This book was first published in 2002. I bought this book back in 2003, read the whole thing cover to cover two to three times, and then put it back on the shelf having assimilated what I needed at the time. (Incidentally, I found a "Finding Nemo" movie stub in the book that was a bookmark from what I last read it in 2003.
Now, in 2011, I opened the book again and I'm finding it very relevant even though 3ds Max is now almost 10 years older than it was when Paul first wrote this.
Specifically, what I still like about this book are the following:
1. The amount of time and attention to detail that Paul puts into teaching certain timeless lessons, such as building shoulders, elbows, knees, etc. so that they deform properly (something that I can't seem to find in any other book I've seen),
2. The PHILOSOPHY behind animation approaches
3. Certain character animation best practices that apply to any software you're working with.
4. Good mocap advice
5. Great guidance in terms of using Track View for motion editing (another thing I haven't really found good resources for)
Another thing that's really good is the link Paul makes between the way a character LOOKS and how you should animate him/her/ it . He's a very intuitive artist and you can really see a certain amount of feeling that he puts into his approach to animation.
In my opinion , this book is much more priceless and timeless than his modeling only book: Modeling a Character in 3DS Max, Second Edition (Wordware Game Developer's Library). I have no more use for that book, as it's very dated, and not relevant to me anymore, but this book I will probably use much longer.
Lastly, the CD included with this book is excellent. You get to see Paul's animation for Betty Bad which are very, very good, and you can of course re-use these animations on your own biped to see how they're put together. Overall a great book. There need to be more CGI books on the market like this one.