QUOTE(higginsdj @ Mar 4 2007, 05:08 PM)

One thing people should be strongly mindful of is that these are not 'How to' books. A lot of what they cover is not going to make sense straight away (or possibly ever)
A lot of "make sense" comes from each reader's own interests, training and experiences. A technical reference manual will make sense to a mainly left-brain person while look like gibberish to a mainly right-brain person. But if the mainly right-brain person have a strong interest in mastering a technique that is explained in a technical reference manual because it is an absolute requirement, then the extrinsic incentive to learn the technique will greatly help make sense out of the manual. The other way around is not so easy though. Right-brain stuff is often times perceived as being too conceptual, too abstract, too "arty farty" and certainly not an absolute requirement by mainly left-brain persons and so is easily dismissed. There are no extrinsic incentive that could force someone to wrap his head around that artsy stuff. The very concept of "wrapping one's head around" is a very left-brain concept. The right-brain does not try to wrap around a concept. It just matches a geshtalt.
I, myself, have wondered about what is an "how-to" book. Some book, I would clearly not place in the "how-to" category. For instance "Animation from script to screen" and "Animation from pencil to pixels" are books that I would not place in the "how-to" category. They are full of very insightfull anecdotes and advices but they give very little techniques. Near the other end of the spectrum, "The animator's survival kit" is full of techniques and I would have no hesitation placing it in the "How-to" category. A book that teaches perspective like "How to use creative perspective" by Watson would fit, without a iota of a doubt, in the How-to category. This said, a person who could not wrap his head around the formal thinking that in involved with perspective drawing would certainly not make sense of any of that book.
I would not put "Acting for animators" in the "How-to" category. But I find the "Power Center" concept to be quite an "How-to" concept. Granted, it is a much abstract concept than the "vanishing point" concept used in perspective drawing but it feels almost the same sort of concept applied on the character motion domain. At least that is the way it felt to me. So this brings the following important point : When reading my book reviews, it might be worth taking into consideration that I try to not oppose left-brain stuff against right-brain stuff or favor one againt the other. Personally, I can read both technical stuff and arty stuff and I enjoy both of them equally and learn from both of them equally.
All this said, I think most important of all this discussion, and probably some of those points you are trying to bring, David, is that :
- Reading books does not make one an artist by any long shot, no matter how good the books may be.
- A book that stays on the shelf is just money spent for nothing. In other words, if you don't like to read books then don't buy them in the first place.
- A book is not a bible. I know of no book that can be qualified as "The definitive book on animation". There are no books that are absolutely good stuff from cover to cover and is 100% enlightening. All books have their strengths and weaknesses. It is by reading many books that one gets a more global picture of a domain. And it is by the repetition of concepts, explained in different ways by different authors from reading different books that concepts eventually "make sense" and concepts that are just mentioned by one single author just fade away as it should IMO.
Here is an anecdote: Like I mentioned I would, I've started re-reading "Acting for animator". Yesterday, I fell on the following passage:
QUOTE(Ed Hooks)
The audience's obligation is to suspend its disbelief and play along with you. The audience relates to the characters on screen but it communicates with you, the animator. In the final analysis, the transaction involves humans communicating with other humans. Not humans communicating with drawn images.
This immediately brought a flashback: When I was working in the multimedia business as a product designer, I became very interested in the User Interface aspect. I was doing my master's degree at the university and I decided to take a course on User Interface. To my great surprise, I discovered that the User Interface was not about the user at all but was about the programmer. What the industry and the academics called the "User Interface" or the "Human Machine Interface" was in fact the set of tools that were offered to the programmers to build an application. The "Graphical User Interface" was just a more sphisticated set of tools offered to the programmer. The "End User" was just an abstract entity that would eventually use the application. The course teacher was an ardent defender of this point of view. I became quickly upset by this attitude. That was not the reason why I decided to take that course. My experience in the multimedia and my observation of how the end-users were fighting with the interface already had convinced me that this was very wrong. I had already done a lot of analysis and development on what is an end-user and how a end user approaches an interface. And the multimedia interfaces I ended up designing were quite succesfull. But this guy was not there. So I decided to fight a war. My end-of-semester work was going to be about "The other user interface".
So I read a lot of papers. I searched for papers that were intrinsically interested in the end-user. I had to sift through a ton of irrelevant papers but eventually I found two persons that fitted my way of thinking perfectly: Donald A. Norman and Brenda Laurel. The first one was an industrial psychologist and the second one did her thesis about immersive games from the point of view of theater performance. They both eventually got hired by Apple. Ms Laurel wrote a book titled "Computer as theater" where she presented the User Interface as if it was a theatrical play and the user had to suspend his disbelieve and forget that there was an interface so he could just live with the task at hand. A most enjoyable read. Anyway, those two authors had a very different view of what is a User Interface. They were really, really concerned about the "end-user" in this transaction. Their mantra was that the User Interface must represent a human to human communication channel and the purpose of this communication must be obvious.
I will stop there because there would be pages and pages to write about that. But see the similarity between the quote from Hooks and the previous point of view? In both cases it is a question of human to human communication through an interface. In one case we have the User Interface and in the other case we have the Animated frames.
This end-of semester work ended up a 100+ pages thesis titled "The Other User Interface". When I presented the structure of this work at mid semester, I had blank eyes all over the classroom. Then at about 3/4 semester, the teacher announced us that he got hired by CRIM (Montreal Informatics Research Center) in the User Interface Reasearch team. Then two weeks later, he was in a sort of culture shock because he had to work with Intrerface Ergonomists there. For the first time of his "User Interface Specialist" life, he had to really think about the end user. When I presented my full work at the end of the semester, he was bathing fully into that sort of considerations and I could tell that he listened to my presentation with a very different mind. I had an A+ for that course.
What can I say. I'm an eclectic reader and I like it.