Showing posts with label 3D Animation. Show all posts
Showing posts with label 3D Animation. Show all posts

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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