THE RONCARELLI REPORT on the Computer Animation Industry - 2006
The Roncarelli Report - 2006 details, discusses and analyses the many significant changes that occurred in the computer animation industry from 2004 to 2006, and are carrying on through 2007. The industry is once again on its traditional stromg growth path, after some difficult years, and it is changing in many ways as it expands. You must understand these changes, and their future effects, if you wish to prosper. After 22 years, this REPORT remains the only source for this information.  All the Data, Analysis, Intelligence, Comments, and Forecasts you need to help your business.  Since 1984, the benchmark annual report that the Computer Animation Industry relies on.
Issued March, 2007, ISSN 1202-1156, 208 Pages –  Hardcopy: US $2,295.00 - Electronic .pdf copy:  US $ 4,700.00
 
.... "a must read for those in the computer animation industry."
.... "your wealth of knowledge is appreciated by the industry"
.... "I now have a much better understanding of the industry in which I work."
.... "Please don't stop, we need this information. I can't get it anywhere else."
 
These are some of the comments from our readers who understand the importance of this information - particularly now that the industry is experiencing considerable change as it adjusts to new technology, user demands, and global realities.  It is an industry whose productions today permeate every facet of our lives. It remains a world-wide phenomenon. It is a US$32.6 billion industry that is changing in direction and character as it continues to grow and develop. And it is basically now a 3D industry, but there has been a resurgence of growth for the 2D sector since 2005.  It's historical patterns are changing.  The number of minutes of production are increasing at an appreciably faster rate than the dollar value of that production.  It is becoming increasingly competitive, and production world based. Windows XP remains the dominant industry operating system, with Macintosh increasing it's share as Intel/Windows based programs become available for it.  Animation for Games and Internet uses are becoming significant use areas.  Unix use is spiraling down, and Linux is growing slowly as a specialty product.  

Software prices have stabilized, witn new software programs, two for 3D and one for 2D making their presence felt in the industry.  Hardware prices have basically bottomed out, but cost effectiveness increases as they offer more power and capability for similar dollars.although some price reductions are still occurring.  We have segregated the 3D software segment into two distinct levels to accommodate how the software is being sold, and used.
Industry growth continues to be driven by the new, smaller, computer animation production companies that are still starting up - taking advantage of the very low industry entry level financial threshold as hardware and software prices ease downward. The competition in the computer animation and visual effects production industry is reducing margins, generating mergers and restructuring of companies as they strive to remain profitable. 
 
An efficient Production Pipeline is paramount.  Performance animation - motion capture, lip-sync, facial animation, 3D scanners, image modelers, specific task plug-ins, greenscreen.. Tools to lower production times and costs are being sought by all as production budgets tighten and competition increases.  Digital assets management and the digital backlot are cost saving necessities/  The growing need for creating computer animation content for the small screens of cell phones, the Internet, and personal, mobile communications devices has opened up a huge new application area. 
The supply of experienced operators to run the systems still outstrips demand. Offshore production has become a reality to be reckoned with, even for high-end 3D computer animation. It is expanding rapidly in Asia and Pacific Rim countries.  India now has competition from China.
If you are a software developer, or hardware manufacturer, a computer animation producer, or financially serving these markets, these changes are affecting you and your business. Your success depends on your understanding of how the industry is changing - and where it is going.
The Roncarelli report on the Computer Animation Industry – 2006, answers many of your questions, and gives you the data and forecasts you need to plan your company’s success.
INDUSTRY VALUED AT US$32.6 BILLION IN 2006
The value of world-wide commercial computer animation production grew to US$32.6 billion at the end of 2006.  In contrast, the actual minutes of computer animation production continued to climb at a higher rate than their dollar value, reflecting lower production costs and tighter margins. Computer animation is now a commodity product, and its use permeates all aspects of our lives.  Lower system costs, escalating power and increasing capability have made the technology universally accessible, and affordable. The result is the constant growth of computer animation use in existing areas, and growing importance of the newer uses and applications, such as Games, Internet and communications uses.  Our forecasts show that this growth will continue strongly for the next five years.  
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