pacific wrote: Just opening a program and trying to accomplish something seems a bit ineffective to me... I want to understand CGI.
Surprisingly, that's how I did it. I opened up the program and started playing around with it. Can't drive a car if all you did was study the car manual. But I did eventually had to educate myself on CGI (programming-wise). It worked for me, getting familiar with the tool before learning the principles of it. But if it's not your thing, plenty of video tutorials online. Problem is, most are software-specific, but you can get the general gist of it from them.
My suggestion would be to start at the core of computer animation: Math. Lots of math goes into computer animation, from creating cubes and spheres to calculating the path of thousands of rain drop particles as they collide with the floor and objects in your scene. Obviously, as artist, you don't need to go in depth on the implementation, but at least have an understanding of what's going on when you sculpt your model or rig it for animation, specifically Cartesian coordinate system, Euler angles, matrix, vectors, etc. If you know your calculus, computer animation won't seem as hard.
Simplest solution would be to take a course in computer animation or check out books on computer animation from your local library.
Starter tip: The models you see in your typical 3D animated movie is made up of points called vertices. These vertices are connected together by line segments called polylines. The polylines together form polygons that make up the surface of the model that you see.