Summary In this paper, the author presents a system (both a physical hardware layout as well as the requisite software) for building 3-D computer animated movies. Problem Creating even a one-minute 3-D computer animated movie is incredibly difficult and time consuming. Methods/Solutions Organizing data in a heirarchical fashion and allowing the animator to specify key frames between which the software will interpolate the motion. Key Ideas/Contributions 1. Organization of data in a heirarchical structure such that transformations applied to a node propagate down to children below them. 2. A language for programming 3-D computer animation. 3. A system where key 'frames' of the animation are specified and the software performs interpolation inbetween these key frames. Questions/Flaws Dealing with textual data for model representations and designing the animation is cumbersome. For the time, though, this work was probably ground-breaking.