot of detail and infor­mation and it was up to acquisitions editor, Melody Lane and her “tough love” to make sure it got to the state it is now. Thanks to Colleen Totz and technical editor Cathy Auclair for the great insight.

Thanks to our family as they had to deal with parents who toiled away at the keyboard night after night.

Jennifer: thanks all the friends of my teenage daughter who gave rights for me to use their images.

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Sunday, October 28, 2007

1

Adobe Acrobat 6 PDF

About the Author


Greg Harvey, the author of more than 50 computer books, has had a long career of teaching business people in the use of IBM PC, Windows, and Macintosh software application programs. From 1983 to 1988, he conducted hands-on computer software training for corporate business users with a variety of training companies (including his own, PC Teach). From 1988 to 1992, he taught university classes in Lotus 1-2-3 and Introduction to Database Management Technology (using dBASE) in the Department of Information Systems at Golden State University in San Francisco.

In mid-1993, Greg started a new multimedia publishing venture called mind over media. As a multimedia developer, he hopes to enliven his future com­puter books by making them into true interactive learning experiences that will vastly enrich and improve the training of users of all skill levels. You can send him e-mail at gharvey@mindovermedia.com and visit his Web site at www.mindovermedia.com.

In 1999, Greg began graduate school at the California Institute of Integral Studies (CIIS) in San Francisco. In the summer of 2000, he received his master’s degree in philosophy and religion in the area of Asian and Comparative Studies. Currently, he has finished all his coursework in the Ph.D. program at CIIS and is getting ready to begin work on his dissertation in the area of Chinese and Tibetan end-of-life religious beliefs.

Author’s Acknowledgments

Let me take this opportunity to thank all the people, both at Wiley Publishing, Inc., and at Mind over Media, Inc., whose dedication and talent combined to get this book out and into your hands in such great shape.

At Wiley Publishing, Inc., I want to thank Steve Hayes and Tiffany Franklin for their considerable help in getting this project underway, Christine Berman for her tremendous expertise as project editor, and Jean Rogers for her great skill as the copy editor, for making sure that the project stayed on course and made it into production so that all the talented folks on the Production team could create this great final product.

At Mind over Media, I want to give a special thanks to Michael Bryant, the person primarily responsible for the updating and reorganizing all the mater­ial for this 6.0 version of the software covered in this new edition of the book (fantastic job, Michael!).
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2

Adobe Pemiere Elements

About the Author


Keith Underdahl is a digital-media specialist residing in Albany, Oregon. Professionally, Keith is an electronic publishing specialist for AGES Software, where he serves as program manager, interface designer, multimedia producer, graphic artist, programmer, customer support manager, and resident Portable Document Format (PDF) guru. At the end of the day, he even sweeps up the place. Mr. Underdahl has written numerous books, including Teach Yourself Microsoft Word 2000, Microsoft Windows Movie Maker For Dummies, Macworld Final Cut Pro 2 Bible (co-author), Digital Video For Dummies, 3rd Edition, and Adobe Premiere Pro For Dummies.





Author’s Acknowledgments


So many people helped me complete this project that I hardly know where to begin. First and foremost I wish to thank my family for allowing me to work two full-time jobs as I completed Adobe Premiere Elements For Dummies. My wife, Christa, has been my entire support staff, head cheerleader, creative advisor, and inspiration throughout my entire writing career. She was the one who urged me to start writing for a small motorcycle magazine in 1995, and that endeavor has led to so many great adventures and challenges in the years since. I owe everything to Christa.

My undying gratitude also goes out to my two very favorite movie subjects, Soren and Cole Underdahl. Not only do my boys take direction well, but they are also incredibly intelligent and look great on camera! I also received help both on-screen and behind the scenes from Brian and Darlene Underdahl.

I wish I could take full credit for the quality and content of Adobe Premiere Elements For Dummies, but many other kind folks contributed to this work to make it what it is. I’d like to thank Steve Hayes for hiring me once again to write this book, my project editor Nicole Haims, my technical editor Dennis Short, and the many other folks at Wiley who toiled to make this one of the best references on Adobe Premiere Elements to be found.

I had help from some industry people, including Andy Marken, Pete Langlois, and Rick Muldoon. And finally, thanks to Christine Yarrow, Mark Wheeler, Stephen Inoue, Abhay Sarup, and all the folks at Adobe for inviting me to help develop this excellent video-editing tool. I’ve been on the user side of Adobe software for a long time, and I am honored to contribute to their testing and development programs as well.
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Tuesday, October 23, 2007

2

Beginning Programming

About the Author


After spending his first two post-college years working for a dead-end corporation that encouraged its employees to use euphemisms to disguise the fact that they were manufacturing nuclear weapons with the potential to wipe out most forms of life on the planet, Wallace Wang decided that his life was meant to be spent doing something more exciting than existing in a corporate culture that stifled freedom and democracy while building missiles ostensibly to protect freedom and democracy. With the thought of escape in his mind, he bought one of the first IBM personal computers on the market — and quickly realized that the accompanying computer manuals were completely incomprehensible.

After deciphering the manuals and learning to master the arcane commands of the ancient MS-DOS version 1.25 operating system, Wallace decided to publish fragments of his notes in a local computer magazine for the amusement of others — and to provide an alternative source of income for his eventual departure from the mentally suffocating environment of the military-industrial complex.

After people began responding favorably to his introductory computer magazine articles, he continued writing more, eventually turning to writing full-time. For the first time, he managed to earn a living in a job that didn’t involve developing something that could blow up people who happen to live in another part of the world.

Today, the author is happily pursuing a dual career in the book publishing industry and the stand-up comedy industry. His eventual goal is to convince people that enjoying yourself while learning is all right. In the meantime, he plans to continue making fun of any idiots and morons who happen to get in his way.

Author’s Acknowledgments

If it weren’t for Matt Wagner and Bill Gladstone at Waterside Productions, I may never have written this book (and someone else may have). That’s why I don’t mind paying these guys 15 percent of the book royalties so that they can afford to buy their groceries.

Additional thanks go to Allen Wyatt (the technical reviewer) for making sure that everything in this book is accurate, and to Cassandra (my wife) for putting up with multiple computers that (from her point of view) seem to spontaneously appear and disappear from the house at random. Each time a computer disappears, a more advanced model appears that promises more speed and hard disk space but still never seems to have more speed or as much room as the previous computer model that it replaced.

A final note of thanks must go to the Chinese and Russians who’ve translated my other books, Microsoft Office For Dummies and Visual Basic For Dummies. The Chinese and Russian editions are the only foreign translations of my books ever to include my previously published references to General Dynamics as a “bomb factory.” Whether translators in other countries purposely omitted this humorous reference or whether it’s just a coincidence that only the Chinese and Russian editions included this reference is unknown.

Still, this fact alone provides an endless source of amusement to think that Chinese and Russian readers are privy to an American joking about his country’s nuclear missile factories, while readers in other countries are not. For that reason alone, the Chinese and Russian translators of my books have my eternal gratitude and blessing, not because they happen to be Chinese or Russian, but because they appear to be able to appreciate a joke.

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Monday, October 22, 2007

2

Windows XP Hacks And Mods

About the Author


In the past fifteen years, Woody Leonhard has written more than computer books, drawing an unprecedented six Computer Press Association awards and two American Business Press awards. Woody was one of the first Microsoft Consulting Partners and is a charter member of the Microsoft Solutions Provider organization. He’s widely quoted — and reviled — on the Redmond campus.

Woody’s Web site, askwoody.com, keeps an eye on the computer industry, covering the latest shenanigans from Microsoft, the best software for your computer, the worst pitfalls (and patches!) to avoid, updates to his books, and all the other information you need to keep your PC chugging away.

Woody lives just this side of paradise in Phuket, Thailand, along with his most significant other, Add, and his son, Justin. Most mornings, you can find him jogging on Patong Beach with their beagle, Chronos, or sipping a latte at Khun Woody’s Bakery. Drop by when you get a chance!

Author’s Acknowledgments

Justin Leonhard contributed numerous ideas, warnings, and hacks to the sections on gaming and the iPod, in particular, and helped with insightful comments in several other parts of the book. Thanks, Justin!

Many thanks, as always, to Claudette Moore and Debbie McKenna at Moore Literary Agency, my guides for nearly 15 years. Thanks, too, to Steve Hayes, Becky Huehls, Colleen Totz, Lee Musick, and all the people at Wiley who made this project work.

What a concept: Windows hacking made accessible to regular Windows users. With your help, I think this book succeeds marvelously.
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Wednesday, October 17, 2007

2

The Hidden Power Of Photoshop Elements 4 (2006)

Author's Acknowledgments

Many people who have helped with this book will likely never suspect that they did so, and, quite honestly, I don’t know them well enough to name them. The list ranges from rustic tour guides, to people I’ve met in passing at camera stores and eBay auctions, to people who participate in image editing forums on the Internet, to those who post book reviews and mentions, to people at work who might ask the most innocent questions about images and cameras. Any time I am forced to consider results and what people are trying to achieve in their images, it helps me look back to where I was years ago when trying to learn image editing. A grand thanks to all the readers who purchased previous versions of the Hidden Power book and Hidden Power tool sets, those who have downloaded the free tools or purchased tools, and those who visit the website (www .hiddenelements.com). Your visits and activity confirm for me and assure the publisher that there really is a market of advanced Elements users.

The list of people I can name who help day-to-day remains much the same. My wife, Lisa, and children, Julia and Isabel, provide pointed critique, patience in allowing the work to go on, and dexterity in avoiding collisions with the by-product debris that accu­mulates in piles during the project, and they show enough interest in the result (whether faked or real) to help make the writing seem less isolated.

Thanks to companions in “the business”: Al Ward (www.actionfx.com), Greg Georges (www.reallyusefulpage.com), Fred Showker (www.graphic-design.com), Doug Nelson (www .retouchpro.com), and Barbara Brundage. Thanks to those at the beginning (Stephanie Wall, Mitch Waite, and Beth Millett), those in the middle (Bonnie Bills), and the present Sybex/Wiley crew (Pete Gaughan, Walt Dietrich, Mark Clarkson, Daria Meoli, Linda Recktenwald, and Dan Brodnitz). Contracts be damned, Jeff (Schultz).

A round of applause for the chroma key backdrop: Sam, Murphy, Mom, Stephen L., Todd Jensen, Kevin H., Robert Blake, Larry Woiwode, Alan R. Weeks, Tony Zenos, Luke DeLalio, Rabelaise, Beckett, and various Nardecchias and Hongs. A blurry one out there to Vincent T. L.

About the Author

After graduating from college with an MFA in writing and separate careers as a chef, a college teacher, and a freelance development editor, Richard Lynch spent five years as senior editor and designer for a how-to photography book publisher, learning the ins and outs of book production and image editing. Over those years he designed and edited 40 books on various facets of photography, from the basics of taking pictures and through the nuances of professional lighting, special effects, and infrared photography, gaining an intimate knowledge of the business and art of photography.

Since moving on to a full-time job in communications, information management, and web development, Lynch has written six books on digital imaging, including The Hidden Power of Photoshop CS and The Hidden Power of Photoshop Elements 3, between being a columnist for Digital Photography Techniques, teaching digital art classes at local colleges, and enjoying digital photography. For freelance design work (CDs, books, websites, and other graphics) and writings on digital imaging, he uses Sigma dSLR cameras, LinoHell scanning equipment, and both Mac and PC computers.

Glad to move away from analog equipment that he’d been using since his first experi­ence dabbling in darkroom arts in grade school, Lynch has been working with digital images since 1986 and with Photoshop full time (50+ hours a week) since 1992.
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Sunday, October 14, 2007

1

photoshop Elements 3 for Dummies

About the Authors


Deke McClelland wrote the Photoshop Bible and Photoshop Bible, Professional Edition (both published by Wiley), bestselling guides on digital imaging. He has written 76 titles in 25 languages with 3 million copies in print, including Photoshop For Dummies (published by Wiley) and the tutorial-based Adobe Photoshop One-on-One (published by O’Reilly/Deke Press). In addition to his books, Deke hosts the video training series Total Training for Adobe Photoshop and Total Training Presents: Adobe Photoshop Elements (published by Total Training). One of the most award-winning writers in the business, Deke has received seven honors from the Computer Press Association. In 2002, he was inducted into the Photoshop Hall of Fame.

Galen Fott contributed to two editions of Deke’s Photoshop Bible and to Adobe InDesign CS One-on-One (O’Reilly/Deke Press). He has also written for Macworld and PC Magazine. Galen created and hosted Total Training for Mac OS X, co-hosted Total Training for Adobe Premiere 6, and presented more than two hours of Photoshop training for the Apple Web site (all pub­lished by Total Training). In his theoretical spare time, Galen is involved in a number of other pursuits. As an animator, he has worked for AT&T and Paramount. As a performer, he has played leading roles in musicals across the country. As a puppeteer, he has performed with the Jim Henson Company. Those with piqued interest can visit his Web site at www.grundoon.com.
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Wednesday, October 10, 2007

1

Photoshop CS2 Before & After Makeovers

Meet the Author


Dr. Taz Tally is President of Taz Tally Seminars, a computer publishing, consulting, and training company. He is the author of numerous books — including Photoshop CS2 Before & After Makeovers, Acrobat and PDF Solutions, Avoiding the Output Blues, Avoiding the Scanning Blues (a Doubleday Book Club featured selection), The UMAX MagicScan Manual, and SilverFast: The Official Guide — and he served as a contributing author to The Photoshop World Dream Team Book. He has produced numerous instructional videos, CDs, and DVDs on scanning images, prepress issues, Photoshop, color correction, font man-I agement, and keyboard shortcuts, and was the instructor for the video train-I ing series DeskTop to Print. A frequent presenter at seminars and trade shows throughout the U.S., Taz is also a member of the Photoshop Dream Team — mainstays at the biannual Photoshop World conventions. He is also a frequent contributor to Photoshop User magazine, for which he writes a regular prepress column.

When he is not touring the country presenting his seminars, Taz generally heads off to the outdoors. One of those outdoor places he especially enjoys is his home in glorious Homer, Alaska, where he revels in moun­tain biking, kayaking and hiking, Nordic skiing, and nature photography with his Cardigan-Welsh-Corgi Zip. Taz has also been sighted skiing the powder snows in Utah, diving with the whales in the waters off of Hawaii, and prowling the terrains of the desert Southwest and Mexico.

Author’s Acknowledgments

A project like the Photoshop CS2 Before & After Makeovers book you hold in your hands is never accomplished by one person alone, so it’s no surprise that I have many people to thank for their critical help. First, I’d like to thank my agent, Matt Wagner of Fresh-Books, who was the spark plug for this project — I have him to thank for bringing me together with the Wiley team. I have come to value Matt’s insights and guidance very much. Matt . . . here’s hoping for many more projects together! Next, I’d like to tell Paul Levesque, the very capable project editor for this title, what a joy he has been to work with. As we put this project together, Paul was not only pleasant and capable, but also a good partner who was willing to work together to meet the various challenges that inevitably arise when tackling any new, from-scratch project . . . thanks, Paul! If this book is easy to read and understand, we can all credit Barry Childs-Helton, the gifted copy editor, who took my often contorted text and reworked it into far more readable and enjoyable prose. I also want to highlight Dave Herman, the tech reviewer, for not only making sure that I was accurate and consistent, but for providing many good content suggestions as well . . . this book is greatly improved from Dave’s additions. I also want to thank the Wiley design team for their initial design work and also their on-the-fly redesigns as this project evolved . . . armfuls of kudos to you! And of course credit for overall project man­agement goes to Bob Woerner, Wiley’s truly gifted acquisitions editor.
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Sunday, October 7, 2007

1

Photoshop CS All-in-One Desk Reference for Dummies 2004

About the Author

Barbara Obermeier is principal of Obermeier Design, a graphic design studio in Ventura, California. She’s the author of Photoshop Album For Dummies, coauthor of Adobe Master Class: Illustrator Illuminated, Photoshop 7 For Dummies, and Illustrator 10 For Dummies. She has contributed as coauthor, technical editor, or layout designer for numerous books. Barb also teaches computer graphics at the University of California, Santa Barbara, and at Ventura College.


Author’s Acknowledgments
I would like to thank my excellent project editor, Becky Huehls, who kept me and this book on track; Bob Woerner, the world’s best Acquisitions Editor; Andy Cummings, who gives Dummies a good name; David Busch, for his great contribution to the first edition; David Herman, Technical Editor Extraordinaire; Barbara Terry, who made everything I wrote sound better; and all the hard-working, dedicated production folks at Wiley. A special thanks to Ted Padova, colleague, fellow author, and friend, who always reminds me there is eventually an end to 40 chapters.
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Friday, October 5, 2007

1

A Practical Guide To Video And Audio Compression (2005)

From The Author

When you write a book a book like this, it is the sum of so many people’s efforts and good­will. I would like to especially thank “J and Lo” (Joanne Tracey and Lothlórien Homet) of Focal Press for guiding me through the process of writing this book. Thanks to Gina Marzilli, who guided us down the right path on the administrative side. The manuscript was skill­fully progressed through the production process by Becky Golden-Harrell—thanks, Becky. Let’s do it again. Copyediting was ably managed by Cara Salvatore, Sheryl Avruch, and their team of experts. Thanks guys; you really turned this into a silk purse for me.

Of course, without the products in the marketplace, we’d have very little success with our endeavors. I’d like to send warm thanks to the team at Popwire in Sweden. Anders Norström and Kay Johansson have been immensely helpful. Over the last couple of years I’ve enjoyed getting to know members of the QuickTime team at Apple Computer. Thanks to Dave Singer, Rhondda Stratton, Tim Schaaf, Vince Uttley and Greg Wallace for their help and inspiration. Guys, you are doing wonderful stuff. Just keep on doing that thing that you do. Also at Apple, I’d like to thank Sal Soghoian for pointing out some really cool stuff that AppleScript does. Thanks go to Envivio for some very thought-provoking and inspiring conversations, especially the time I’ve spent with Rudi Polednik, Frank Patterson, and Sami Asfour. Greetings also to Diana Johnson, Dave Kizerian, and Matt Cupal of Sorenson and Annie Normandin of Discreet. Thanks for being there when I needed your help. In the latter stages of completeing the book, Janet Swift and Barbara Dehart at Telestream came through with some coolness that enabled me to make Windows Media files effortlessly on a Mac.
To the people who work so hard at the MPEGIF (formerly known as the M4IF), Rob Koenen, Sebastian Möritz, and your team, I thank you for your time and patience explain­ing things to me. I hope this is a journey we can travel together for many years yet as we see the new MPEG standards being widely adopted.

I have so many friends from my time at the BBC who unselfishly shared their expert­ise and knowledge. Foremost of these must be Russell Merryman, who produced the ele­phant cartoon and was also responsible—with Asha Oberoi, Robert Freeman, Saz Vora, and John Nicholas—for the MPEG-4 packaged multimedia concept studies way back in 2002. Thanks also to Julie Lamm, John Angeli, and everyone in the News Interactive department.

Thanks are due also to those individuals, companies, and organizations who gra­ciously permitted me to use their images in this project or spent time talking to me abouttheir work: Christopher Barnatt from the University of Nottingham; Simon Speight and Mark Sherwood from Gerry Anderson Productions; Guan at Etiumsoft; Jim Cooper at MOTU; David Carew-Jones, Anna Davidson, and Paul Dubery at Tektronix; Diogo Salari at DPI Productions; the folks at M-Audio; the Sales Web team at Apple Computer; Grant Petty and Simon Hollingworth at Black Magic Design; Julie Aguilar of ADC Telecommunications; Victoria Battison of AJA Video Systems; and Amanda Duffield of Pace Micro Technology.

I’d also like to thank Ben Waggoner for his unselfish sharing of many Master Compressionist’s secrets at conferences. Ben, I’ve learned many new things from you whenever I’ve been at your presentations. Thank you so much for encouraging people the way you do.
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Wednesday, October 3, 2007

3

3ds Max 6 Bible (2004)

About This Book

Let me paint a picture of the writing process. It starts with years of experience, which is followed by months of painstaking research. There were system crashes and personal catastrophes and the always-present, ever-looming deadlines. I wrote into the early hours of the morning and during the late hours of the night — burning the candle at both ends and in the middle all at the same time. It was grueling and difficult, and spending all this time staring at the Max interface made me feel like . . . well . . . like an animator.
Sound familiar? This process actually isn’t much different from what 3D artists, modelers, and ani­mators do on a daily basis, and, like you, I find satisfaction in the finished product.
Tutorials aplenty
I’ve always been a very visual learner — the easiest way for me to gain knowledge is by doing things for myself while exploring at the same time. Other people learn by reading and comprehend­ing ideas. In this book, I’ve tried to present information in a number of ways to make the informa­tion usable for all types of learners. That is why you see detailed discussions of the various features along with tutorials that show these concepts in action.

The tutorials appear throughout the book and are clearly marked with the “Tutorial” label in front of the title. They always include a series of logical steps, typically ending with a figure for you to study and compare. These tutorial examples are provided on the book’s CD-ROM to give you a first­hand look and a chance to get some hands-on experience.

I’ve attempted to “laser focus” all the tutorials down to one or two key concepts. This means that you probably will not want to place the results in your portfolio. For example, many of the early tutorials don’t have any materials applied because I felt that using materials before they’ve been explained would only confuse you.

I’ve attempted to think of and use examples that are diverse, unique, and interesting, while striving to make them simple, light, and easy to follow. I’m happy to report that every example in the book is included on the CD-ROM along with the models and textures required to complete the tutorial.

The tutorials often don’t start from scratch, but instead give you a starting point. This approach lets me “laser focus” the tutorials even more; and with fewer, more relevant steps, you can learn and experience the concepts without the complexity. On the book’s CD-ROM, you will find the Max files that are referenced in Step 1 of most tutorials.
I’ve put lots of effort into this book, and I hope it helps you in your efforts. I present this book as a starting point. In each tutorial, I’ve purposely left most of the creative spice out, leaving room for you to put it in — you’re the one with the vision.

Fourth time around
This book is now in its fourth edition and, like aged cheddar cheese, is getting better with time. This edition posed an interesting dilemma. The edition for Max 4 clocked in at 1,246 pages, which was the largest number of pages that can be bound into a paperback book. So, for Max 5, I needed to rework and tighten the content to make room for pages where the new features could be cov­ered, which was an tough task, but I was happy to say I succeeded by cramming in an additional 400 pages worth of content into the 3ds max 5 Bible. However, when the book came back from the printer, it weighed in at only 1,106 pages, making the reader think that the book was put on a diet. It turned out that the editors who laid out the book decided to use a tighter layout, thereby saving 140 pages while providing the additional content.
Now that I’m working on a version covering Max 6, I’m delighted to have that extra 140 pages to cram full of information, and the editors are already looking at an even tighter format. At this rate, the next couple of editions will be shipping with a magnifying glass.

There have been several other changes to this edition. In an effort to add some new life to many of the older tutorials (several of which desired a chance to retire), I have secured a new set of Viewpoint models that I’ve used to replace many of the old tutorials. I’ve also included a new Quick Start that lets you play with a monster truck.

How this book is organized
Many different aspects of 3D graphics exist, and in some larger production houses, you might be focused on only one specific area. However, for smaller organizations or the general hobbyist, you end up wearing all the hats — from modeler and lighting director to animator and post-production compositor. This book is organized to cover all the various aspects of 3D graphics, regardless of the hat on your head.

The book is divided into the following parts:
♦ Quick Start — This single chapter (which is actually a chapter in Part I) is an entire anima­tion project presented in several focused tutorials. It is designed to whet your appetite and get you up to speed and producing animations immediately.
♦ Part I: Learning the Max Interface — Whether it’s understanding the interface, working with the viewports, dealing with files, or customizing the interface, the chapters in this part get you comfortable with the interface so you won’t get lost moving about this mammoth pack­age.
♦ Part II: Working with Objects — Max objects can include meshes, cameras, lights, Space Warps, and anything that can be viewed in a viewport. This part includes chapters on how to reference, select, clone, group, link, transform, and modify these various objects.
♦ Part III: Modeling — Max includes several different ways to model objects. This part includes chapters on working with spline shapes, meshes, polys, patches, NURBS, com­pound objects like Lofts and Morphs, and particle systems.
♦ Part IV: Materials and Maps — With all the various materials, maps, and parameters, under­standing how to create just what you want can be difficult. These chapters explain all the various types and how to use them.
♦ Part V: Cameras — This part describes how to control cameras and use the Camera Matching and Tracking utilities and the Multi-Pass Camera effects.
♦ Part VI: Lighting — This part describes how to create and control the standard lights, as well as coverage on advanced lighting, radiosity, and global illumination.
♦ Part VII: Animation — To animate your scenes, you’ll want to learn about keyframing, the Track Views, constraints, and controllers. This part includes a chapter specifically on expressions.
♦ Part VIII: Character Animation — I cover creating and working with characters, bone sys­tems, skinning, rigging, and character modeling in this part. I also provide complete cover­age of the various inverse kinematics methods.
♦ Part IX: Dynamics — This part includes coverage of Space Warps, the Dynamics utility, and all the cool features found in Reactor.
♦ Part X: Rendering — To produce the final output, you can render the scene as described in this part. In addition, this part discusses environments, Render Elements, Render Effects, network rendering, raytracing, and mental ray.
♦ Part XI: Compositing and Post-Production — This part describes the compositing process using external tools, as well as post-processing using the Video Post interface.
♦ Part XII: MAXScript and Plug-Ins — This part provides details on using Max’s scripting lan­guage, MAXScript, and on using plug-ins.
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Tuesday, October 2, 2007

0

3D Programming All in one

About This Book
If you want to, you will be able to take this book and a computer, go into a room without Internet access, and emerge with a completed, ready-to-play first-person shooter gamewithin weeks. You will then be able to spend as much time as you want to dream up your game play concepts, and you will have the ability to add them to your game.

You might think this is a bold claim, but you can see for yourself. Go ahead and turn to the Table of Contents, or take a quick flip-through skim of the chapters. It’s all there. If you follow through and do the exercises and work, you will arrive at the other end of the journey with experience, not just book learnin’.



Believe in Yourself
Computer games are a $9 billion per year industry. A growing part of this industry is peo­ple like you—part of a growing segment of the gamer population that doesn’t just want to play the games but believes that you can make them better than the game companies can. Your problem may be that you lack the right combination of training, experience, and tools needed to turn your dreams into reality. This book is for you.

Every year more and more colleges offer game development programs, and every few months a new online indie game developer site launches on the Web. There is no lack of training available for those with the money to pay, and there is no lack of books for those of you who want to create your own engines or other specialized parts of a game.

The key element missing is a resource that takes the inspired and aspiring game developer by the hand and walks him through all the steps and tools required to make a fully fea­tured game. This book is that resource. With the exception of game music composition (which itself could be a complete book series), you, the Gentle Reader, will learn how to create every part ofthe game yourself by using a well-defined toolkit of programs, knowl­edge, skills, and ideas. Sound, music, art, and code libraries are included on the compan­ion CD for you to use if you lack a certain artistic or creative flair.

What You Bring to the Party
I assume that you have more than a passing familiarity with computer games, especially the first-person shooter genre. Throw in some computer savvy, add a reasonably capable computer system, sprinkle with desire, and you should be good to go!

Skills
You are probably fully able to deal with all aspects of Microsoft Windows-based comput­ing. You don’t need to be a programmer, but you do need to be aware that some pro­gramming will be required in creating a computer game. The first few chapters will introduce you to all the programming concepts that you will encounter in the course of using the book. You will not be expected to learn advanced 3D math in detail, but you will learn enough 3D math to accomplish your goals.I’m going to show you how to create your own artwork, but you don’t need to be an artist. The companion CD features a large collection of art you can use in your game.

System
All of the development tools, including the engine, are also included on the companion CD. All of these tools are priced such that even though the shareware version may be included on the CD, the actual registered versions are less than $100.

You will need a Windows-based computer to use this book. (The table below outlines the minimum system requirements.) It is possible for Macintosh and Linux users to use this book to create a game, because the game engine used—Torque—is also available for those platforms. However, not all of the required development tools are available on Mac and Linux, so the book’s focus will be on Windows on Intel.

Go Get ’em!
The most important asset you have as an independent, and the key to any success, is your enthusiasm. Remember to use this book, and other books and training you acquire, as resources that will help you do what you want to do; they are not vouchers that you can trade in for a nice big pot of success. You have to do the work in the learning, and you have to do the work in the creating. And I know you can! Go get ’em!
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Monday, October 1, 2007

0

3D For The Web, Interactive 3D Animation

Ideal if you are a web designer with little or no 3D experience and need an overview of how 3D could transform your work and how best to put it online, or if you are a 3D animator wanting to produce work for the web and need a guide to which applications to use.

Instead of being bogged down in code, this user-friendly, highly illustrated book teaches from a practical, technique-orientated stance, with only a minimal amount of code typing needed. Use pre-written code modules to create interactive are, animated characters and commercial websites. Then you can learn the techniques needed to make your own 3D games.

Each chapter contains tutorials which you can do yourself, using the files on the free CD included with the book. Interviews with successful professionals show you what you can aspire to by sharing their tips and tricks as well as details on the pros and cons of each software package.

* Learn how to successfully translate your 3D work to the web without the need for code

* Get inspiration from professionals at the cutting-edge of 3D web design and games from interviews and examples of their work throughout the book

* Use the tutorials on the free CD to practice your skills and stay ahead of the rest
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1

Animation and Effects with Macromedia Flash MX 2004

by Jen deHaan


ISBN: 032130344X | CHM | 20 Mb | 472 pages
What started as a simple animation tool has evolved into a full-fledged Web development environment. Which means that if you're like many of today's Flash developers, you may know little about actually creating animations and effects with the program. Here to solve that dilemma is a hands-on guide from one of today's leading Flash experts. By showing you how to create 10 projects based on real-world Web solutions, author Jen deHaan provides a thorough grounding in all of Flash's effects and animation fundamentals. Each chapter represents a single project with simple step-by-step instructions for re-creating the cool Web elements pictured in these pages: an animated character, a Flash interface that uses transitions to "page" through different areas of a site, an animated gallery, a dynamic menu that animates using the Tween classes, a simple game, button effects, Timeline animations, scripted effects, text effects, and more! Ten real-world projects reveal the magic behind the most useful Flash-produced animations and effects, and a companion CD includes lesson files and sample software.
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