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Will AI kill Animators? | The Animashow - Episode 3 - Season 3

The Animashow - Episode 3 - Season 3 SUMMARY Today I've got a dynamic duo on the show - Sixte de Vauplane, founder of Animaj, and Louis Abel, founder of Dynalips. Join us as we dive into their wild journeys as entrepreneurs in the Animation world, exploring how Artificial Intelligence is shaking things up! From 3D modeling, and disrupting content distribution, to lip syncing tricks and even creating digital IP empires, AI is the name of the game, cutting down production time and turning the entertainment industry on its head. We'll also peek into the ethical side of AI in Animation: how to protect creative copyrights and intellectual property? As the grand stage of entertainment undergoes a metamorphosis, we also discussed the positive impact of AI on the video game realm, where animation, storytelling and gameplay intertwine! The future's looking bright in virtual wonderlands, folks. I thought this conversation with these two remarkable visionaries was really fascinating. Hope you enjoy it too! CHAPTERS 00:00 Introduction and the Impact of AI in Animation 03:17 Dynalips: Lip Syncing with AI 05:10 Animaj: Digital Animation Production and Distribution with AI 08:01 Challenges in Synchronizing Mouth Movements in Animation 11:34 Training AI Models for Animation 13:00 The Future of AI-Generated Films 16:14 Ethical and Legal Considerations of AI in Animation 21:34 Entrepreneurial Journeys: Dynalips and Animaj 23:00 The Vision of Animaj: Creating Franchises for the Digital Age 28:10 The Role of AI in the Video Game Industry 32:27 Obstacles in Adopting AI in Animation 36:51 The Value of AI in Intellectual Property Creation 39:09 The Convergence of Animation and Video Games 41:32 The Future Economy of Virtual Worlds THE ANIMASHOW NEWSLETTER 📫 1,000+ read our free newsletter that breaks down the world of Animation. Sign up ➡︎ www.theanimashow.com ASK US A QUESTION ❔ We answer questions from you in our newsletter. Submit yours here: hello@theanimashow.com LISTEN TO THE SHOW, 7 DAYS LATER iTunes: https://apple.co/3OVE0ok Spotify: https://spoti.fi/482VF6g Deezer : https://bit.ly/animashowondeezer GET IN TOUCH NOW 🌍 Our website: www.theanimashow.com 🌍 Work with us: hello@theanimashow.com JOIN OUR COMMUNITY Instagram ➡︎ https://www.instagram.com/theanimashow/ Twitter ➡︎ https://twitter.com/TheAnimashow TikTok ➡︎ https://www.tiktok.com/@theanimashow OUR SPONSORS ➡︎ 22D Music : Since 2006, 22D Music Group is an independent music rights management company with a special focus on music rights of audiovisual industries with worldwide music coverage. Find them on: https://www.22dmusic.com/ ➡︎ Toon Boom : Toon Boom offers award-winning software for 2D animation, storyboarding and production management softwares in film, television, video games, and education. Find them on: https://www.toonboom.com/

The Animashow

4 days ago

Do you feel like you're the pioneers in the AI-powered Entertainment industry? We had to jump in. We're really at the beginning of a wave and a technological transformation that will have a lasting impact. What's the problem in terms of synchronizing mouth and tongue movements when we do animation? An animator will do by hand, and this will be extremely long. For example, when Asterix walks, he is throwing arms in the air, but... there's no actor who would do that, he would be a fool. And so it'
s rare that an Artificial Intelligence can predict things it hasn't seen before. Or if she does that, it means it's going to be a mix of things. Broad topic! As you know, on The Animashow, we deal with all subjects. And for me, it's important to see all aspects of our industry, whether it's artistic, business or technology. Our two guests today, Louis Abel and Sixte de Vauplane, are founders of technological companies that take advantage of Artificial Intelligence for... to work in the animation
industry and help this industry flourish. They will share with the secrets of fundraising, they will share with us the secrets of making products by using artificial intelligence, and we will also discuss the future of animation in contact with these new technologies. I hope you will enjoy! Feel free to subscribe, to activate the little bell, and above all, to share this episode with as many people as you can. Thank you so much for your support. I wish you a very good listening. Sixte, Louis, w
elcome to The Animashow! Thank you. Good evening. It's a pleasure to have you here. Today we're going to a special special AI in a way, because you are both founders of companies doing Artificial Intelligence, applied to the creation of animation. That's why we're discussing it today. Do you have the impression or do you have the feeling that you are the pioneers in the industry of entertainment powered by AI? I'd like to. Pioneer, we hope. It's clear that we're at the heart of a transformation
in Animation. It's moving a with Artificial Intelligence, we see it everywhere right now. Pioneer is a strong word. I would say more, we will be pioneered maybe in five years, where we will become standards, but for the moment... I don't know. Interesting. Sixte, even... There's something going on in the animation. You feel it, you feel sense effervescence, you go to the markets, you go to the MIP, you go to the kids' screen, people talk about the AI, it's on every mouth sometimes. We're afraid
sometimes we look at with desire, but it's something that raises questions. And I think we're stoned. I think we should say it. There are a lot of actors who... I think we're really at very beginning of a wave... and a technological transformation that will have a lasting impact on it. And I think we are one of the first companies that put the AI directly in the heart of the reactor. It's not just a feature we put to please investors or whatever. The heart of the model is running with this AI. F
or the listeners, thank you for this answer. For the listeners and the listeners who are to We're going to talk about your companies. Louis, you're the founder of Dynalips, a company specialized in lip syncing, meaning how we coordinate mouth movements with speech on 3D models, animation models, in video games, etc. You, Sixte, you're the founder of Animaj a company that not only edits software that allows motion capture, but also motion capture -free. So you will explain that in detail. And the
n who also edits YouTube channels and other platforms for children. Not only on YouTube, we buy properties, we buy IPs that were born or not on YouTube. So intellectual properties for those who have intellectual properties. The english words. Sorry, I'll have to remind myself often about that. But intellectual properties that we try to transform into franchises. In fact, our goal is to create franchises of tomorrow, the mega franchises of tomorrow, with an approach that is at the same time, base
d on the data. We use all the data from YouTube to better understand audiences and build content that resonates locally, culturally with audiences. A production assisted by AI, and it's indeed a whole tool battery, including the tool you mentioned, but we have a lot of others that we built to be able to considerably reduce the time to produce an animation content. and then a digital first and multi -platform distribution where we start distributing our content on YouTube because that's where the
children are and then we distribute it everywhere they are, so on streaming platforms, on TV, everywhere children are, our brand and our content should be present. So the first two activities are in line with what a TV channel or something that would look like a broadcaster and then there's this library in the middle that uses artificial intelligence in the manufacturing process. On Dynalips, how did you come to design this company? With whom did you design it? Not alone, it's not the work of o
ne man. I'm off, but you are a researcher at INRIA. At the University of Lorraine. I'm a PhD student. I work in artificial intelligence for my thesis. And it's my thesis director, Slim who is the origin of the works on articulation, on how to understand the mechanisms behind human articulation, how someone speaks. visually. And with another doctorate he had a few years ago, they created a technology that allows artificial intelligence to generate the lip sync of a person. It was more his vocatio
n to understand how it worked, but behind it they had the intuition that it could be used in the world of animation. It's clear that talking to a character automatically flows from the source. We're going put things in perspective. What is the problem with the synchronization of mouth movements and language when do animation? As soon as a character speaks, we will have to animate it. There are not 36 ,000 different solutions. Either an animator will do it by hand and it will be extremely long, o
r he will use motion capture. But for lip animation, precision is still... ...to be That's it, it's average. And here we intervene here, that is, we take directly the speech, the audio, and we provide the trajectories of the lips. Almost instantly. The input file is an audio file that is able to generate the movements of the mouth of the animated character depending on what is said, with if I say an M it will come to touch the bass, if I ... Exactly. Does it take into account intonation? I mean,
if I smile while I'm talking... No, exactly. Yes and no. At the University of London, we did some work on it, on the generation of lip sync, which we call expressive, to make the contrast. But in Dynalips, we we call neutral But it's a choice. It's actually an animator, he doesn't want to do lip sync there, he doesn't want to do all the trajectories, where the M, it must touch the lips, all that. But he wants to do the expressions. And an AI to guess the right expressions with an artistic direc
tion, with maybe... ...with facial expressions, or things that unique to the character. Something that's not human, not in the voice. She can't do it. An AI is guided by the data she received, so it means that she will predict the same smile every time she saw in her training, but she won't be to predict a smile that is particular to a person. Very good. Thank you for your explanations. Sixte, on these AI bricks that you managed to inflate in your teams to reduce the production time of these car
toons, what did create? There are two things. There are bricks that on the shelves. The goal is not to develop everything internally because there are initiatives that are excellent, like yours for example. But we're talking about dubbing, we're talking about lip sync, we're all these things, these are things that are coming to maturity, which are not necessarily specific to children's they are more generally usable in the gaming sector, in the FX sector, etc. And so as soon as there are on -sta
ge that are available, we integrate them into our production pipeline, in our production process. However, there are elements that specific to children's In particular, and as you mentioned, the fact that there are two major specificities. The characters we're don't have body dispositions that are that of a human. They're not humanoids. You think of Paw Patrol Pocoyo, Obelix. Sometimes they look like humans, but they're not... The proportions are not the same at A quick interlude to thank our 22
D Music sponsors, the company that has been supporting the actors of individual production in managing their musical rights and in the musical composition. As well as Toon Boom, the company that edits the 2D animation, storyboards and production management Thanks to them. Back to the conversation. So, if you use motion capture, for example, and then you to transfer it or retarget it, which is the output of motion capture, which is overall... the skeleton of a human and transfer it to Obelix or P
ocoyo, let's Obelix, it won't if I make the movement of touching my belly because since Obelix doesn't the same body dispositions as me, it will create interpenetrations. It's a bit technical, but that's what makes motion capture often useless or unusable, or in any case, not very useful in the process of making animation for children. The second specificity is that the movements characters are not realistic. And that's also what makes the animation beautiful. There's a graphic style, there's a
creative style. To get involved in a story. Exactly. And it's not just a human who does it. There's no actor who would be able to perform and walk. For example, when Sterex walks, he walks by throwing his arms in the But there's no actor who would that. We would be crazy. And so, the goal is to be able watch how, one, we arrive. to take into the body dispositions that are specific to the character and how to take into account the creative style and the style of animation that is also specific to
the character. And so these are things that are specific, one, to children's and two, to intellectual property and to the character we're talking And so we come back to the subject of database. And all the models, we take the text -to -motion models, so models where you can prompt a movement, the outputs, and humanoid movements, so human characters. All the movements generated were trained on databases, by people who made motion capture. To make it little more the AI trains on huge which will b
ias the output result. Can you explain that to Can you make it than me? I can I can take the example of my thesis because it will be completely in that context. So I work on the generation of body gestures from speech. So, we're the rest of Dynalips. And so we're going train a model from data. In my case, it's data from a person who's going talk with motion capture. And the artificial will try to understand the link between speech and movement, for example. This is a precise case. And as it trai
ns, it will understand that every time I make a word, I may make a gesture. on a sentence where I'm happy, I'll maybe make more gestures, that kind of thing. And once trained, normally, if everything goes well, if we give her a similar entry, she will make a gesture that she has already seen. So we are on a of the reproduction of behavior that we will see. And as you say, it will be a bit of because it is rare that an artificial intelligence can predict things that it has not seen. Or if she doe
s that, it means that it will be a mixture of things that she has seen. But we will never be able to get out of a frame that ... What Sam Altman called the hallucination. That's exactly it. We're at beginning of 2024. For those who would watch this show later, 2023 was the flourish of all generative AI, and especially the arrival of Chad Dipiti, who really democratized the textual And not only, because with Dali, we're starting to enter the image generation. And then there mid -days. Runways, Pi
caLab, etc. There are even Google initiatives where we start to get into image animation on a whim. And it's starting to get serious. I always have this question, and I asked to other guests, by Do you think that at some point we will see films only generated by AI, whether it's in the story... in the image, in the animation and in everything that is in the work. Is it possible one day? Technically, or do want to watch this kind of film? That's a good question. I think there is an ethical, moral
point Technically, if you compare mediocre films, or something that could be done in in 5 years, the answer is yes. We would be able to reach a quality level that is good on a certain number of elements. We know that today, to make it you have two types of models. You have two schools today. You have the 3D AI, so you the text to motion. So when you want to stay in a 3D environment, it's key for the world of gaming, and especially for the world of animation today, if you want to have controllab
ility of your movements, controllability of the creation you're going to do. And then you have other models. which are text to video models. Runway, Picalabs, where you prompt and you've got a video. The problem today with text to video models is, one, the consistency of the frames, so images, because it's a succession of images that form a video. 24 frames per Exactly. If need 24 frames, it has to be consistent. And that's what makes us have weird things coming out at the end, and that the dura
tion is limited to a few seconds. We can't do longer things. And the second thing is... the controllability of your video output compared to your product for the reasons you mentioned. Today, for example, we chose to stay in a 3D environment because what is key is to be to manage franchises and manage brands when we have Pocoyo. We don't want to create something that looks like a pokoyo or that becomes a weird animal afterwards. And so we want it to pokoyo from start to finish. And that's why we
don't use text to video models and we focused on text to motion models or on animatics to motion models, animatics are the drawings, the rest of the storyboard, before the creation of animation, to be able to answer these problems. of controllability and consistency of the image. But honestly, in 5 years, will we be to have something that lasts 30 seconds, for example, in text or video? 45 seconds? Possible? It actually all depends on the computing power that we are able to do, because at the e
nd of it all, it's just a story of computing power and data base size that you are able to absorb, that's we call the memory of these models. You, as a researcher, are you... Do you see the emergence of all these generative AI as a good thing and do you manage to stick to the page? Because it goes very fast. Two questions. Two questions in one. Yes, yes. The first one, first of staying on the page, no. It's impossible. There are really a lot of labs that release papers every You were talking abo
ut the Chat GPT , every week there was a new version, a competitor who was producing a new model, saying that he is better, he is better, he is better, more consistent, and every week we couldn't keep up. So no, it's... Impossible. It's super fast, and I don't think going to stop. And the first part was about... About, do you see this emergence of generative as a good thing? Yes and no, I'm shared. On the one hand, I'm in the research, I love seeing things move. On the other hand, there are stil
l ethical issues, as you said. Especially, the main issue is the right of data, where it from, the use of data. You mentioned that people can be afraid to lose their job, or that kind of thing. So, these are issues that... It's like when we went from silent cinema to speaking cinema. It's something that is so disruptive that yes, the law never thought we could do it. But it's not because the law never thought that the law would not evolve. And I think it's precisely us as a pioneer company and a
ll the companies that want to put a link to be able to look at how we recreate a legal that allows for all the relevant parts to the authors, the artists. the writers, how do we manage to recreate the value? In each technological disruption, in each profession, there has always been this question of saying, there is a problem with sharing. We had the same thing at beginning of Spotify. Exactly, I was going to about audio streaming. Indeed, it shook the entire music industry. And yet today we hav
e a model that, little or no, But they still managed to redistribute the value to the artists. Spotify is not profitable, so the value for the 100 is not how it is really related. In any case, the artists make revenues from their streams. After, there may be a problem of distribution between the artists of the long tail, that is to say, who are little listened to by those who are hits. And there may be another rebalancing to be made. But to return to the legal framework. In the US, we're taking
the subject into our own in Europe too, but not necessarily on things related to creation. In the US, I think it's the judge William Orrick III you'll go and check it please, who tried to condemn Mid -Journey and possibly another runway. Or they're thinking about how to include the right to intellectual property. for all these artists on which the training data of these AI are Because it's true that today I am able, with Midjournée, to create an avatar of you two from a photo saying I want it in
a Simpsons style. But I'm not the creator of Simpsons, I'm not the creator of characters, I'm not the artist. And the artist himself, even if I use this image, a commercial use or other, doesn't royalties. There's a problem with that. I agree. There's a major problem with that. Today, it's a black box. You don't know on what data it was really trained. And I don't see why a runway or a Chat GPT would open the box. Because if they open the box, the only value of these boxes is the fine -tuning o
f existing models, the loss variables they have, etc. So if they start to open it, I have trouble understanding how they would have a competitive advantage over others. And then, you take the example of the Simpsons, it's very simple. Obviously, if you do it the Simpsons style, it's recognizable. But in fact, you want to generate, for example, this cup. In the style of The Animashow No, but you see, how can you find... The fact that it's the video of The Animashow that was used to be able to reg
enerate that. That is to say that the only way to do it is to make open source, that's why there is the question of... Well, it's to make completely open source the data, the use of data and models. Today we are far from Vast subject. No, but in fact it's quite complex to crystallize, finally, all thought and all... the moral and economic issues around the AI. I feel like we are... It's too embryonic, in to decide today. Well, you're on that wave. So it's still... It attracts attention. I'm goin
g to to a subject that is also a of company management, because you are both entrepreneurs. I would like us to come back a little bit on that, on your careers, each one. Louis, on your side, you're an engineer, well, a researcher engineer. Doctor. Doctor. Even more so. Doctor, excuse me, doctor. But... What has in your life since What have you understood? No more free time. I don't anything. I'm a thesis. Did you free time before? Not really, but doing a thesis and a business in parallel is spor
tive, but it's exciting, on the other hand. Especially me, who works at the level of my research in the same environments as what I do in terms of entrepreneurship. It's super exciting. However, I had to train a little, I had no skills in it. So that's where I was incubated, so to the incubator Lorrain, which allows to accompany project bearers in the creation of a company, which provides them with help in terms of understanding everything that will be finance, research, subsidies, investments,
all that. It was fruitful to do that. Yeah, yeah, yeah. And I wasn't alone either, as I said, we are three co -founders. The one who was originally Slim already had some entrepreneurial elements for Dynalips. So we didn't leave anywhere, we didn't go all alone, we knew pretty much what we were doing, but we had to go and we threw ourselves into it. In any case, it's very encouraging to see that there is still the will, even in an industry that has been installing people who want to There are peo
ple in front of you. Yeah, that's it. And you, on the Sixth side, you used to the founder of Nestor, the co -founder of Nestor, we met at this time, a long time Today, there is an image of how you got into this industry, what happened, with whom did you come this? A lot of questions, indeed, I launched my first company at 21 years old, Nestor, so a very different we were delivering meals at the office, it was exciting, it was incredible, it was an adventure. I started with the Food Tech in 2015,
the company grew, I sold the company to the group Elior in 2021, and in of 2021, then I managed the transition for 12 months. And in fact, when you have an entrepreneur like that, who in the skin, you don't want to stop at your first company. So I had ants in my legs, I wanted to start my second company. In the tech ecosystem, most of the companies today are B2B, SaaS. Honestly, I don't shit I need a company that speaks to It's completely stupid, but I need a company that speaks to me, a compan
y that has an impact on people's That's why Nestor was perfect. I saw the impact every day at lunchtime. And I still have three kids in their early ages, who are between one and five years old. And I thought, if I can make a box that makes me a hero for them, that's great. And I found myself that... When I showed the cartoons on YouTube, with my phone, I thought, there's something wrong. It's like... Every time I try to watch an anime, I never had the reflex to watch TV, I never had the reflex,
I had my first reflex, I take YouTube and I go. And in fact, from there, it's where the vision and conviction of an image was which is to say, fact, the next franchises of tomorrow, they will be born on YouTube, they will be born in digital, they make us have a radically different and that we create a new model. And I met Greg like that, Greg who was the former Global Managing Director of YouTube Kids. and who had built the whole Kids ecosystem in the world outside the US. He was at the forefron
t of these issues. He experienced this shift in the media consumption between TV and YouTube. That's how we created an image. It was created in May 2022. There is also Gilles Gaillard, who was the former CEO of Micros, who gives him all the expertise in the production industry. In the animation industry. Exactly, in the animation industry. And so we launched this in May 2022. We needed enough capital to deploy, to go and buy the right properties. And so we raised after a few months 100 million t
o go both... buy the best properties in the world and transform them into franchises and invest massively in the the AI on the objects that we have mentioned to be able to create a tool that allows to solve what is today a major problem for animation producers currently which is how I finance my show in a world where TV channels no longer have enough funding capacity since they have fewer audiences. And less advertising revenue. And less capacity to finance. There's another business, the SVOD, a
nd all the streaming. Netflix, HBO Max, and many others that share market share. Yes, there many. There was a bit madness that was made, where everyone thought it was the new golden age. and that we were going keep the TV, and that the market was exploding. What happened in 2022 -2023, where streaming platforms have invested massively tens of billions, there, for a year, it's not the same story anymore. Warner has frozen costs, Netflix has considerably reduced its content spending, and so there
was a kind of euphoria on the animation market, where people, where everyone thought that the financing problem was not the same, and that if France Télé no longer fully financed the show, It was enough to go back to Netflix, today it's more more the case. And so what's the problem today is that, one, if we don't have digital audiences and we're not present on YouTube, by definition we cut off part of the audiences and therefore part of the advertising revenue. YouTube is 30 % of the audiences t
oday in the US, for children from 2 to 11 years old. And two, if we don't have a manufacturing tool that responds and that works in the digital economy and that allows us to exist on YouTube and exist on other platforms, We are stuck in a model that worked when TV was predominant in the audience's case, but that no longer works in a world where YouTube and the mainstream platforms are predominant. It's economic equation that doesn't hold up in terms of production and distribution. There is anoth
er industry that we often talk about on Zia Lema Show, it's video games. And on video games, Dynalips, you already have customers who use your... It's in progress. Nothing definitive. Not yet a game released that is on our technology, unfortunately. Maybe next year. And it's this video game industry that also has IPs, it also has big audiences more and more. And I'm even going to further. I recently a discussion with the two people who are in charge of sound and video here, who told me that they
could spend evenings connecting to video games. streaming live and meeting up with friends who are not necessarily in the same geography and that's how they're going to spend their evening. I may be a big boomer, but for me it's something that surprises me. Before we went to the movies with friends, etc. Now we connect on video games. You know, 10 years ago, I was surprised that my generation would spend their evening on YouTube watching people filming themselves with their webcam. Yeah, wherea
s today there's a whole YouTube industry, absolutely. So, in the video game have seen other artificial intelligences that have marked There are many, especially the text to motion or the speech to motion. The generation of animations, it's starting to become artificial intelligence, in same way as in the analysis, but on movement. GPT is also starting to integrate. The generation of NPC dialogues, instead of having three predefined answers, we can naturally speak to a NPC. A NPC that is... Non P
layable Characters. So basically, you're playing an exploration in an open world, typically, we're to take GTA, maybe next year, GTA, and you meet a character, and instead of having a dialogue that's pre -designed, like it was before in a video game scenario, there he is able to answer a little bit of and anything depending on what you send him. That's starting to be a bit crazy. It's ultra, it's hot. It's ultra crazy. Imagine, it's so much, it becomes hyper -personalization. But it will happen
in animation too, in general. For me, it's the dream of every kid and everyone to say that that's it. It was the Bandersnatch you had on Netflix. You imagine, you make a Bandersnatch, but not with these predefined stories where you are the makes the story. It's crazy. No, but that's why it's going to enter a dimension. So there is that. The generation of dialogues. Dialogues, the generation of voices too. We had seen prototypes where you could copy the voice of the player. and it was also in the
game. So it's not for the immediate. It's the ultra -personalization. And there is also the generation, at the moment when they create the games, the generation of environment. It's like prompting, where you say I want to make a Jurassic Park or at least inspired by Jurassic Park to make a battle game space. It's possible to do imagine the time you spend on the production. It's extremely... Especially because it's very expensive to make a game. So, video game, animation, VFX too. We're getting
more DIAs will generate things. And we talked about it last time with other guests about the fact that potentially tomorrow we'll be able to use avatars, exact avatars. to the same level as all the superstars we've known in our lives. So, I know, De Niro, who in a few years will maybe disappear, unfortunately. But we could keep making movies with him, and maybe the 8th with De Niro, and his game, his voice, and all that. And is that... I don't know if we want that, but it's totally possible to d
o if he himself gives his agreement. So, that's All I mean is... It's the prospect, but it brings us back to the fact that you are at the beginning of this revolution and I wanted to know what were your biggest obstacles? Obstacles that could be of technical order or adoption or things like that. You have technical every day. It's the heart of the thing, we were so happy at beginning that you get a So you arrive and you try to go on a path, you see that it doesn't you go around, you go on the ot
her path and you test other things. So that's a lot of obstacles we have, but that's what makes the beauty of these models. I think that today in animation there is indeed an obstacle in being able to adopt these techniques. because I think the biggest challenge is not so much technical as cultural, but the fear that is now in sector and all that it implies. Because in fact, it will permanently transform the industry and will permanently transform a certain number of jobs. And so that's what cre
ates a lot of frustration, and we saw it in the US with the strikes of the authors on the subject of AI. and that's what makes the adoption of LIA in the sector much slower than the technological capacity that LIA has today imposed in animation films. Okay, so the first obstacle is the adoption of people. Is that something you feel? I agree with you, as soon we talk about our technology... People will say, you want to steal animators' jobs? And we'll say, no. On the contrary, we did some tests w
ith animators, they're very happy to have our technology, it takes away everything they don't to It's true, there are lots of mini -tasks that are very chronophagous, or debilitating, that can be reduced thanks to grasping. When we put technology in their hands, they said, I won a week of work, I'll be able to focus on the AI, it's super cool. We also met video game or independent game developers who told us, with your technology, I can incorporate words into my games, because otherwise I wouldn
't it's too complicated, too expensive, I don't the skills, now I can. So it also opens new ways on that. But you have to go in contact with people, you have explain to what technology is. And that's where we, for Dynalips, lack visibility, because people don't necessarily know When they meet us at the first time, they say, they want to us. And then when they learn to know each they say, no, it's great, it's perfect. It's funny, there's always this psychological barrier to overcome. Yeah, yeah.
In fact, the subject is completely passionate. You use the word AI, in fact. It's very very clever. Today, you have two big schools, especially in animation. You a school of people who don't want to about AI for all the reasons we mentioned. And some reasons are good, you see, on legal subjects, etc. And then you have another school that says, in fact, AI will not steal your jobs. It will transform jobs, but AI by definition... In fact, I think that... and a tool that is well used here can do a
lot of good to the industry because it allows you to put resources back on creative subjects, on naval subjects rather than on technical subjects or subjects that were much more chronophagous, which did not necessarily bring a little less value. And that's our thesis. For example, Guillermo, who is the creative director of Pocoyo, or even Billy, who is the creative director of R .A. Kids. Well, in fact, they are always in need of tools because they have so many tools that allow them to give life
to their imagination and their creation much faster. There nothing more frustrating when they imagine or when you draw on your storyboard than waiting six months to see it on the screen, while it took you a few minutes to do it and you just want to see it and you want to iterate. Because in fact, maybe you realize that it doesn't And the fact that it takes time is what makes your iterations. in creative are much weaker and that suddenly, especially when you have budget problems, what is the fir
st thing you remove? The re -take of animation, so the creative iterations. And so the AI allows you, at the same budget, to be to do more re -take, so more creative iterations and so in the end, a better quality of your show. They sell us things well at Sixte. There is a stake rather on the entrepreneurial path. The fundraising, so this fundraising is pretty impressive, 100 million is nothing, there is debt, there is equity, you have in your investors, Kima, Xange, Daphne, we have an American f
und, Leftlane, Resonance too. Today, the discourse that resonates with them in terms of thesis, is it the side, we are here to create the IP2 tomorrow, and in fact that's what they buy in fashion. Maybe we have a future Disney or Illumination and why not give him the means to fly away or is it the side I'm here to reduce the costs of production and therefore the manufacturing time in the animation? No, it's really the first one. I do not believe in tech as such, just alone and we are not a 100 %
tech company. Tech is there. to bring value to the IP, and therefore to intellectual property, sorry. It is there at the service of the property, it is there at service of history. And above all, we are a company of intellectual property, a company whose job is to tell stories, to tell the best stories and to create the best brands. And so what interested our investors is actually this whole thing, this model and this new model that we are creating. We are trying to create what Disney 100 years
ago, in their capacity to be able to build, develop, produce, distribute franchises and stories that have made generations laugh. But we try to apply or try to rebuild on a world that has become completely digital, on a world that has become completely fragmented in terms of audiences, where you have to be on TV, but you all the tools, including gaming, which is a major part on which you have to be present, and in which the AI is the only way today. which is given to the owners of franchises to
be able to run this multi -platform strategy by being able to produce more content, more often, and optimized for each platform and personalized for each audience. And so that's the whole thing. Which takes, which makes the right cocktail. You saw the news like what, I don't know if it's done or not, but Disney that takes... a participation in Epic Games, the editor of Fortnite, and they also put a part of their IPs in the game. I saw things coming, we heard about that, but it was quite amazing
to see the trailer. I don't know if you're a gamer? Totally. That's why I recognize myself in the story you told. When you see worlds coming from our childhood, or... or Star Wars, things like that, that appear in a game, what does it do to What does it evoke? It's great. Yeah. I mean, it's the convergence of the two. And what does it evoke for you in the future? What do you... Well, I think it's great because it's clear that sometimes we're going watch movies in the movies and then we say to I
would like to go into this universe, do things a little bit more different. And video games, I think it's a good way to do that. Where, precisely, we can project ourselves into a universe that we like. And that's where artificial intelligence will be necessary to help the production of these contents, which are still extremely long. A game on Star Wars... I thought Star Wars The Old Republic. It's magic, these things. If we had that today, with content produced by an AI we would never finish th
is game. If I told you about dialogues generated automatically, you could have that for all the characters in the universe, and you would be at the heart of the movie of your childhood. In fact, it would be that Apple buys Epic Games and buy Disney, and there we are with Apple Vision, with a world of Star Wars and in fact we never leave this world again. But no, but in addition there are papers of prospects that indicate that tomorrow there will be a whole economy in this virtual world. And that
's kind of case today, that is to that you have online GTA that are played on Twitch, or there are transactions that are operated. Roblox is a parallel You have games, I don't know how much it generates. I think the first ones generate several tens of millions per year, like 50 million first. The first game on Roblox? Yeah. And on top of it's editors who benefit from So there's a whole economy with positive external effects to take economic but basically that's what's going on and it's pretty am
azing. In any case, I'm delighted to have spent a little time discussing AI I think it's important that we talk about it on and not put under the table. On the contrary, opening the discussion, I'm very happy to have you. Thank you very much. Thank you. I wish you the best for your companies. Thank you. Goodbye.

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