Book Description
Together with the compact disc, Fundamentals of Music, Third Edition, is a package of clear, informal prose, high-quality recorded examples, and varied and abundant drill. The (recorded) ear-training drills and keyboard studies, together with a variety of sightsinging excerpts will provide ample material. The book is reader centered with frequent suggestions for study and learning, self-tests with answers, supplementary drill exercises, and step-by-step procedures. The drill and explanatory musical examples include popular music from big- band standards to rock. Includes music by women composers this feature separates Fundamentals of Music, 3/e, from most other books of its kind. In addition, frequent references to other world musics show the author's commitment to diversity. The book includes a
detachable, fold-out keyboard diagram to aid in scale and interval study. For those interested in learning to play/read music or to simply gain a greater appreciation of it.
Customer Reviews:
Useful text.......2007-02-11
Fundamentals of Music 3rd Edition by Earl Henry 1999
This work is a high school or college refresher level text. It is in booklet format with 3 ring binder holes for easy transportation. The book starts out by giving instructions on how to notate music which includes exercises on re-writing musical examples. This is unique for beginning materials as it has the student re-write music in different beat levels. This is exceptional as it teaches the student reading skills without them even being told that they are doing just that.
The method comes with a companion cd that has recorded musical examples that go along with the written music that is in the text. All exercises in the book are written in large style text for easy reading. There is even a chapter dealing exclusively with the keyboard. Students need these skills so it is best to introduce the instrument as early as possible. In contrast to other texts of this style (workbook based) it does not just give a myriad of exercises, it makes sure that the student fully understands why he or she is completing the work which leads to a concept mastered.
The text helps the student to understand how to write notation for themselves on paper. There are examples of correct and incorrect notation. Many texts, I feel introduce the computer based programs too early. They are necessary in this day and age because that is the direction in which society is headed. Paper and pencil; however is still common ground for most educated persons at this point in society. It is for that reason that I favor pencil and paper in the education process at least initially and then allow the student to make up their own mind which direction to proceed. There are many composers today that still favor paper and pencil over computer programs and later have a copyist translate their work into digital format. John Williams (Star Wars) is one that comes to mind.
Chapters proceed as with major scales, keys, and the order of sharps and flats. These concepts are presented simply and in a basic format with little expounding of ideas. This appeals to younger students as it is the least confusing. I like how the author assumes that the student does not know concepts until they are taught. Many methods assume the student knows more than they actually do.
When intervals are taught, the keyboard picture is always present and then the explanation of how they construct scales. The concept of the circle of 5ths is brought up at the end of the interval chapter rather than the beginning like many texts do. This is helpful as it limits confusion. It is best to not introduce a concept until you are sure everyone understands and then it is best to proceed from there.
Minor scales and keys are presented with a look visually at a keyboard. A written musical example is given. The relative major is explained at this time adequately and thoroughly
Chapters proceed with information on root position triads, inversions and then diatonic relationships. I feel that diatonic harmony should be introduced before root position triads and their inversions but the instructor could reverse this if they preferred to. The final chapter culminates with cadences, seventh chords and voice leading. Unfortunately, these concepts are merely touched upon rather than explaining in more detail. The information on voice leading amounts to only one paragraph of written information. Possibly, the author intended for this information to be expounded upon in a further volume. If that is the case, one would need to extend the teaching by using another work or to expound upon the material. I like the text and would use it in a high school or possibly in a community college setting. I would not use it in a university except for remediation as it does not explain voice leading and 4 part harmony in any great detail.
Great!.......2005-08-28
I have the 3rd edition of this book and I have to say, it takes a while to get through this book, but it is really went written! I've learnt so much abut music theory from this book that I never could seem to understand from all the other books I have.
Excellant book to have........2001-12-24
Author of the book has done a great job explaining the fundamentals of notations used to read/write compositions.
Average customer rating:
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Daddy Is So Far Away, We Must Find Him!
Grabowski , and
Wostok
Manufacturer: Slab-o-Concrete
ProductGroup: Book
Binding: Paperback
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ASIN: 1899866108 |
Average customer rating:
- A Wonderful Look At the Early Days of TV
|
Bilko: Behind the Lines With Phil Silvers
Mickey Freeman , and
Sholom Rubinstein
Manufacturer: Chivers
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Binding: Hardcover
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ASIN: 0754047105 |
Customer Reviews:
A Wonderful Look At the Early Days of TV.......2002-03-23
This book is an amazing piece of nostalgia. It is well-written, funny, and provides a great many details about one of America's best-loved shows. The book gives you a real feeling for the atmosphere in which the early situation comedies were produced. It brought back many wonderful memories and I loved it!
Book Description
3ds max Character Modeling will take you through each step of modeling a character from head to toe. Starting with photographs of a human female model, source photography is prepared for modeling. Then, every step from the first polygon to the final tweak is illustrated and explained. Not only do you learn to build a human in general, but you'll build a specific human that matches the person in the photographs.
The 16 page book is a handy guide to the included DVD disc. The DVD disc (data format) includes over 16 hours of high-resolution (1024x768) video in Quicktime MOV format, designed for crystal clear viewing on a computer monitor. Voice narraration on these movies by artists Kenny Cooper and Jim Lammers will guide you through each movie. A 3ds max scene file is saved on the disc for the start and end of each movie segment - 48 segments in all. DVD includes 48 Quicktime movies, plus source photography, all images used, and scene files that are compatible with both max 5 and 6. Tutorials were created in max 6 but the techniques and methodology are totally max 5-compatible.
Designed for the intermediate level 3ds max user, this training video will help you learn how to use polygonal and sub-divisional modeling tools to create a fully articulated human 3D model. Follow along as each body part is created, matched, attached and refined.
- Includes printed guide to all 48 movies
- 16 hours of Quicktime Movies with audio
- Suitable for intermediate 3ds max users (advise that you have a basic understanding of 3ds max before beginning)
- High resolution 1024x768 captures
- Movies created using 3ds max 6
- Produced by Jim Lammers, co-author of the best-selling Maya Fundamentals books.
Customer Reviews:
Excellent 3ds Max: Character Modeling DVD.......2007-05-13
With very detailed explaination and guidance.
Recommended to the beginner who has basic knowledge of 3ds Max.
3DS MAX: Character Modeling is awesome!.......2006-03-20
I am extremely impressed! This is my very first experience with any 3D modeling and software. The program is easy to follow and the instructor is very down to earth. The program explains the modeling process in laymans terms and when 3D terminology is used it is followed by an explanation. I could watch another 50 CD's like this by the same artists.
A must buy!.......2006-03-03
All in all from start to finish this dvd will bring you along every step of the way in your goal to model the human figure. It is detailing at its best, from the tear ducts in the eyes to the toe nails, this book does not miss a thing. The first time you scim through the various movies in this dvd it can seem quite over whelming, quite slow and monotinous at times. But stick with it, you'll become faster as you take in this brilliant wealth of knowledge from the professionals. It is worth the slog because polygonal sub-divisional modelling has since become industry standered..a must buy if you want to chase a career in this field.
I Guess I should have paid attention to the title.......2005-08-10
This video is EXCELLENT if you want to know how to model a character. Heck, I even learned things about Paintshop Pro (they use photoshop, but PSP has a lot of the same features) that I never knew existed. The only reason they didn't get a 5 is that I was hoping that they would cover Rigging, Skinning and Animation. Since the title is Modeling, I guess that's all it is. Don't get me wrong, if you want to create a character model, there's no better resource-- the videos are thorough and complete, but Rigging and (especially) skinning a high-polygon model are pretty tough undertakings and it would be nice to have a video course on that. I checked out the home page of the folks who did this disk and they didn't have anything on Rigging and Skinning (sigh). Great disk, though.
Ok, but very boring..........2005-02-27
1. Model is nothing special, but it's ok.
2. IT'S VERY BORING, he model an eye for 45+ min.
3. Cost to much for something like this (boring...)
So I will give it 3 stars, I want to give it 4 but... 45+ min. for modeling eye etc. I will give it 3 Stars
Book Description
Highly anticipated update to the best-selling character modeling book by Paul Steed, this book is geared towards the behinning modeler. It establishes a flecible professional-level skill set for readers by guiding them through the creation of not one but three imaginative characters.
Customer Reviews:
Don't be Misled by the Hype!.......2006-04-20
I purchased this book a couple of months ago. Needless to say, I am deeply disappointed with Steed's approach. I found his methods of modeling to be cumbersome to say the least. It seems as if the book has not been updated since the first edition to reflect the many changes now available in 3ds Max 6 or 7 (I don't mention 8 because the book was written BEFORE 8).
When I initially dived into the modeling portion I thought everything was fine. Then -- and this is why I rated it so low -- Steed begins to divide/turn edges in Part II / Chapter 4 / Step 5, which is titled "Step 5: Add Vertices by Dividing Edges." I suppose this would not have been so bad if Steed had thought to include COLOR screen shots on the books CD-ROM, but since he neglected to do so it becomes frustrating -- to say the least -- to use Steed's method of refining one's mesh.
Considering the fact that the CD-ROM is a whopping 19.5MB, it would have been prudent to include full color reference images. Let me give you some specifics on why I found this book such a bitter waste of TIME and MONEY:
* Firstly, let me tell you friends -- it is most frustrating to try to refine one's mesh based on the author's direction when one can hardly see the edges/vertices that are being discussed.
* Secondly, there are easier methods to refine a mesh than dividing or turning edges if you have 3ds 5 AT LEAST!
* Thirdly, Steed falls flat on his face when explaining the reason for turning edges and which SPECIFIC edges to turn. Suffice it to say, grayscale pictures in a book DO NOT work!
* Fourthly, if one cannot get the edge dividing/turning method down, then you'll get stuck because the rest of the modeling tutorials are so heavily based on this method. The only reason I was able to finish the model is because of my familiarity with 3ds Max, Lightwave, and on a more limited basis, Maya.
* Fifthly, and lastly (I hope), when one is able to look at tutorials for Lightwave or Maya, as I have done, and model more quickly and effectively in 3ds Max than Steed's method, then the book leaves quite a lot to be desired...
I think that's all I will say for now, but let me warn you all -- there are far, far better tutorials available online for free. Don't waste your money on this book unless you plan on using it as fuel for a fire.
Modeling A Character in 3DS Max, 2nd Edition.......2006-03-23
I was expected more model of the book but the whole book only teached one model
not great, but not the worst either.......2006-02-19
I got this book 2 years ago when it was hyped as being top notch for learning 3D modeling. On the postive side it is easy to understand and gives you a good idea of the entire process of making a character rather than just jumping around and trying to explain a hundred different unrelated things like other 3D modeling books. The bad part is that the modeling technics are a bit dated and backwards. A person who posted a previous review mentioned that he uses wierd modeling techniques like booleans and splines instead of regular box modeling, and that is the truth. He also wastes A LOT of time turning edges. If you model in quads (4 sided polys) to begin with, and then teselate (triangulate) then its all done for you automatically. And as mentioned previously not much time was spent on the concepts of uv unwrapping and creating the image map.
Awesome book teaching real use not technical crap.......2005-10-19
I haven't read the second edition yet but the first edition was KICK ASS. Paul Steed takes you through modeling a charater and teaches you all kinds of tricks that hours of reading technical books never taught me. Basically the diference with this book is that it was written by an artist and not some computer nerd with a math degree.
Entry level modeling on Max.......2005-10-06
I found this book to be very well written and easy to understand, for the most part the book will take you by the hand in modeling a character (using 3Ds Max 3). If you are a total newbie you will find this book easy to comprehend and follow wish in my opinion will set some foundation for you if you wish to buy and read more advanced books on the subject. On the downsize the book does a little attempt to explain texturing a character and doesn't go in deep in the process of designing the textures of the characters. But all in all a pretty nice book for entry level character design.
Product Description
Covering the fundamentals of rendering, animation, and modeling, instructor Chad Perkins demonstrates how to push the limits of 3ds Max 9 for stunning effects. Chad starts with the application's basics, then goes on to discuss many of the key features of 3ds Max 9, as well as important principles of animation. He teaches users about creating and editing mesh, modifiers, architectural modeling, texture mapping, keyframe animation, rigging, basic kinematics, and much more. Exercise files accompany the tutorials.
- Understanding the standard 3ds workflow
- Creating a demo reel
- Creating and altering mesh
- Crafting a 3D logo with Adobe Illustrator files
- Making and editing materials
- Disney's principles of animation: anticipation, exaggeration, etc.
- Changing an atmosphere with lighting
- Creating realism through the rendering process
Duration: 9 hoursOn 2 CD-ROMs
Average customer rating:
- A 'must' for any serious computer animation collection.
- Also excellent for Blender users
- Definitive for Facial Modeling
- Chapter 13 worth $1,000,000 in warcraft gold
- Good tips, annoying style
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Stop Staring: Facial Modeling and Animation Done Right
Jason Osipa
Manufacturer: Sybex
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Binding: Paperback
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ASIN: 0471789208 |
Amazon.com
Lips, brows, frown lines--they're all in motion in an expressive face. Stop Staring analyzes facial structures and movements and shows animators how to enliven the faces of their characters. The author, whose own handsome head (in modeled form) graces the cover, is an experienced animator currently working on The Sims.
He writes with a dry wit and a confidence born from experience. The book is friendly but also loaded with content and precise in its directions. "I am by no means God's gift to animation, but I do pretty well at making a talking head look like a living one, not just a set of gums flapping." This is not a how-to manual, but a richly detailed guide to achieving the right movements for a given situation and emotion. The companion CD includes all the pieces readers will need in order to work along with the text: models (both realistic and stylized 'toon characters), lip-synching samples, finished Quicktime movies, and even a copy of Maya Personal LE. (More info and some movies can be found at jasonosipa.com.)
Readers move from "Getting to Know the Face," to synching audio, working on the mouth, eyes, and brows, and rigging. Osipa has created a methodology for facial animation that gets results and makes the process fun. The book can be used as a step-by-step guide for learning new skills or finessing techniques, or as a reference book for troubleshooting specific expressions (for example, "happy eyes," "frustration," and "sneers" are all in the index). Although the projects are presented using Maya, the concepts involved pertain to animation in general.
There are lots of production tips and, in Chapter 13, case studies using five scripted scenes. Readers can even begin with this last chapter, watching the movies (they're funny!) and enjoying Osipa's debates as he works through animating his face telling a lame bartender joke or a sassy `toon gal weighing the pros and cons of pink and blue bows. This hip writer knows what he's talking about, even when it's his own animated mug that's doing the talking! --Angelynn Grant
Book Description
Breathe life into your creations
With detailed examples, high-quality professional images, and a touch of humor, this is the fully revised and updated second edition of Jason Osipa's best-selling book on facial animation. You'll learn the basics of design, modeling, rigging, and animation-while mastering exciting new techniques for stretch-and-squash deformation, advanced blend extraction, and the latest software tools. Walk through the author's detailed analysis of sample animations and discover how to add nuance and sophistication to your designs.
Full of insights drawn from years of professional experience, this book provides the focused and practical information you need to create believable facial animations.
- Learn visimes and lip sync techniques
- Construct a mouth and mouth keys
- Explore the process of facial landmarking
- Master the cartoon techniques of squash and stretch
- Harness the latest advanced blend extraction tools
- Create interfaces for your faces
- Understand skeletal setup, weighting, and rigging
Control faces with the book's powerful rig and learn how skin moves to make various shapes and expressions
Master powerful stretch-and-squash (and squoosh!) techniques
Featured on the CD
Fine-tune your facial animations with the techniques demonstrated on the companion CD. Content includes tutorial files, lip sync samples, models, textures, and more.
Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
Customer Reviews:
A 'must' for any serious computer animation collection........2007-07-27
The second updated edition of STOP STARING: FACIAL MODELING AND ANIMATION DONE RIGHT offers far more than just introductory coverage: it uses high-quality professional images combined with humor to provide a revised, updated set of basics on design, modeling and animation - including elements which differentiate top-quality productions from mediocre results. From learning lip sync techniques and understanding facial landmarking to using advanced blend extraction tools and building realistic shapes, STOP STARING holds plenty of diagrams and pictures throughout and is a 'must' for any serious computer animation collection.
Diane C. Donovan
California Bookwatch
Also excellent for Blender users.......2007-07-08
This is a great book and I highly recommend it for anybody interested in character animation. Although the author uses Maya and a few examples describe Maya-specific functionality, most of the material in here is very broadly applicable, making this an indispensable book for Blender animators as well.
Readers of my book Introducing Character Animation with Blender should definitely check this one out.
Definitive for Facial Modeling.......2007-06-27
This book clarifies the issues for anyone doing character animation. The modeling of a face takes on a strategic importance and the mesh must anticipate the demands made on it by animation.
If you want to animate a face, this book is for you.
Chapter 13 worth $1,000,000 in warcraft gold.......2007-05-11
Osipa's approach to toon rigging (and rigging in general) is unique, new, innovative and very simple to grasp and implement. I don't want to give away the genius of Chapter 13, because I THINK you need to buy this book!
You want to know how they "might have" rigged Elastigirl in The Incredibles? It's so simple you'll kick yourself in the shin for not thinking of it yourself.
This whole book is filled with rigging know-how by a lover of cartoons. His primary goal is making excellent facial animation. Something this industry sorely lacks! And this is the book that documents his experiences and skills. Learn from it. Be a better rigger.
If you want to be a Rigger or Character TD for toons or even photo-real characters, these techniques will be omni-present in studios (big and small) in the next year. Get this book and read it cover to cover so I don't have to kick you in the shin.
Good tips, annoying style.......2007-03-09
This book has a lot of useful information but the author's somewhat patronising and self-congratulatory tone sometimes makes you want to stop reading. Let me give you a couple of examples from the very start of the book (note that these are quotes from the actual book's text, not "marketing" material):
Introduction: "You'll learn much of what you could learn elsewhere while also picking up more pertinent valuable information you couldn't learn elsewhere."
Page 3: "They saw how I took something so complex, so daunting, so evil, and made it so easy, simple, and - dare I say it? - fun!"
Page 6: "It's very easy to learn how to do this, but very hard to master; luckily you have a good coach."
In addition to this, a lot of the book's contents are about... the rest of the book's contents. Some chapters start with several paragraphs about... the rest of that chapter. And many paragraphs end with "cliffhangers" (ex., "This is not necessary; I'll explain why in the next paragraph.", when he could simply move "This is not necessary" to that next paragraph and explain straight away). The overall effect is a bit like an infomercial.
Having said that, the book does have some very good tips about animating and modelling realistic human faces (and especially about how to model them so that they are easier to animate). The examples use terminology from Maya, but people used to other 3D packages will have no problem understanding them.
Cartoon-style characters are also covered, but the models used are mostly humanoid and fairly realistic (think anime), so if you're interested in ways of conveying emotion with more extreme (or more abstract) characters, you might want to look elsewhere (ex., George Maestri's books and videos, Looney Tunes cartoons, Uderzo's drawings, etc.). The modelling tips and techniques described in this book will probably still come in handy, though.
Bottom line: this is one of the best books available on the subject of facial modelling and animation (granted, there aren't many). As long as you manage to get past the patronising attitude and the unnecessary "build-up" of some chapters (both of which are worse at the start of the book - or maybe I just learned to ignore them), you'll almost certainly learn something, even if you're an experienced animator.
Book Description
This book takes you step-by-step through the process of creating a playable 3D character using 3DS Max.
Offering a complete overview of the 3D real-time character asset creation pipeline. Yancey Clinton will take you through the five major subjects used in the asset pipeline:
1. 3D modeling, including techniques specifically for both the body and head.
2. Unwrapping a model, which is one of the most misunderstood processes.
3. An overview of creating textures for your Unwrapped chararacter using Photoshop.
4. Rigging or Skinning a Character, using the industry standard Character Studio 4.
5. 'How to make your character move' with an overview of game animation and deeper into Character Studio.
But it doesn't end there! Yancey also shows you the final step; how to actually put the model into the Unreal editor and compile it for play in Unreal Tournament.
* Convenient learning - the companion DVD contains everything needed to complete the tutorials, so chapters and subjects can be tackled in any order
* Proven techniques - the book is based on the author's successful course at the Digital Media Academy
* Certified training - co-published with the software developer, Autodesk
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- History: Fiction or Science? (Chronology, No. 1)
- History: Fiction or Science? (Chronology, No. 1)
- History: Fiction or Science? (Chronology, No. 1)
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