Readers, however, should contact the appropriate companies for more information regarding trademarks and any related registrations. Neither Morgan Kaufmann Publishers nor the authors and other contributors of this work have any relationship or affi liation with such trademark owners nor do such trademark owners confi rm, endorse or approve the contents of this work. All trademarks that appear or are otherwise referred to in this work belong to their respective owners. In all instances in which Morgan Kaufmann Publishers is aware of a claim, the product names appear in initial capital or all capital letters. Designations used by companies to distinguish their products are often claimed as trademarks or registered trademarks. Chapter 11 was originally published in Complete Maya Programming Vol.I, by David A. Chapter 9 was originally published in Point-Based Graphics, by Makus Gross and Hanspeter Pfister Chapters 10, 12, 13, and online Bonus Chapter 15, were originally published in MEL Scripting for Maya Animators, by Mark R. Chapter 8 was originally published in In Silico, by Jason Sharpe, Charles J. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley. Chapter 6 was originally published in Texturing and Modeling: A Procedural Approach, by David Ebert, F. Chapters 3, 4, and online Bonus Chapter 14, were originally published in Understanding Motion Capture for Computer Animation and Video Games, by Alberto Menache. Chapters 1, 2, 5, 7, were originally published in Computer Animation, by Rick Parent. 30 Corporate Drive, Suite 400, Burlington, MA 01803, USA This book is printed on acid-free paper. Morgan Kaufmann Publishers is an imprint of Elsevier.
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