Книга: Mastering Blender
Назад: Cover
Дальше: Introduction

Acquisitions Editor: Mariann Barsolo

Development Editor: Laurene Sorensen

Technical Editor: Oscar Baechler

Production Editor: Dassi Zeidel

Copy Editor: Linda Recktenwald

Editorial Manager: Pete Gaughan

Production Manager: Tim Tate

Vice President and Executive Group Publisher: Richard Swadley

Vice President and Publisher: Neil Edde

Book Designers: Maureen Forys, Happenstance Type-O-Rama; Judy Fung

Compositor: Jeff Lytle, Happenstance Type-O-Rama

Proofreader: Amy J. Schneider

Indexer: Ted Laux

Project Coordinator, Cover: Katherine Crocker

Cover Designer: Ryan Sneed

Cover Image: Jonathan Ball, Poked Studio ()

Dear Reader,

Thank you for choosing Mastering Blender, Second Edition. This book is part of a family of premium-quality Sybex books, all of which are written by outstanding authors who combine practical experience with a gift for teaching.

Sybex was founded in 1976. More than 30 years later, we’re still committed to producing consistently exceptional books. With each of our titles, we’re working hard to set a new standard for the industry. From the paper we print on, to the authors we work with, our goal is to bring you the best books available.

I hope you see all that reflected in these pages. I’d be very interested to hear your comments and get your feedback on how we’re doing. Feel free to let me know what you think about this or any other Sybex book by sending me an email at . If you think you’ve found a technical error in this book, please visit . Customer feedback is critical to our efforts at Sybex.

Best regards,

edde_sig.tif

Neil Edde

Vice President and Publisher

Sybex, an Imprint of Wiley

To my family

Acknowledgments

As always, my thanks go first and foremost to Ton Roosendaal and all the Blender developers for all their hard work and dedication. You guys are doing important work and deserve the heartfelt gratitude of the entire community of Blender users.

Many other developers and users have helped me in researching and writing this book, and I’m very grateful for all the support I’ve received from the Blender community. I can’t list all of the individuals at BlenderArtists.org whose artwork, comments, and tutorials have helped me to learn what I know about Blender, but I am particularly grateful for those who helped me as I ventured outside my comfort zone to write about the Blender Game Engine. Special thanks to BlenderArtists.org forum members Social, Mmph!, Blendenzo, and the other BGE gurus who were always eager to help me with my questions and investigations of this sometimes arcane functionality. I’m also very grateful to Dolf Veenvliet (macouno) and Campbell Barton (ideasman_42), who helped me enormously to deepen my knowledge of Blender’s Python API.

Throughout this book, I have referred to websites, tutorials, support threads, and other resources created by members of the community, and I am very grateful to all of those who have shared their knowledge. Once again, many thanks to Bart Veldhuizen and the contributors to BlenderNation.com and to Roel Spruit and all the moderators and administrators at BlenderArtists.org for their support and for the great service they provide the Blender community.

This book would not have been possible without the efforts of my editors and colleagues at Sybex/Wiley, and I’m very grateful to all of them. Thank you to Mariann Barsolo, Pete Gaughan, Dassi Zeidel, Linda Recktenwald, and everyone else who had a hand in publishing and promoting the book. Thanks are also due to Oscar Baechler for his work as technical editor.

As always, I am grateful to my wife, Yuka, and my two daughters for their love and support.

About the Author

Tony Mullen is a college lecturer, animator, independent filmmaker, and writer living in Tokyo. He has worked as a newspaper cartoonist, a graphic designer, a software developer, and a researcher in natural language processing, among other things.

Since discovering Blender, he has been involved in CG animation to the point of obsession, but he also maintains a keen interest in stop-motion techniques, notably as the lead animator and codirector of the award-winning 16mm film Gustav Braüstache and the Auto-Debilitator and other independent shorts. He is currently working on a short film using Blender, which he blogs about at .

He is an active member of the Blender community and one of the original members of the Blender Foundation’s Trainer Certification Review Board. He is the author of Introducing Character Animation with Blender (Sybex, 2007) and Bounce, Tumble, and Splash!: Simulating the Physical World with Blender 3D (Sybex, 2008), as well as numerous magazine articles and tutorials on Blender. You can follow him on twitter at .

Назад: Cover
Дальше: Introduction

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