Dear Reader
Thank you for choosing this second edition of
Stop Staring. This book is part of a
family of premium quality Sybex books, all written by outstanding authors who combine
practical experience with a gift for teaching.
Sybex was founded in 1976. More than thirty years later, we’re still committed to pro-
ducing 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
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Acknowledgments
First
and foremost, thank you to everyone at Wiley, who did most if not all of the
work on this book.
Second edition: Willem Knibbe, acquisition editor; Jim Compton, development editor;
Keith Reicher, technical editor; Rachel Gunn, production editor; Judy Flynn, copyeditor;
Chris Gillespie, compositor; Jen Larsen, proofreader.
First Edition: Pete Gaughan, development editor;
Dan Brodnitz, associate publisher;
Mariann Barsolo, acquisitions editor; Liz Burke, production editor; Keith Reicher, techni-
cal editor; Suzanne Goraj, copyeditor; Maureen Forys, compositor; Margaret Rowlands,
cover coordinator; the CD team of Kevin Ly and Dan Mummert.
For helping with the book and bringing to it so much more than I could alone, I thank
Jason Hopkins, animation; Chris Robinson, character design;
Kathryn Luster, contact and
casting; Chris Buckley, Craig Adams and Robin Parks for voice work.
Professionally, for supporting me and putting up with me, I thank Phil Mitchell, Owen
Hurley, Jennifer Twiner-McCarron, Michael Ferraro, Ian Pearson, Chris Welman, Gavin
Blair, Stephen Schick, Tim Belsher, Derek Waters, Sonja Struben, Glenn Griffiths, Chuck
Johnson, Casey Kwan, Herrick Chiu, Chris Roff, and James E. Taylor. Thanks to all the
good
people at Surreal Software, and everyone at Maxis/EA; the Sims EP team, the Sims 2
team, the Sims “next gen” team; Bob King, the funniest boss ever. Thanks to Glenn, Brian W,
Paul L, Kevin, Clint, Ryo, Toru, Hakan, Frank, Rudy, George, and everyone at the WWVG;
to Jesse, Lisha, and of course, the lovely miss Tee; to “fight club,” my robots; to Andy, Sergey,
Lucky, Yasushi, Daisuke, Paddy, Brian Lee! I thank the ones I see every day, Paul, Brian,
Jim, Peter, Haden, Chris, Matt O, Charles, Kelvin, Sean, Matt A, Christy, Isa, J Jay, Damon,
Ian, Dale, Jim, Matthew, Howard, Darragh, DC and everyone who works so hard on get-
ting the newest coolest stuff working. And Jon. Over in the other building and up at the
ranch, for inspiring me to try to get more film into the game, thank you to Mike, Spencer,
Christophe, Simon, Fred, Steve, David, Phil, Rob, Mark, and Jason.
Friends and family, remember me? Mom, Dad, Veronica, Jorge, all the great family I
am so lucky to have in Winnipeg, Acapulco,
Washington, Oklahoma, and Alabama and
all the ones we’ve lost—I know you’re still here. To Tina, I could never have done this the
first time without you. To the friends in Vancouver... I miss ya. Thanks to Nick, Ali, Rex,
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Nana, Papa, Brent, Trevor, Rick, Lori, and little Nina, for not talking Alana out of being
with a guy who’s always busy and of course, for the legal, financial, and laptop advice.
Thanks to my wonderful friends Juan Carlos, Jason, Penny (AJ!), Michelle, Brian, Kelly,
and all the great folks I’ve gotten to know out in Walnut Creek (okay, not the whole city,
just Dan’s). And last but not least, for putting up with me during the writing of this thing
and taking care of the rest of
everything else so that this could get done, thank you to my
beautiful
wonderful baby bear, Alana.
About the Author
Jason Osipa
has been a working professional in 3D content for over 10 years,
touching television, games, direct-to-video, and film in both Canada and the United States.
Carrying titles from author to modeler to animator to TD to director, he has seen and
experienced the world of 3D content creation and instruction from all sides. Jason is cur-
rently spending his time directing in San Francisco at LucasArts working alongside sister
company ILM on new ways to converge the visual targets, techniques, and tools of games
and film.
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