The AI animation tool market was valued at US$ 335.8 million in 2023. Observing the rising trend towards anime, the demand for AI animation tool to register a 14.30% CAGR during the forecast period. By 2034, the AI animation tool market to reach a valuation of US$ 1,451.70 million.
Report Attribute | Details |
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Market Value (2023) | US$ 335.8 million |
Market Value (2024) | US$ 381.4 million |
Forecast Value (2034) | US$ 1,451.70 million |
Growth Rate (2024 to 2034) | 14.30% |
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Better Productivity - With the machine learning algorithm to automate and simplify the animation process, productivity can be boosted. These tasks include movement prediction, character rigging, and automated in-betweening. This reduces the enormous workload of the animators eventually and lets them focus on new aspects.
Saves time - When talking about 3D or 2D animation, almost 70% of the work, like texturing and rendering, needs manual assistance. This is a significant challenge in the animation sector. With AI animation tool, animators utilize AI algorithms to automate these tasks and achieve precision with zero error. The animators have a lot of time and space to refine minute detailing.
By the end of 2019, a market value of US$ 202 million was attained by the global AI animation tool market. A CAGR of 13.50% was experienced by this market during the historical period of 2019 to 2023.
Historical CAGR (2019 to 2023) | 13.50% |
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Forecast CAGR (2024 to 2034) | 14.30% |
Storytelling is an important part of any anime series. For that, animators must use advanced animation tool to enhance the characters and sync them well with their backgrounds. Such things can only be accomplished with the help of AI animation tool.
AI animation tool are used mainly in rotoscope animation. This can ease the job of the animator to create, develop, and design 3D models of any human figure. AI animation tool can also enhance the voiceover technology for the anime characters.
AI Tool provide Companies with Better Productivity, Low Cost and More Time
The use of artificial intelligence has enriched the scope of animation even further. This aids the market players in developing more creative forms of art. With AI animation tool, companies can create more realistic backdrops, lip sync, and character movements.
Along with the free mobility of the characters, the market players can yield better productivity and save time and cost, all with just one masterstroke, using AI animation tool. Previously, the tasks that required days to be completed now can be done within a day with AI integration. This can help the animators think about the other fresh ideas and concepts.
Need to Enhance Algorithm Efficacy to Restrict Market Growth
The AI animation tool market faces several significant obstacles, including the ongoing need to increase algorithm efficiency and accuracy. The market continues to face issues ensuring interoperability with current animation processes and resolving concerns about job displacement within the animation industry.
Another threat is that, since AI can comprehend perspective, it can take over and restrict the animator's ability to influence the final result. Tool such as AIRender and Blender can employ randomly arranged 3D blocks to generate a picture that the animator may not necessarily agree with.
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This section provides a detailed analysis of two particular market segments for AI animation tool, the dominant anime genre type, and the significant industry. The two main segments discussed below are the action genre and the gaming industry.
Anime Genre Type | Action |
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Market Share in 2024 | 29% |
In 2024, the AI animation tool will be increasingly used in the action anime genre. AI animation tool are set to transform the action anime genre by providing effective solutions for creating complicated action scenes. By streamlining the animation process, these tool let studios develop action scenes of the highest caliber faster and at a lower cost.
AI algorithms may also improve animation's choreography, mobility, and visual effects, making it more appealing and dynamic. Companies producing action anime are turning more often to AI animation techniques to improve the quality of their work.
Industry | Gaming |
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Market Share in 2024 | 36% |
In 2024, the gaming industry will be highly indulged in AI animation tool and their benefits. AI animation tool are rapidly being employed in games to improve character motions, facial expressions, and ambient interactions, leading to more immersive gameplay experiences.
By automating tedious animation processes, these solutions increase productivity and free up developers to concentrate on more creative work. AI algorithms may also provide dynamic graphics in real-time that adjust to player movements and produce game landscapes that are more realistic. AI animation tool, thus, increase the realism and quality of game experiences, which propels industry adoption.
This section will detail the AI animation tool markets in a few key countries, including the United States, Germany, Japan, China, and Australia and New Zealand. This sector will emphasize the various reasons that are propelling the growth of AI animation tool in the below mentioned regions.
Countries | Forecast CAGR through 2034 |
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The United States | 12.6% |
Germany | 7.80% |
Japan | 7.10% |
China | 14.80% |
Australia and New Zealand | 17.80% |
The United States AI animation tool ecosystem to develop with a CAGR of 12.6% through 2034. Animators in the United States are combining other technologies like virtual and augmented reality and AI.
The AI animation tool can enable real-time display of the content in various AR and VR settings. Such technologies are mostly used for gaming animations. This gives the consumers an immersive experience, further propelling market growth.
The AI animation tool market in Germany to expand with a 7.80% CAGR through 2034. The development of motion capture technology powered by AI for virtual and animated productions aims to improve demand in Germany.
With motion capture equipment and machine learning algorithms, these tool can produce realistic animations more quickly and accurately. German companies are leading the way in this field, transforming the manufacturing and development of animations and bolstering the global AI animation tool market.
The AI animation tool ecosystem in Japan to develop with a 7.10% CAGR from 2024 to 2034. Companies in Japan are using AI animation tool to reduce their dependency on human labor and satisfy production needs as a result of the labor crisis.
The aging population and shrinking labor force make it difficult for sectors like advertising, gaming, and entertainment to find skilled animators. AI animation tool provide an effective solution, boosting their demand by automating operations with AI, lowering the need for substantial human resources, and guaranteeing continuity across production processes.
The AI animation tool industry in China to reach a 14.80% CAGR from 2024 to 2034. In 2024, China debuted its first animated series produced by AI.
The 26-episode Qianqiu Shisong television series, created using generative artificial intelligence (GenAI) services, debuted on China Media Group (CMG), the state broadcaster. In addition to the broadcaster's audio and video archives, CMG Media GPT and AI technology from Shanghai Artificial Intelligence Laboratory (SAIL) were utilized.
The Australia and New Zealand AI animation tool ecosystem is to expand with a 17.80% CAGR during the forecast period. The growing entertainment sectors of films, television, and gaming in Australia and New Zealand are surging demand for AI animation tool.
These tool are being used more and more by the marketing and advertising sectors to provide immersive and interesting content. The need for innovative animation technology to improve learning experiences is driven by increased attention paid to education and e-learning platforms.
Market players are aimed at using AI animation tool for boosting creativity, improving quality, reducing costs, accelerating production processes, reaching a wider audience, and creating personalized content.
They aim to achieve a competitive edge, boost productivity, and satisfy changing needs in various industries, including advertising, gaming, entertainment, and education with these AI animation tool. Their ultimate goal is to produce engaging animations at the lowest possible cost of production while increasing productivity. The key players in this market include:
Key Developments
Report Attribute | Details |
---|---|
Growth Rate | CAGR of 14.30% from 2024 to 2034 |
Market value in 2024 | US$ 381.4 million |
Market value in 2034 | US$ 1,451.70 million |
Base Year for Estimation | 2023 |
Historical Data | 2019 to 2023 |
Forecast Period | 2024 to 2034 |
Quantitative Units | US$ million for value |
Report Coverage | Revenue Forecast, Company Ranking, Competitive Landscape, Growth Factors, Trends, and Pricing Analysis |
Segments Covered |
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Region Covered |
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Countries Profiled |
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Key Companies Profiled |
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Customisation Scope | Available on Request |
The AI animation tool market has the potential to expand with a 14.30% CAGR from 2024 to 2034.
By 2024, the global AI animation tool market will reach US$ 381.4 million.
By 2034, the AI animation tool market valuation is poised to reach US$ 1,451.70 million.
The AI animation tool industry in the United States is inclined to garner a 2.3% CAGR during the forecast period.
AI animation tool will be widely used for the action anime content genre, with a probable 29% in 2024.
The gaming industry will probably use AI animation tool, with 36% in 2024.
1. Executive Summary 1.1. Global Market Outlook 1.2. Demand-side Trends 1.3. Supply-side Trends 1.4. Technology Roadmap Analysis 1.5. Analysis and Recommendations 2. Market Overview 2.1. Market Coverage / Taxonomy 2.2. Market Definition / Scope / Limitations 3. Market Background 3.1. Market Dynamics 3.1.1. Drivers 3.1.2. Restraints 3.1.3. Opportunity 3.1.4. Trends 3.2. Scenario Forecast 3.2.1. Demand in Optimistic Scenario 3.2.2. Demand in Likely Scenario 3.2.3. Demand in Conservative Scenario 3.3. Opportunity Map Analysis 3.4. Investment Feasibility Matrix 3.5. PESTLE and Porter’s Analysis 3.6. Regulatory Landscape 3.6.1. By Key Regions 3.6.2. By Key Countries 3.7. Regional Parent Market Outlook 4. Global Market Analysis 2019 to 2023 and Forecast, 2024 to 2034 4.1. Historical Market Size Value (US$ Million) Analysis, 2019 to 2023 4.2. Current and Future Market Size Value (US$ Million) Projections, 2024 to 2034 4.2.1. Y-o-Y Growth Trend Analysis 4.2.2. Absolute $ Opportunity Analysis 5. Global Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Anime Genre Type 5.1. Introduction / Key Findings 5.2. Historical Market Size Value (US$ Million) Analysis By Anime Genre Type, 2019 to 2023 5.3. Current and Future Market Size Value (US$ Million) Analysis and Forecast By Anime Genre Type, 2024 to 2034 5.3.1. Action 5.3.2. Comedy 5.3.3. Horror 5.3.4. Sci-Fi 5.3.5. Adventure 5.3.6. Others 5.4. Y-o-Y Growth Trend Analysis By Anime Genre Type, 2019 to 2023 5.5. Absolute $ Opportunity Analysis By Anime Genre Type, 2024 to 2034 6. Global Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Industry 6.1. Introduction / Key Findings 6.2. Historical Market Size Value (US$ Million) Analysis By Industry, 2019 to 2023 6.3. Current and Future Market Size Value (US$ Million) Analysis and Forecast By Industry, 2024 to 2034 6.3.1. Media & Entertainment 6.3.2. Gaming 6.3.3. Education 6.3.4. Corporates 6.3.5. Others 6.4. Y-o-Y Growth Trend Analysis By Industry, 2019 to 2023 6.5. Absolute $ Opportunity Analysis By Industry, 2024 to 2034 7. Global Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Region 7.1. Introduction 7.2. Historical Market Size Value (US$ Million) Analysis By Region, 2019 to 2023 7.3. Current Market Size Value (US$ Million) Analysis and Forecast By Region, 2024 to 2034 7.3.1. North America 7.3.2. Latin America 7.3.3. Western Europe 7.3.4. Eastern Europe 7.3.5. South Asia and Pacific 7.3.6. East Asia 7.3.7. Middle East and Africa 7.4. Market Attractiveness Analysis By Region 8. North America Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country 8.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2019 to 2023 8.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2024 to 2034 8.2.1. By Country 8.2.1.1. USA 8.2.1.2. Canada 8.2.2. By Anime Genre Type 8.2.3. By Industry 8.3. Market Attractiveness Analysis 8.3.1. By Country 8.3.2. By Anime Genre Type 8.3.3. By Industry 8.4. Key Takeaways 9. Latin America Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country 9.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2019 to 2023 9.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2024 to 2034 9.2.1. By Country 9.2.1.1. Brazil 9.2.1.2. Mexico 9.2.1.3. Rest of Latin America 9.2.2. By Anime Genre Type 9.2.3. By Industry 9.3. Market Attractiveness Analysis 9.3.1. By Country 9.3.2. By Anime Genre Type 9.3.3. By Industry 9.4. Key Takeaways 10. Western Europe Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country 10.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2019 to 2023 10.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2024 to 2034 10.2.1. By Country 10.2.1.1. Germany 10.2.1.2. UK 10.2.1.3. France 10.2.1.4. Spain 10.2.1.5. Italy 10.2.1.6. Rest of Western Europe 10.2.2. By Anime Genre Type 10.2.3. By Industry 10.3. Market Attractiveness Analysis 10.3.1. By Country 10.3.2. By Anime Genre Type 10.3.3. By Industry 10.4. Key Takeaways 11. Eastern Europe Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country 11.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2019 to 2023 11.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2024 to 2034 11.2.1. By Country 11.2.1.1. Poland 11.2.1.2. Russia 11.2.1.3. Czech Republic 11.2.1.4. Romania 11.2.1.5. Rest of Eastern Europe 11.2.2. By Anime Genre Type 11.2.3. By Industry 11.3. Market Attractiveness Analysis 11.3.1. By Country 11.3.2. By Anime Genre Type 11.3.3. By Industry 11.4. Key Takeaways 12. South Asia and Pacific Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country 12.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2019 to 2023 12.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2024 to 2034 12.2.1. By Country 12.2.1.1. India 12.2.1.2. Bangladesh 12.2.1.3. Australia 12.2.1.4. New Zealand 12.2.1.5. Rest of South Asia and Pacific 12.2.2. By Anime Genre Type 12.2.3. By Industry 12.3. Market Attractiveness Analysis 12.3.1. By Country 12.3.2. By Anime Genre Type 12.3.3. By Industry 12.4. Key Takeaways 13. East Asia Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country 13.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2019 to 2023 13.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2024 to 2034 13.2.1. By Country 13.2.1.1. China 13.2.1.2. Japan 13.2.1.3. South Korea 13.2.2. By Anime Genre Type 13.2.3. By Industry 13.3. Market Attractiveness Analysis 13.3.1. By Country 13.3.2. By Anime Genre Type 13.3.3. By Industry 13.4. Key Takeaways 14. Middle East and Africa Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country 14.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2019 to 2023 14.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2024 to 2034 14.2.1. By Country 14.2.1.1. GCC Countries 14.2.1.2. South Africa 14.2.1.3. Israel 14.2.1.4. Rest of MEA 14.2.2. By Anime Genre Type 14.2.3. By Industry 14.3. Market Attractiveness Analysis 14.3.1. By Country 14.3.2. By Anime Genre Type 14.3.3. By Industry 14.4. Key Takeaways 15. Key Countries Market Analysis 15.1. USA 15.1.1. Market Share Analysis, 2023 15.1.1.1. By Anime Genre Type 15.1.1.2. By Industry 15.2. Canada 15.2.1. Market Share Analysis, 2023 15.2.1.1. By Anime Genre Type 15.2.1.2. By Industry 15.3. Brazil 15.3.1. Market Share Analysis, 2023 15.3.1.1. By Anime Genre Type 15.3.1.2. By Industry 15.4. Mexico 15.4.1. Market Share Analysis, 2023 15.4.1.1. By Anime Genre Type 15.4.1.2. By Industry 15.5. Germany 15.5.1. Market Share Analysis, 2023 15.5.1.1. By Anime Genre Type 15.5.1.2. By Industry 15.6. UK 15.6.1. Market Share Analysis, 2023 15.6.1.1. By Anime Genre Type 15.6.1.2. By Industry 15.7. France 15.7.1. Market Share Analysis, 2023 15.7.1.1. By Anime Genre Type 15.7.1.2. By Industry 15.8. Spain 15.8.1. Market Share Analysis, 2023 15.8.1.1. By Anime Genre Type 15.8.1.2. By Industry 15.9. Italy 15.9.1. Market Share Analysis, 2023 15.9.1.1. By Anime Genre Type 15.9.1.2. By Industry 15.10. Poland 15.10.1. Market Share Analysis, 2023 15.10.1.1. By Anime Genre Type 15.10.1.2. By Industry 15.11. Russia 15.11.1. Market Share Analysis, 2023 15.11.1.1. By Anime Genre Type 15.11.1.2. By Industry 15.12. Czech Republic 15.12.1. Market Share Analysis, 2023 15.12.1.1. By Anime Genre Type 15.12.1.2. By Industry 15.13. Romania 15.13.1. Market Share Analysis, 2023 15.13.1.1. By Anime Genre Type 15.13.1.2. By Industry 15.14. India 15.14.1. Market Share Analysis, 2023 15.14.1.1. By Anime Genre Type 15.14.1.2. By Industry 15.15. Bangladesh 15.15.1. Market Share Analysis, 2023 15.15.1.1. By Anime Genre Type 15.15.1.2. By Industry 15.16. Australia 15.16.1. Market Share Analysis, 2023 15.16.1.1. By Anime Genre Type 15.16.1.2. By Industry 15.17. New Zealand 15.17.1. Market Share Analysis, 2023 15.17.1.1. By Anime Genre Type 15.17.1.2. By Industry 15.18. China 15.18.1. Market Share Analysis, 2023 15.18.1.1. By Anime Genre Type 15.18.1.2. By Industry 15.19. Japan 15.19.1. Market Share Analysis, 2023 15.19.1.1. By Anime Genre Type 15.19.1.2. By Industry 15.20. South Korea 15.20.1. Market Share Analysis, 2023 15.20.1.1. By Anime Genre Type 15.20.1.2. By Industry 15.21. GCC Countries 15.21.1. Market Share Analysis, 2023 15.21.1.1. By Anime Genre Type 15.21.1.2. By Industry 15.22. South Africa 15.22.1. Market Share Analysis, 2023 15.22.1.1. By Anime Genre Type 15.22.1.2. By Industry 15.23. Israel 15.23.1. Market Share Analysis, 2023 15.23.1.1. By Anime Genre Type 15.23.1.2. By Industry 16. Market Structure Analysis 16.1. Competition Dashboard 16.2. Competition Benchmarking 16.3. Market Share Analysis of Top Players 16.3.1. By Regional 16.3.2. By Anime Genre Type 16.3.3. By Industry 17. Competition Analysis 17.1. Competition Deep Dive 17.1.1. Animaker 17.1.1.1. Overview 17.1.1.2. Product Portfolio 17.1.1.3. Profitability by Market Segments 17.1.1.4. Sales Footprint 17.1.1.5. Strategy Overview 17.1.1.5.1. Marketing Strategy 17.1.2. RenderForest 17.1.2.1. Overview 17.1.2.2. Product Portfolio 17.1.2.3. Profitability by Market Segments 17.1.2.4. Sales Footprint 17.1.2.5. Strategy Overview 17.1.2.5.1. Marketing Strategy 17.1.3. VideoScribe 17.1.3.1. Overview 17.1.3.2. Product Portfolio 17.1.3.3. Profitability by Market Segments 17.1.3.4. Sales Footprint 17.1.3.5. Strategy Overview 17.1.3.5.1. Marketing Strategy 17.1.4. AdobeAnimate 17.1.4.1. Overview 17.1.4.2. Product Portfolio 17.1.4.3. Profitability by Market Segments 17.1.4.4. Sales Footprint 17.1.4.5. Strategy Overview 17.1.4.5.1. Marketing Strategy 17.1.5. AppyPie 17.1.5.1. Overview 17.1.5.2. Product Portfolio 17.1.5.3. Profitability by Market Segments 17.1.5.4. Sales Footprint 17.1.5.5. Strategy Overview 17.1.5.5.1. Marketing Strategy 17.1.6. NeuralFrames 17.1.6.1. Overview 17.1.6.2. Product Portfolio 17.1.6.3. Profitability by Market Segments 17.1.6.4. Sales Footprint 17.1.6.5. Strategy Overview 17.1.6.5.1. Marketing Strategy 17.1.7. Vyond 17.1.7.1. Overview 17.1.7.2. Product Portfolio 17.1.7.3. Profitability by Market Segments 17.1.7.4. Sales Footprint 17.1.7.5. Strategy Overview 17.1.7.5.1. Marketing Strategy 17.1.8. Moovly 17.1.8.1. Overview 17.1.8.2. Product Portfolio 17.1.8.3. Profitability by Market Segments 17.1.8.4. Sales Footprint 17.1.8.5. Strategy Overview 17.1.8.5.1. Marketing Strategy 17.1.9. Powtoon 17.1.9.1. Overview 17.1.9.2. Product Portfolio 17.1.9.3. Profitability by Market Segments 17.1.9.4. Sales Footprint 17.1.9.5. Strategy Overview 17.1.9.5.1. Marketing Strategy 17.1.10. Blender+StabilityAddon 17.1.10.1. Overview 17.1.10.2. Product Portfolio 17.1.10.3. Profitability by Market Segments 17.1.10.4. Sales Footprint 17.1.10.5. Strategy Overview 17.1.10.5.1. Marketing Strategy 18. Assumptions & Acronyms Used 19. Research Methodology
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