It is from them.
They can understand that anything done by a computer can cost a certain amount, but not the tens of millions it costs for a modern game or animated film.
Market value of services. The higher tier of animators and designs get paid
a lot of money. Couple that with sufficient software and hardware for each employee, and you're looking at a steep bill, especially since companies are not exactly on the frugal side of things (buying a $5000 rig when they could get the equivalent pieced together by hand for $2500).
And as said, there is a tremendous amount of work put into making a game. Depending on the position, you're looking at someone grueling away at something at least eight hours a day and making only a few seconds of progress in a video sequence (be it cut scene or theatrical trailer), if even. Then animating the characters and mobs, which in today's world requires dozens if not hundreds of reaction sequences. Ten years ago, a company could get away with having 3-5 animated reactions to being hit, but
today we're expecting fluid rag-doll dynamics and in scripted events, this can't be done using the engine unless it's specifically designed for it. It happens that, like in Sleeping Dogs, when a truck is scripted to cut you off and crash into another car, that animators and designers need to work together to piece the collision and response frame by frame to make sure that it's predictable and reliable, as anything based on the engine itself could very well screw up and the scripted event won't happen or happen when it shouldn't.
There is no "Hit the easy button and win" button for animating, coding, and designing a video game, or movie.