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Programming Dynamic Character Animation (Advances in Computer Graphics & Game Development)
 
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Programming Dynamic Character Animation (Advances in Computer Graphics & Game Development) (Hardcover)

by David Paull (Author)
2.3 out of 5 stars See all reviews (3 customer reviews)

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Product Description

Product Description
This addition to the "Advances in Computer Graphics and Game Development" series provides guidance for intermediate and advanced programmers looking to add photorealistic animation to their multimedia/entertainment renderings and animation source code. Using the popular applications 3D Studio Max and Milkshape Modeler, detailed tutorials teach programmers how to create 2,4,6, and 8 legged creatures that can walk and interact within a virtual environment that appears solid and real. Moving from the creation of a 3D model that requires bones for articulated animation of the arms and legs, to the finished animation sequences, step-by-step exercises explore the various techniques of animation. The techniques used in the tutorials can be easily applied to other professional 3D software. Key features of the text include: a detailed exploration of complex animation techniques including - forward and inverse kinematics, key frame animation, scripted animation, and dynamic animation; a chapter on tracking the head and eyes of a model during the dynamic animation process; and extensive information which clarifies the physics of animation including explanations of the concepts of rigid body dynamics, soft body deformation, and resting contact using 3D Studio Max and Milkshape Modeler. The CD (Windows) includes the images from the book, tutorial support files and more.

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3 Reviews
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Average Customer Review
2.3 out of 5 stars (3 customer reviews)
 
 
 
 
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1 of 1 people found the following review helpful:
4.0 out of 5 stars Animate forever!, 9 Dec 2002
Rich book in the way that the author teaches you about the creation of multilegged creatures, he also goes about talking the animation side of it. I was originally looking for another book, but I found this referenced on someone's website. To be honest, this book is good enough for beginners and intermediate coders. But I consider myself as advanced, and it did not disappoint me either.
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2.0 out of 5 stars Who is this book for?, 1 Sep 2003
I've never felt compelled to write a review of a book before, but I felt that I had to tell people about this book. As another reviewer has mentioned the author spends just 24 (yes, twenty-four!) pages on the subject matter indicated in the book title. I'll break the book down for you..

64 pages - introduction to the 3D API wrappers basically.
60 pages - basic 3D math.
24 pages - keyframe animation.
30 pages - miscellaneous stuff.
67 pages -building a model in Milkshape! isnt this a book about prgramming?

The rest is the glossary etc. I can see the authors intention, and he states it himself at the start of the book. The intention is to give the reader everything they need, starting from scratch, to display 3D characters in realtime. I dont really see who the book is aimed at though. The book aims to cover so much ground (from 3D math to using milkshape) that it seems rather diluted for beginners. And anyone with any experience will find nothing of use here at all. You can find tutorials online that cover each of these subjects in more detail.

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1.0 out of 5 stars The worst computer graphics book ever?, 27 Feb 2003
By A Customer
It's now a routine assumption that any videogame programming book - now matter how specialized or advanced it claims to be - will devote half its length to a (usually poor) introduction to basic 3D maths and DirectX.

This is a book that dares to be different: although claiming to be (according to the publisher) an "Intermediate to Advanced" text it spends 2/3 of its approximately 300 (rather small) pages telling you that a point is three scalars, and that you can translate it using a matrix...

Of the remaining pages, only 24 - yes, twenty four - are actually about the subject the book is supposed to be on, where the author actually risks embarrassing himself by showing how little he knows about his chosen topic. A couple of minutes with google will get you more information - and if you want, more code - than this book contains. Final irony: in the appendix the author provides a list of articles freely available on line (at Gamasutra) that provide a dozen times more information than this book.

For a naive author to write such a book (the author's bio makes it clear that he's only peripherally involved in the videogame industry, and certainly not as a professional character animation system programmer) is easily excuseable (as long as you get your money back.) But for a publisher - Charles River -claiming to specialize in videogame books to publish a book this deceptively labelled is inexcuseable.

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