This has been done before for XSI with (IMHO) excellent results. Though
you would not find it here in the US or in English, I particularly
enjoyed this book I picked up in Japan called "XSI Power Creator Guide"
or something like that. It was written around version 2.x, among the
people who contributed to it were Michael Arias (a whole beginners
chapter on mental ray shader writing!), Yoichiro Kadoguchi, Alain
Laferierre, and Akiko Saito of Studio4c (one of the clearest and most
articulate real-world case studies of XSI used in a traditional
animation pipeline).
Like I said before, real world case studies offer excellent validation
of abstract theory presented in previous chapters. Similar to how the
folks at Soft Japan have even made scene files available for download,
it's still quite applicable and good (if you read japanese, though I
barely can!) quite a few years later.
-T
kim aldis wrote:
I writing a scripting book when I was pulling together code examples for my
own reference way back in 1.0. I even had a couple of publishers interested.
But, it's not an overnight task and you're going to be pushed to cover your
costs on it.
A joint effort, though, that could be another thing altogether. Glassners
Graphics Gems are really not more than a series of articles loosely grouped
into broad categories. There's enough of us here could knock out an article
or two without thinking too hard about it. All it takes is an editor to pull
together some kind of structure, coordinate it and stuff. You'd get a
publisher no problem. Or self-publish.
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