computerized backgrounds. But at the studio there was a growing fear that the computer was going to make animators obsolete. I'd say 95% of the fellas at the studio were saying, "You'd never get me to do anything like that, they're ruining everything!" And I talked to John Lasseter about the things he was doing, I said, "'Gee, if you get that much imagination "and new types of movement done on a computer, "but not by the pencil, you'll be ahead of the game. " The potential was there at that time, but no one wanted to do it except for Lasseter. John and his story team were given the approval to develop a script based on the short story, The Brave Little Toaster. It would mark John's feature directorial debut, and his own opportunity to further explore the blending of computer and traditional animation. After eight months of development, John was finally asked to present the story to the head of the studio. They'd said, "Okay, it's time to show "the head of the studio at the time Brave Little Toaster. " So we got the presentation together, he walks in with Ed Hansen, and he had this scowI on his face from the beginning, no laugh, we pitched the whole thing and he stood up and he asked, "Well, how much is this gonna cost?" And I said, "Well, it's with computer animation, "it's gonna be, you know, no more than the regular budget of a film. " And he went, "The only reason to do computer animation "is if we could do it faster or cheaper. " And he walked up and he walked out. And it was like, "What?" You know? And so about five minutes later I get this call, and Ed Hansen calls me down to his office. And I come down, and he said, "Well, John, your project is now complete, "so your employment with the Disney Studios is now terminated. " He got let go, he got fired, because, honestly, the studio didn't know what to do with him. Even at that early day, this Disney Studio that he dreamed about working at, turned out to be a really dysfunctional place, in reality. And he was a born director, he was a born leader, and his expectation and passion excelled what the studio was doing then. During a lot of the early days, artists were frightened of the computer, because they were under the impression that it somehow was gonna take their jobs away. And we spent a lot of time telling people, "No, it's just a tool, it doesn't take... "It doesn't do the creativity, that's a misconception. " But there was this fear, and it was everywhere. We interrupt this program for an important announcement. A state of emergency has been declared and the entire police force put on 24-hour duty, in an effert to stop the mounting hysteria. There is no reasonable cause for alarm. These rumors are absolutely false! The reality of technology was very different from the fear. It was the computer that would take us to new frontiers. I believe that this nation should commit itself to achieving the goal, before this decade is out, of landing a man on the moon and returning him safely to the Earth. Lift off on Apollo 11. The space race ignited funding in computer research for a select number of universities around the country. In the 1960s, the University of Utah set up one of the first labs in computer graphics, headed by the top scientists in the field. Ed Catmull, an aspiring artist, was among the few drawn to the potential in computer graphics. I drew a lot, I wanted to be an animator. I wanted to be an artist. But at the same time, I believed that I wasn't good enough to be an animator, so I switched over to physics and computer science. As soon as I took the first class, I just fell in love with it, it just blew everything else away. 'Cause here was a program in which there was art, science, programming, all together in one place, in a new field, and it was wide open. You could just go out and discover things and explore, you were
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