AutoCAD: Secrets Every User Should Know
Whether you're designing houses, landscapes, or machines, there are AutoCAD tricks-of-the-trade that even seasoned users don't know—tips that can improve your skills, understanding, and productivity. This practical, in-depth book reveals those secrets. You'll find smart ideas on customization, applying graphics standards, managing symbol libraries, leveraging 3D, and more. It even includes an insider's look at features that are used in the field but often ignored in other books, such as DOS functions, scripts, and AutoLISP® programming. The final chapter, AutoCAD Puzzlers, challenges readers to solve real problems from real AutoCAD users.
- Explore real-world solutions and best practices. Is it faster to produce an accurate drawing or an inaccurate one? Find out why you should take technical graphics standards seriously and how to make AutoCAD apply them
- Harness information rarely found in other books, such as how to rapidly change thousands of drawings using scripts and batch files, how to use the Visual LISP® editor to produce and debug AutoLISP programs, and more
- Take full advantage of AutoCAD's interface to improve your productivity
- Enjoy bonus extras, including the AutoLISP programs, other code used in the book, and a review of key features by release





Authorized by @Last Software, this guide will familiarize SketchUp users with all aspects of this highly-acclaimed modeling application. Clearly illustrated, detailed exercises walk you through SketchUp’s modeling tools, including components, groups, textures, sectioning, presentation, exact dimensions, sandbox, and much more. Combined with numerous tips and tricks, this book will help you get the most out of your software investment!
Take your 3D game programming skills to the next level! "Advanced 3D Game Programming All in One" uses the Torque Game Engine to teach experienced 3D game programmers advanced concepts. You'll use the Torque Game Engine to learn each new skill, maximizing your game engine experience. Quickly conquer TorqueScript, simulation techniques, the ins and outs of the game engine, player control, and using applied artificial intelligence. Then take it up a notch and discover how to spice up your game with enhanced game modeling using character and shape modeling and dynamic skins. "Advanced 3D Game Programming All in One" reveals the techniques and mechanisms that will give you an insider's look into the realm of game development so you can create your own amazing games just like the pros. 
One look and you'll see that this Maya book is different from all the others. It presents the core Maya features visually, using pages packed with striking graphics and loaded with concise explanations of the Maya interface. This expanded edition includes more tutorials; updated material on modeling, animation, rendering and dynamics; and new coverage of Toon Shaders, along with other exciting Maya tools. Engaging step-by-step lessons provide hands-on reinforcement as you learn. Start your adventures in Maya with this full-colour, visual guide—the perfect introduction to Maya 8.
The Maya Embedded Language, or MEL, is the very foundation of the Maya application: it’s what makes it so powerful. And, if you know MEL, you can make Maya work more efficiently for your own projects. Whether customizing the workspace, modifying the tools that already exist, or creating new tools, an artist versed in MEL is ready to exploit the true power of Maya. The problem is that MEL can be very intimidating to artists and other non-programmers. To an artist, MEL represents a whole other world filled with words like variable, conditional statements, and vector cross-product. Like any other programming language, MEL has its own vocabulary and rules of grammar. To master it, you simply need to learn the rules: you don’t have to become a programmer. The MEL Companion helps artists do this. In the first part of the book, you’ll learn about the syntax, vocabulary, and structure of MEL - its grammar. You’ll learn some basic math concepts, such as types of numbers and simple math equations, and at the end of part one you’ll explore concepts for building and constructing programs. The second part covers the construction of scripts that detail some of the ways you can use MEL. You’ll learn about expressions, primitive objects, lighting and rendering, tool creation, interface customization, and reading and writing files in and out of Maya. The MEL Companion was written by an artist for artists. To get the most out of this book, you should have a fundamental knowledge of working in 3D and the Maya program. In addition, although you might not have an extensive knowledge and understanding of mathematics, you should have some willingness to learn the basics of working with numbers. Other than that, everything else is explained in language that is hopefully as clear as it is entertaining








