This paper discusses a system developed by Edwin Catmull to generate movies of computer animated objects. Catmull's purpose is to develop a system that allows for concurrent actions of a hierarchically-structured object, such as a hand. It is necessary to have a system that can handle concurrent movements/animation since "typical programming languages are much too sequential for specifying easily the kinds of simultaneous and overlapping action we expect to see in a movie." Catmull's solution is a new language called MOP, which takes movement instruction input with the frame period in which the action/movement is meant to be performed. A separate routine then interprets these instructions in the order of the frame period and outputs a set of instructions that will yield the desired movement of the object (e.g. a hand). Solving the problem of generating a movie requires a movie language with control over the context of frames, the creation and manipulation of shapes and relations, how motion occurs, avoiding undesirable actions, creating routines of motion, and a naturalness in describing action. Catmull uses the hidden surface algorithm developed by Gary Watkins and the smooth shading method by Henri Gouraud to properly display the objects.