happened,” Catmull recalled. “Steve started the meeting on time without the CFO, and by the time
the CFO walked in Steve was already in control of the meeting.”
Jobs met
only once with George Lucas, who warned him that the people in the division cared
more about making animated movies than they did about making computers. “You know, these
guys are hell-bent
on animation,” Lucas told him. Lucas later recalled, “I did warn him that was basically Ed and
John’s agenda. I think in his heart he bought the company because that was his agenda too.”
The final agreement was reached in January 1986. It provided that, for his $10 million
investment, Jobs would own 70% of the company, with the rest of the stock distributed to Ed
Catmull, Alvy Ray Smith, and the thirty-eight other founding employees, down to the receptionist.
The division’s most important piece of hardware was called the Pixar Image Computer, and from
it the new company took its name.
For a while Jobs let Catmull and Smith run Pixar without much interference.
Every month or so
they would gather for a board meeting, usually at NeXT headquarters, where Jobs would focus on
the finances and strategy. Nevertheless, by dint of his personality and controlling instincts, Jobs
was soon playing a stronger role. He spewed out a stream of ideas—some reasonable, others
wacky—about what Pixar’s hardware and software could become. And on his occasional visits to
the Pixar offices, he was an inspiring presence. “I grew up a Southern Baptist, and we had revival
meetings with mesmerizing but corrupt preachers,” recounted Alvy Ray Smith. “Steve’s got it: the
power of the tongue and the web of words that catches people up. We were aware of this when we
had board meetings, so we developed signals—nose scratching or ear tugs—for when someone
had been caught up in Steve’s distortion field and he needed to be tugged back to reality.”
Jobs had always appreciated the virtue of integrating
hardware and software, which is what
Pixar did with its Image Computer and rendering software. It also produced creative content, such
as animated films and graphics. All three elements benefited from Jobs’s combination of artistic
creativity and technological geekiness. “Silicon Valley folks don’t really respect Hollywood
creative types, and the Hollywood folks think that tech folks are people you hire and never have to
meet,” Jobs later said. “Pixar was one place where both cultures were respected.”
Initially the revenue was supposed to come from the hardware side. The Pixar Image Computer
sold for $125,000. The primary customers were animators and graphic designers, but the machine
also soon found specialized markets in the medical industry (CAT scan data could be rendered in
three-dimensional graphics) and intelligence
fields (for rendering information from reconnaissance flights and satellites). Because of the
sales to the National Security Agency, Jobs had to get a security clearance, which must have been
fun for the FBI agent assigned to vet him.
At one point, a Pixar executive recalled, Jobs was called
by the investigator to go over the drug use questions, which he answered unabashedly. “The last
time I used that . . . ,” he would say, or on occasion he would answer that no, he had actually never
tried that particular drug.
Jobs pushed Pixar to build a lower-cost version of the computer that would sell for around
$30,000. He insisted that Hartmut Esslinger design it, despite protests by Catmull and Smith about
his fees. It ended up looking like the original Pixar Image Computer, which was a cube with a
round dimple in the middle, but it had Esslinger’s signature thin grooves.
Jobs wanted to sell Pixar’s computers to a mass market, so he had the Pixar folks open up sales
offices—for which he approved the design—in
major cities, on the theory that creative people
would soon come up with all sorts of ways to use the machine. “My view is that people are
creative animals and will figure out clever new ways to use tools that the inventor never
imagined,” he later said. “I thought that would happen with the Pixar computer, just as it did with
the Mac.” But the machine never took hold with regular consumers. It cost too much, and there
were not many software programs for it.
On the software side, Pixar had a rendering program, known as Reyes (Renders everything you
ever saw), for making 3-D graphics and images. After Jobs became chairman, the company
created a new language and interface, named RenderMan, that it hoped
would become a standard
for 3-D graphics rendering, just as Adobe’s PostScript was for laser printing.
As he had with the hardware, Jobs decided that they should try to find a mass market, rather
than just a specialized one, for the software they made. He was never content to aim only at the
corporate or high-end specialized markets. “He would have these great visions of how RenderMan
could be for everyman,” recalled Pam Kerwin, Pixar’s marketing director. “He kept coming up
with ideas about how ordinary people would use it to make amazing 3-D graphics and
photorealistic
images.” The Pixar team would try to dissuade him by saying that RenderMan was not as easy
to use as, say, Excel or Adobe Illustrator. Then Jobs would go to a whiteboard and show them
how to make it simpler and more user-friendly. “We would be nodding our heads and getting
excited and say, ‘Yes, yes, this will be great!’” Kerwin recalled. “And
then he would leave and we
would consider it for a moment and then say, ‘What the heck was he thinking!’ He was so weirdly
charismatic that you almost had to get deprogrammed after you talked to him.” As it turned out,
average consumers were not craving expensive software that would let them render realistic
images. RenderMan didn’t take off.
There was, however, one company that was eager to automate the rendering of animators’
drawings into color images for film. When Roy Disney led a board revolution at the company that
his uncle Walt had founded, the new CEO, Michael Eisner, asked what role he wanted. Disney
said that he would like to revive the company’s venerable but fading animation department. One
of his first initiatives was to look at ways to computerize the process, and Pixar won the contract.
It created a package of customized hardware and software known as CAPS, Computer Animation
Production System. It was first used in 1988 for the final scene of
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