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市場調查報告書
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1534935

動畫AI工具市場:現況分析與預測(2024-2032)

AI Tools for Animation Market: Current Analysis and Forecast (2024-2032)

出版日期: | 出版商: UnivDatos Market Insights Pvt Ltd | 英文 135 Pages | 商品交期: 最快1-2個工作天內

價格
簡介目錄

在預測期(2024-2032年),動畫AI工具市場預計將以 17%的年複合成長率大幅成長。AI在動畫和相關技能教學的教育工具中的日益成長的應用支持市場的成長。此外,AI工具透過自動執行重複任務並提高工作流程效率來減少生產時間和成本。根據 WorldMetrics.org 預計,到2024年,AI可將動畫製作成本降低近 70%。人們越來越重視與科技公司建立策略夥伴關係,使內容創作者能夠擴大其市場範圍並加強其技術產品。此外,公司不斷進行研究和開發,以提高AI能力並保持競爭力。例如,2024年 4月 16 日,Cartoon Studio 宣布開發新的專有生成式 AI 工具包和工作流程 "GADGET AI" ,不僅能夠實現新動畫內容的開發、製作和後製,還目的是振興和升級數千個現有目錄劇集和收購的品質和發行範圍。

依類型劃分,市場分為 2D 動畫工具、3D 動畫工具、臉部動畫工具等。2023年的市場中,3D動畫工具將佔據壓倒性的佔有率。這是因為可創建非常逼真和高品質的動畫。隨著觀眾越來越期望透過各種媒體獲得逼真的視覺效果和詳細的角色動畫,這推動了需求。這些工具還可以自動執行複雜的任務,例如角色綁定、動作捕捉和物理模擬,顯著減少生產時間和成本。2023年 11月,AI動作捕捉技術製造商 DeepMotion 推出 MotionGPT,重新定義了動畫領域。該工具利用生成式AI的力量,將文字提示無縫轉換為複雜的3D 動畫,開創動畫製作民主化的新時代。

市場依應用程式細分為電影/電視、遊戲、廣告、教育等。電影和電視領域預計在預測期內(2024-2032年)將以顯著的年複合成長率成長。影視產業不斷突破視覺效果的界限,需要先進的AI工具來提供先進的動畫和 CGI​​。這種需求推動AI動畫工具的開發和採用。此外,虛擬製作技術的興起,其中AI工具用於即時渲染和現場可視化,將改變電影製作過程。這項進步使得AI工具變得非常重要,推動了產業的成長和整合。

為了更了解動畫AI工具的市場採用情況,市場根據北美(美國、加拿大、北美其他地區)、歐洲(德國、法國、英國、西班牙、義大利、歐洲其他地區)、亞太地區(中國、日本、印度、亞太其他地區)和其他地區的全球影響力進行分析。亞太地區將在預測期(2024-2032年)實現成長,因為快速的AI和機器學習創新推動先進動畫工具的採用,使生產流程更加高效且更具成本效益,預計年複合成長率將大幅成長。中國、日本和印度等國家透過整合媒體和娛樂等各行業的AI工具來引領數位轉型。此外,公司日益投資AI驅動的解決方案,以提高創造力、簡化製作流程,並滿足不同區域平台對高品質動畫內容不斷成長的需求。2024年 7月 2 日,HCLTech 和 IBM 宣布開展新合作,基於 IBM watsonx AI 和資料平台創建生成式 AI 卓越中心(CoE)。 CoE 透過 HCLTech 位於倫敦和德克薩斯州奧斯汀的AI和雲端原生實驗室提供,將使跨國公司能夠建立客製化AI應用程式、擴展資料功能並加速負責任的AI工作流程。

市場主要參與者包括 Adob​​e、Autodesk Inc.、Unity Technologies、Epic Games, Inc.、NVIDIA Corporation、Rokoko、Faceware Technologies, Inc.、Reallusion Inc.、DeepMotion、Sparkol Limited(VideoScribe)等。

目錄

第1章 市場介紹

  • 市場定義
  • 主要目的
  • 利害關係人
  • 限制

第2章 研究方法或前提

  • 調查過程
  • 調查方法
  • 受訪者簡介

第3章 執行摘要

  • 行業概況
  • 依細分市場進行預測
    • 市場成長強度
  • 區域展望

第4章 市場動態

  • 促進因素
  • 機會
  • 抑制因素
  • 趨勢
  • PESTEL 分析
  • 需求方分析
  • 供給面分析
    • 併購
    • 投資場景
    • 產業洞察:主要新創公司及其獨特策略

第5章 價格分析

  • 區域價格分析
  • 影響價格的因素

第6章 全球動畫AI工具市場收入,2022-2032

第7章 依類型劃分的市場分析

  • 2D 動畫工具
  • 3D 動畫工具
  • 臉部動畫工具
  • 其他

第8章 應用市場分析

  • 電影/電視
  • 遊戲
  • 廣告
  • 教育
  • 其他

第9章 依地區劃分的市場分析

  • 北美
    • 美國
    • 加拿大
    • 其他北美地區
  • 歐洲
    • 德國
    • 法國
    • 英國
    • 西班牙
    • 義大利
    • 其他歐洲地區
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 其他亞太地區
  • 世界其他地區

第10章 價值鏈分析

  • 邊際分析
  • 進入市場的公司名單

第11章 競爭態勢

  • 競爭儀表板
  • 競爭市場定位分析
  • 波特五力分析

第12章 公司簡介

  • Adobe
  • Autodesk Inc.
  • Unity Technologies
  • Epic Games, Inc.
  • NVIDIA Corporation
  • Rokoko
  • Faceware Technologies, Inc.
  • Reallusion Inc.
  • DeepMotion
  • Sparkol Limited(VideoScribe)

第13章 縮寫與先決條件

第14章 附錄

簡介目錄
Product Code: UMAI212934

AI Tools for Animation are software applications that leverage artificial intelligence and machine learning algorithms to automate and enhance various aspects of the animation process. These tools assist in creating, editing, and refining animations more efficiently and with greater creative possibilities. Such tools include automated lip-syncing, motion capture, procedural generation, real-time rendering, AI-driven character rigging, and facial animation. The entertainment, gaming, and advertising industries' increasing need for high-quality animations fuels market growth.

The AI Tools for Animation Market is expected to grow with a significant CAGR of 17% during the forecast period (2024-2032). The growing application of AI in educational tools for teaching animation and related skills supports market growth. Additionally, AI tools reduce production time and costs by automating repetitive tasks and improving workflow efficiency. As per WorldMetrics.org, in 2024, It is estimated that AI can potentially cut the cost of animation production by close to 70%. There is a growing emphasis on forming strategic partnerships with technology companies, and content creators can expand market reach and enhance technological offerings. Moreover, companies launch research and development to improve AI capabilities and maintain a competitive edge continuously. For instance, on April 16, 2024, Kartoon Studios announced the development of a new proprietary generative AI toolkit and workflow, "GADGET A.I.," designed to enable the development, production, and post-production of new animated content, as well as revitalize and upgrade the quality and distribution reach of thousands of existing catalog episodes and acquisitions.

Based on the type, the market has been divided into 2D animation tools, 3D animation tools, facial animation tools, and others. The 3D Animation Tools held a dominant share of the market in 2023. This is due to enabling the creation of highly realistic and high-quality animations. This drives demand as audiences increasingly expect lifelike visual effects and detailed character animations in various media. Also, these tools automate complex tasks such as character rigging, motion capture, and physics simulations, significantly reducing the time and cost of production. In November 2023, DeepMotion, a maker of AI-powered motion capture technology, redefined the animation landscape with the launch of MotionGPT. This tool leverages the power of generative AI to seamlessly transform text prompts into intricate 3D animations, ushering in a new era of democratization in animation creation.

Based on the application, the market is segmented into film and television, gaming, advertising, education, and others. The film and television segment is expected to grow with a significant CAGR in the forecast period (2024-2032). The film and television industry continuously pushes the boundaries of visual effects, requiring advanced AI tools to achieve sophisticated animations and computer-generated imagery (CGI). This demand propels the development and adoption of AI animation tools. Moreover, the rise of virtual production techniques, where AI tools are used for real-time rendering and on-set visualization, transforms the filmmaking process. This advancement makes AI tools indispensable, fostering their growth and integration in the industry.

For a better understanding of the market adoption of AI Tools for Animation, the market is analyzed based on its worldwide presence in countries such as North America (U.S., Canada, and the Rest of North America), Europe (Germany, France, U.K., Spain, Italy, Rest of Europe), Asia-Pacific (China, Japan, India, Rest of Asia-Pacific), Rest of World. Asia-Pacific is expected to grow with a significant CAGR in the forecast period (2024-2032) owing to the rapid AI and machine learning innovations driving the adoption of advanced animation tools, making production processes more efficient and cost-effective. Countries like China, Japan, and India are leading digital transformation efforts, integrating AI tools in various industries, including media and entertainment. Moreover, companies increasingly invest in AI-driven solutions to enhance creativity, streamline production processes, and meet the rising demand for high-quality animation content across diverse regional platforms. On July 2, 2024, HCLTech and IBM announced a new collaboration to establish a Generative AI Center of Excellence (CoE) based on the IBM watsonx AI and data platform. The CoE, which is available through HCLTech's AI and Cloud Native Labs in London and Austin, TX., is designed to help global enterprises build custom AI applications, expand data capabilities, and accelerate responsible AI workflows.

Some of the major players operating in the market include Adobe, Autodesk Inc., Unity Technologies, Epic Games, Inc., NVIDIA Corporation, Rokoko, Faceware Technologies, Inc., Reallusion Inc., DeepMotion, Sparkol Limited (VideoScribe).

TABLE OF CONTENTS

1.MARKET INTRODUCTION

  • 1.1. Market Definitions
  • 1.2. Main Objective
  • 1.3. Stakeholders
  • 1.4. Limitation

2.RESEARCH METHODOLOGY OR ASSUMPTION

  • 2.1. Research Process of the AI Tools For Animation Market
  • 2.2. Research Methodology of the AI Tools For Animation Market
  • 2.3. Respondent Profile

3.EXECUTIVE SUMMARY

  • 3.1. Industry Synopsis
  • 3.2. Segmental Outlook
    • 3.2.1. Market Growth Intensity
  • 3.3. Regional Outlook

4.MARKET DYNAMICS

  • 4.1. Drivers
  • 4.2. Opportunity
  • 4.3. Restraints
  • 4.4. Trends
  • 4.5. PESTEL Analysis
  • 4.6. Demand Side Analysis
  • 4.7. Supply Side Analysis
    • 4.7.1. Merger & Acquisition
    • 4.7.2. Investment Scenario
    • 4.7.3. Industry Insights: Leading Startups and Their Unique Strategies

5.PRICING ANALYSIS

  • 5.1. Regional Pricing Analysis
  • 5.2. Price Influencing Factors

6.GLOBAL AI TOOLS FOR ANIMATION MARKET REVENUE (USD MN), 2022-2032F

7.MARKET INSIGHTS BY TYPE

  • 7.1. 2D Animation Tools
  • 7.2. 3D Animation Tools
  • 7.3. Facial Animation Tools
  • 7.4. Others

8.MARKET INSIGHTS BY APPLICATION

  • 8.1. Film and Television
  • 8.2. Gaming
  • 8.3. Advertising
  • 8.4. Education
  • 8.5. Others

9.MARKET INSIGHTS BY REGION

  • 9.1. North America
    • 9.1.1. U.S.
    • 9.1.2. Canada
    • 9.1.3. Rest of North America
  • 9.2. Europe
    • 9.2.1. Germany
    • 9.2.2. France
    • 9.2.3. UK
    • 9.2.4. Spain
    • 9.2.5. Italy
    • 9.2.6. Rest of Europe
  • 9.3. Asia-Pacific
    • 9.3.1. China
    • 9.3.2. Japan
    • 9.3.3. India
    • 9.3.4. Rest of APAC
  • 9.4. Rest of the World

10.VALUE CHAIN ANALYSIS

  • 10.1. Marginal Analysis
  • 10.2. List of Market Participants

11.COMPETITIVE LANDSCAPE

  • 11.1. Competition Dashboard
  • 11.2. Competitor Market Positioning Analysis
  • 11.3. Porter Five Forces Analysis

12.COMPANY PROFILES

  • 12.1. Adobe
    • 12.1.1. Company Overview
    • 12.1.2. Key Financials
    • 12.1.3. SWOT Analysis
    • 12.1.4. Product Portfolio
    • 12.1.5. Recent Developments
  • 12.2. Autodesk Inc.
  • 12.3. Unity Technologies
  • 12.4. Epic Games, Inc.
  • 12.5. NVIDIA Corporation
  • 12.6. Rokoko
  • 12.7. Faceware Technologies, Inc.
  • 12.8. Reallusion Inc.
  • 12.9. DeepMotion
  • 12.10. Sparkol Limited (VideoScribe)

13.ACRONYMS & ASSUMPTION

14.ANNEXURE