Hahaha, man, now it all makes sense…I could have switched to a different display mode!
Stop the tutorial clip around second 10 and look at the specs in the upper left! Also look at the model before I activate the MetaNurbs! You’ll see! Besides, obviously at rendertime the mesh gets subdivided, that’s the whole idea behind it. Dealing with the low polygon amount during animation allows for the immense realtime interaction and animation of large numbers of objects or characters in this case. It’s not a computergame, it’s visual effects for feature films and commercials or whatever highend type of use comes to mind. By now I am very sure that most people are familiar with the concept of subdivision geometry. The idea is to deform a low polygon cage, created to deform properly for high-density representation during rendering. However, with the MetaNurbs you can even work in realtime openGL by looking at the final geometry as it gets seen by the rendering. This may not sound too familiar to Maya users at this point, but it’s very known to users of Lightwave or, obviously, users of Messiah in the past.
3 minutes 30 seconds as average for the “morphing” animation per frame. 640x480, 5 GI samples (for each pixel it shoots 5 rays out to read the surrounding illumination in the first pass, but in the second pass, the antialiasing pass it will therefore examine a multitude of it, whereby we have an automatic reduction build into the renderer, that optimizes the render efforts on a need basis). Antialiasing set on adaptive at level 2. Rendered on my Pentium4 (2.6Ghz, 2Gb RAM). Although the gfx-board doesn’t say anything about the rendering times, obviously, it’s a GForce4 5900 (I think…yeah, I think so). So that’s it!
Not to mention that the entire surface is translucent, simulating the SSStype of effect with the volumetric translucency! Two lights used and a sloped gradient for the environment, read by the GI. That’s all! 
Again, if you stick with the enrolling of the upcoming new version of messiah:Studio, you’ll get the project file and can really examine what’s going on in there, because it ain’t much. It’s actually rather very simple! that’s the nice thing about it!
Thanx, FlyByNight, I appreciate your response and hope this answer was helpful. It’s really fascinating how much many of us are already taking for granted, but I’m probably the worst. It’s tough to think of times, when none of those amazing features existed. I come from a time where there were no MetaNurbs and I had to subdivide things step by step…haha…that’s about 12 years ago for Lightwave users. :))
As for the fanclub…hahahaha…that would be the day! :love:…lot’s of work before that’s ok! :rolleyes: