So I was one of those PC geeks back in the 1990's trying to make the original 3d Studio work. Before that, I bought Crystal Graphics for $2500. Yes. $2500. It did little more than spinning logos. I actually had to take the company to court to get my money back, but I saw the future in 3D Studio. Funny thing abut CG, the next year, their software was down to $250.
I was one of those geeks who went to the first years of Siggraph. We listened intently on how an animator hand-animated 250 butterflies by hand for a movie. He received a standing ovation. Just a few years later, the simple "flock" command would render all his work obsolete.
At that time, the average "Good" Animator was expected to put out about 2 minutes of animation. PER YEAR.
We made all our money on exploding logos, gas station attract sequences, bank teller kiosks, and rotating mall advertisements. I did some mattework for Hercules, Sinbad and Xena. I scanned Michael Tysons head for the video game, and Denzel Washington's head for Virtuosity. Had artwork appear on the cover of PC Gamer Twice (Pitfall Harry and Star Trek).
I remember when Pixar's "Toy Story" came out. We watched with baited breath, hoping that it would launch the industry into the spotlight. And did it ever. I remember laughing at how clever Pixar was to make plastic toys, as "Phong" shading was the only shading style that looked somewhat realistic at the time. I remember seeing the trees during the chase sequence, and wondering how many thousands of hours it took to render that scene with all of those leaves!
I remember Jurassic Park, the next big step (no pun intended) forward in animation. Integrating live action with animation. I remember watching carefully to see how they hid the difficult task of making the animated feet interact with the ground (they usually covered that part with logs), or the difficulty of dino's splashing through water. It was all cleverly hidden.
Then I remember the complete deconstruction of anything good with 3d Animation when the "Phantom Menace" came out. Wow. Did animation take a huge giant leap backwards? Jar Jar? His feet sliding all over the ground (a long time ago, in a galaxy far, far away)? Not far enough, mind you.
Anyway, life took me down a different path. It took me down the path of adulthood and children and investing and career. And now I'm back. I could never let go. I've kept up-to-date on my licenses of Lightwave, 3DS Max, Photoshop, Premiere, and Vue (a new one I picked up along the way), as I could never bear to let go of my dream of making the "perfect bunnies tail". If you don't know what that means, you're definitely not from my generation.
Prior to that, I gave up a gig to work on the Unreal Engine (a decision I regret to this day), as well as a gig with Glyph-X "Advent Rising" (whew, dodged a bullet there), and several other opportunities.
So I want to see what's new in the world of animation. I've kept up to date on concept, but certainly not in skill. I'm here to learn and enjoy. Nice to meet you.