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Stop Staring Facial Modeling and Animation Done Right (2nd Edition)
Stop Staring Facial Modeling and Animation Done Right 2nd EditionChapter 1, “Learning the Basics of Lip Sync,” introduces speech cycles and visimes.
Chapter 2, “What the Eyes and Brows Tell Us,” defines and outlines the effect of the top of the face on your character.
Chapter 3, “Facial Landmarking,” brings in broader effects such as tilts, wrinkles, and even the back of the head!
Chapter 4, “Visimes and Lip Sync Technique,” delves deeply into how to model for effective sync and shows that building good sync is less work than you thought but harder than it seems.
Read more about this free ebooks:Stop Staring Facial Modeling and Animation Done Right (2nd Edition)
 
AdobePhotoshop Every tool explained: Unleash the full power behind every icon in the Photoshop toolbar
AdobePhotoshop Every tool explainedChapter 1 SELECTION TOOLS IN PHOTOSHOP
Making selections is the core of Photoshop’s way of working.There are a variety of tools you can use for the purpose, so here’s how to get the most out of them.
Chapter 2 NAVIGATING AND EDITING YOUR IMAGES
Getting around inside an image is important if you are to work quickly and efficiently. This chapter covers the view navigation tools and shortcuts for managing your workspace.
Chapter 3 USING THE BRUSHES AND PENCIL TOOLS
This chapter introduces you to Photoshop’s more arty tools, the Brushes.
Read more about this free ebooks:AdobePhotoshop Every tool explained: Unleash the full power behind every icon in the Photoshop toolbar
 
Rapid GUI Programming with Python and Qt
Rapid GUI Programming with Python and QtIf you think that you can pick up the Python syntax simply through reading it, you might be tempted to skip Part I and dive straight into the GUI programming that begins in Part II. The early chapters in Part II include backreferences to the relevant pages in Part I to support readers who choose this approach. However, even for readers familiar with Python, we recommend reading about QString in Chapter 1. If you are unfamiliar with partial function application (currying), it is important to read the subsection that covers this in Chapter 2, since this technique is sometimes used in GUI programming.
Read more about this free ebooks:Rapid GUI Programming with Python and Qt
 
Mobile 3D Graphics with OpenGL ES and M3G
Mobile 3D Graphics with OpenGL ES and M3GChapter 2 LINEAR ALGEBRA FOR 3D GRAPHICS - This chapter is about the coordinate systems and transformations that 3D objects undergo during their travel through the graphics pipeline, as illustrated in Figure 2.1.
Chapter 3 LOW-LEVEL RENDERING - This chapter describes the traditional low-level 3D pipeline as it has been defined in OpenGL.
Chapter 4 ANIMATION - This chapter introduces basic, commonly used animation concepts that we will encounter when we discuss the M3G animation functionality later in the book.
Chapter 5 SCENE MANAGEMENT - In this chapter, we take a look at how
Read more about this free ebooks:Mobile 3D Graphics with OpenGL ES and M3G
 
Microsoft Expression Blend Bible
Microsoft Expression Blend BiblePart I: Designing Next-Generation User
Explore in Chapter 1 the new tools for the next generation of user interface experiences — video, audio, animation, animated transparencies, opacity masks, real 3D, data-binding, ready-made controls, and customized controls — and how to put them all together in innovative and highly effective new ways. Learn to use the Blend interface, and find a step-by-step guide to each palette of the Blend workspace in Chapter 2. See how to choose panels, insert controls, and add data binding, and how to proceed through the entire process of interface design from conception to fulfillment, in Chapter 3.
Read more about this free ebooks:Microsoft Expression Blend Bible
 
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