Nama Jurnal : Anima Rupa: Jurnal Animasi Frekwensi : Terbit 2 kali setahun DOI : https://doi.org/10.59997/animarupa E-ISSN : 3046-6083 Ketua Editor : Gede Pasek Putra Adnyana Yasa Editorial Team : Link Penerbit : Pusat Penerbitan LPPM Institut Seni Indonesia Bali Indeks : Google Scholar | Garuda | Dimensions Pengarsipan : LOCKSS, CLOKSS Lisensi : CC-BY-NC-SA Template Artikel : Link Unggah Artikel : Link Jurnal Anima Rupa dibuat pada tahun 2023. Istilah Anima Rupa merupakan gabungan dua kata yaitu ‘anima’ yang artinya jiwa atau nyawa, dan 'rupa' yang berarti bentuk atau wujud. Secara filosofis, Anima Rupa dapat diartikan sebagai wujud dari jiwa, yakni bentuk visual atau ekspresi yang menggambarkan esensi spiritual atau ide tertentu. Jurnal ini diperuntukkan sebagai wadah dialog keilmuan animasi. Para cendekiawan animasi bebas berdialog seputar isu-isu keilmuan animasi. Animasi yang dimaksud, merupakan disiplin ilmu multidimensional yang melibatkan proses penciptaan ilusi gerak melalui gambar, objek, atau karakter yang dirangkai secara berurutan. Animasi tidak hanya mencakup aspek teknis seperti desain karakter, storyboard, dan teknik produksi (2D, 3D, atau stop-motion), tetapi juga melibatkan pemahaman mendalam tentang seni visual, narasi, psikologi audiens, serta penerapan teknologi terbaru.
PENERAPAN HIGH KEY LIGHTING DALAM MENDUKUNG MOOD RINGAN ANIMASI 3D KOMEDI
High Key Lighting in cinematography is characterized by high light intensity and low shadow contrast, and it is frequently applied in both live-action and 3D animated films for the purposes of establishing mood or achieving aesthetic goals. Although this technique is often associated with a light and cheerful impression, there is a lack of in-depth studies formulating specific technical parameters for its application within the animated comedy genre. Therefore, this research aims to analyze, formulate, and test the visual impression generated by the High Key Lighting technique in the lighting design of animated comedy films. This exploration focuses on identifying the most effective combination of key light, fill light, and contrast ratio to emphasize a lighthearted and humorous impression. The results of this research are expected to provide technical guidelines for lighting designers in the production of animated comedy films.
Copyright (c) 2026 https://creativecommons.org/licenses/by-nc-sa/4.0
PERAN FILM TOY STORY DALAM TRANSFORMASI ANIMASI DIGITAL DAN PERKEMBANGAN INDUSTRI ANIMASI GLOBAL
Toy Story (1995) is an animated film produced by Pixar Animation Studios that became a major milestone in the history of world animation as the first feature-length film created entirely using computer-generated imagery (CGI). This article discusses the history of Toy Story, examines interesting facts behind its production process, and analyzes the film’s impact on the global animation industry. The discussion shows that Toy Story not only introduced technological innovation but also established new standards in animated storytelling by emphasizing emotional depth and character development. Facts such as the inspiration for Buzz Lightyear from astronaut Buzz Aldrin, changes in Woody’s character design, and the role of Pixar’s short film Tin Toy in the creation of Toy Story highlight the complexity of Pixar’s creative process. The success of Toy Story encouraged a major shift from traditional animation to digital animation and had a long-lasting influence on production styles, visual quality, and narrative approaches in modern animated films.
ANALISIS GAME GENSHIN IMPACT DALAM MEMBANGUN DAYA TARIK GLOBAL
Genshin Impact is a game that has achieved global popularity by leveraging strong animation and visual design. This study aims to analyze the role of animation, story, music and visual design in building the global appeal of Genshin Impact. The research employs a qualitative method with a descriptive analysis approach through visual observation of character animation, environmental visuals, and the overall visual style of the game. Supporting data are obtained from relevant literature on animation, story, music and visual design in the game industry. The results indicate that the application of animation principles, consistent visual style, and detailed, expressive character design play a crucial role in creating an engaging visual experience that is well received by players from diverse cultural backgrounds. Therefore, animation, story, music and visual design are key factors supporting the global success of Genshin Impact.
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ANALISIS SERIAL ANIMASI “TAKOPI’S ORIGINAL SIN” DALAM PENYAMPAIAN TENTANG MASALAH LINGKUNGAN SOSIAL
Animation can be briefly described as an attempt to give the illusion of life, such as movement, to inanimate objects by composing the objects into a series of images that are not significantly different from each other, thus producing the illusion of smooth movement. In the past, animation can be only created by using the flip book method, the method is basically playing many images in a short set amount of time so that the images in the book appeared to look like they’re moving. However, as time has progressed, many other animation methods have arrived, for example, CGI and 3D. Regardless of the method that is used to create animation, animation can be a medium to express issues within our society for both young and adult audiences. Takopi’s Original Sin, an animated series from Japan that consist of six episodes, is one of the example on how animation is used for communication media about social issues within our society by visual. The research method I used is literature review, applying reliable statements from various journals and books to help write my thoughts. The conclusion obtained is that animation is very much a good medium for conveying things like issues within our society because of its flexibility to be combined with other artistic media, thus helping the message that the author wanted to easily reach the audiences, and a good storytelling will made an impact to those who read/watch it even though they had finished the story till the end.
ANALISIS FILM KWARTET: GUPALA SANG JAGAWANA
Kwartet: Gupala Sang Jagawana is an animated film by a local studio called Dipadira in collaboration with Indonesiana tv which was released in 2024. Tells the story of a group of adventurous teenagers named Bagas, Nalin, Juna, Dan, Kara. When Bagas and Juna were playing boy boyan, a tragedy occurred, the ball they used to play hit Nalin who was on the outside of the field, Nalin immediately returned Juna & Bagas' throw but Nalin accidentally dropped the offerings while in an old hermitage in Kalasenja village, making Mbah Arang appear, from behind a tree, suddenly making the children scared and running away, which made them kidnapped into the supernatural world, what is their fate. Some of the main characters are Bagas, Nalin, Juna, Dan, Kara. In order to understand this animated film further, further observation was carried out on the animated film Kwartet: Gupala sang jagawana
PERANCANGAN ANIMASI 3 DIMENSI ISLAM DENGAN MENERAPKAN METODE POSE TO POSE “DUO DURO : SABAR”
The integration of digital technology in education is crucial to prepare the younger generation for Industry 4.0, emphasizing on technological skills and moral values. However, challenges such as inadequate IT skills among educators and inadequate infrastructure hinder the effective use of technology in learning. This research advocates the use of multimedia, particularly 3D animation, to enhance student engagement and their understanding of complex concepts. Blender, an open-source 3D authoring tool, is highlighted for its flexibility and cost-effectiveness in producing high-quality animations. This article presents a case study of an Islamic-themed animation, "Don't Be Too Quick to Judge," created using the pose-to-pose animation method. This approach ensures clarity and consistency in conveying the moral message. The animation production process is described in three stages: pre-production (ideation, scriptwriting, storyboarding), production (modeling, texturing, lighting, rigging, animation, rendering), and post-production (compositing, color correction, final output). This comprehensive workflow aims to show how 3D animation can be an effective educational tool.
Copyright (c) 2025 https://creativecommons.org/licenses/by-nc-sa/4.0
PERANCANGAN ANIMASI 2D SEBAGAI MEDIA EDUKASI TENTANG BAHAYA MELANGGAR LALU LINTAS
Traffic violations are one of the main causes of accidents. Among the most common violations are running red lights and not wearing helmets. These violations are not only committed by teenagers but also by adults. This phenomenon indicates the need for educational media that can effectively convey moral messages to all levels of society. This study aims to serve as an educational medium to raise public awareness about the importance of obeying traffic regulations. The methods applied include literature studies and aesthetic visualization. The main characters in this animation are Ucup and Asep, who frequently violate traffic rules and eventually get into an accident. The outcome of this research is an educational animation titled Melaju Di Antara Aturan.
The film UP (2009), the work of Pixar Animation Studios and Walt Disney Pictures, is an animated film that excels in conveying stories through visual beauty and character design. This film depicts the emotional journey of Carl Fredricksen, a stubborn old man, and Russell, a passionate Boy Scout, on an extraordinary adventure to Paradise Falls. By utilizing a strong visual aesthetic and deep symbolism, UP manages to create a strong emotional connection with audiences of all ages. Carl's character design's rigid shapes and sharp angles reflect his tough and tough personality due to loss, while Russell's round, expressive form conveys his energy and innocence as a child.
PERAN ANIMASI DALAM MEMPERKENALKAN DAN MELESTARIKAN BUDAYA INDONESIA BAGI GENERASI MUDA
Animation has great potential as a medium that can penetrate cultural and linguistic boundaries, making it an effective tool for bridging gaps between various groups in society. As a universal art form, animation not only functions as entertainment, but can also be a means of education and cultural preservation. In the midst of Indonesia's diversity of traditions, folklore, mythology and local art, animation can be a platform for presenting rich cultural narratives to a wide audience, both at the national and international levels. This research aims to examine how elements of Indonesia's strong cultural narrative can be integrated with visuals that are attractive, innovative and relevant to modern audiences. With this approach, it is hoped that animation will be able to create an experience that is not only unique and engaging, but also deep and meaningful
The Wild Robot is one of the animated films released in 2024. The film tells the story of a robot that becomes stranded on a remote island inhabited only by animals, with no humans in sight. The robot must adapt to the animals in the forest and care for a gosling whose mother was killed. In this task, the robot must take care of the gosling by feeding it, teaching it how to swim, and helping it learn to fly so that the gosling can join the other geese in their migration activities. Some of the main characters in The Wild Robot are the robot named Rozzum 7134, a gosling named Brightbill, and a fox named Fink. To gain a deeper understanding of this animated film, observations were made of the movie itself.
POTENSI ANIMASI DALAM USAHA MENAMBAH DAYA TARIK MASYARAKAT TERHADAP CERITA DAERAH DI INDONESIA
As time progresses, Indonesian society's fascination with regional stories is decreasing. Many Indonesian people think that regional stories are old dated and uninteresting. Many ways have been taken to increase Indonesian people's interest in regional stories, one of which is using animation as an effort to increase public appeal. Animation itself in Indonesia has begun to be widely used in various fields, starting from advertising, social media, to films. The development of animation in Indonesia provides a great opportunity to attract public interest in regional stories. By using animation, it is hoped that it can increase people's interest in regional stories.
PENGARUH ANIMASI TERHADAP REALISME DAN DAYA TARIK VISUAL GAME
In contemporary Game Development, animation plays a significant role in Improving the quality of graphics and visual experience of players. This article discusses how animation can increase realism, movement dynamics and also game interactivity. In this research, we analyze case studies of several games that are popular among today's young people that have undergone significant graphic changes using advanced animation techniques such as smooth motion capture, procedural animation, and visual effects that are pleasing to the eye. The analysis results show that animation strengthens the narrative and gameplay in addition to beautifying the visual appearance of the game, animation plays an important role in making the gaming experience more enjoyable. Player satisfaction and the commercial success of the game are directly influenced by animation.
REPRESENTASI KARAKTERISTIK MASYARAKAT BERBUDAYA PADA FILM ANIMASI
Animation is a form of art that is popular among today's society, especially among us teenagers. Animation has a unique ability to communicate traditional values and cultural identity. Animation can strengthen the cultural identity of a society by using traditional visuals in a modern form. This research will discuss how community characteristics can be reflected through cultural representation in animation which includes elements such as traditional clothing, language, customs and narratives originating from local community myths and local history. The results of this research will show that animation is able to represent culture authentically and is an important tool in maintaining the sustainability of cultural heritage.
PENERAPAN ANIMASI 2D DAN 3D PADA GAME PROJECT SEKAI COLORFUL STAGE! FEAT. HATSUNE MIKU
Currently, animation has developed very rapidly. With the development of technology, various types of animation can be used in the game industry. This study discusses the use of 2D animation and 3D animation in the game “Project Sekai Colorful Stage! feat. Hatsune Miku”, which is a rhythm/music game that incorporates famous virtual characters from vocaloid especially Hatsune Miku. This research uses a descriptive qualitative method where I will conduct research by observing the animation used in this game. The game combines attractive visual elements and interactive gameplay, making it highly desirable to music and anime fans. 2D animation is used for the backgrounds and characters, giving it a cheerful and distinctive feel, while 3D animation gives depth and realism to the game environment. This game not only offers stunning visuals, but also enhances player interaction with the songs and characters through the incorporation of these two animation techniques. This research focuses on how the two techniques are combined and their effect on the game experience.
Video games and animation are two elements that are difficult to separate. Since the development of the video game industry, many games have been created using either two-dimensional or three- dimensional animation techniques. Animation certainly plays a crucial role in making games engaging. Generally, animation is more prominently used in video games of the RPG (Role-Playing Game) genre. It not only delights gamers with visually captivating graphics but also contributes to the storyline and character development. Therefore, various observations and analyses of animation and visuals in video games have been conducted. For example, examining the animation used in the games being observed. Various RPG video games utilize two-dimensional, three-dimensional, or a combination of both animations, providing gamers with a new experience through stunning graphics. Thus, the combination of animation and video games can entertain and inspire many people.
POTENSI PENGGUNAAN SOFTWARE 3D DALAM PEMBELAJARAN 2D ANIMASI
The use of 3D software in learning 2D animation offers a new approach that can improve the efficiency and quality of the learning process. This article aims to explore the potential of using 3D software in teaching 2D animation concepts in an educational environment. In traditional methods, 2D animation is generally learned through manual processes that require a deep understanding of frame-by-frame drawing and drawing techniques. However, with the development of 3D technology, software such as Blender, Maya, and Cinema 4D can be used to make 2D animation easier by using more efficient techniques such as rigging and pose-to-pose. This study was conducted using a qualitative approach through interviews with animation lecturers and practitioners, as well as observations of animation classes in several educational institutions. The results show that the use of 3D software in learning 2D animation can reduce production time, improve students' understanding of the basic principles of animation, and expand technical skills relevant to the modern animation industry. With the integration of 3D software, students can develop 2D animation skills while learning the basics of 3D modeling and animation, thus increasing their flexibility and competitiveness in the job market. This research recommends the use of 3D software as part of the 2D animation curriculum in educational institutions as an effective and innovative alternative.
Copyright (c) 2024 I Wayan Kalani Kekai Kastawa https://creativecommons.org/licenses/by-nc-sa/4.0
STRATEGI PEMASARAN PRODUK MENGGUNAKAN MEDIA ANIMASI DI INDONESIA
In the growing digital era, the use of animation media has become one of the effective marketing strategies in Indonesia. Animation provides a visual appeal that is able to convey marketing messages in an attractive and easily understood manner by various audience segments. This research aims to analyse product marketing strategies that use animated media, with a focus on the effectiveness, flexibility, and consumer engagement generated. The research method used is qualitative analysis with case studies on several companies in Indonesia that have successfully adopted animation in their marketing campaigns. The results show that animation not only increases product appeal, but is also able to convey complex messages in a simpler and more interactive way. In addition, animation has also proven effective in building brand awareness and creating a strong emotional connection with consumers. This research is expected to provide insights for creative industry players and companies in optimising marketing strategies through the use of animation media.
Copyright (c) 2024 Ida Ayu Tara Laksita, Ni Kadek Novi Elita Prasetya https://creativecommons.org/licenses/by-nc-sa/4.0
KONTRIBUSI INDUSTRI ANIMASI INDONESIA TERHADAP EKONOMI
The animation industry in Indonesia has grown rapidly in recent years, fuelled by technological advances and the increasing demand for creative content in various sectors, such as entertainment, advertising, and education. This study aims to analyse the contribution of the animation industry to the Indonesian economy, both in terms of job creation, increasing national income, and exporting animation products. Using secondary data analysis methods from industry reports and government agencies, the results show that the animation industry has a significant impact on economic growth, especially in the creative economy. In addition, this industry has the potential to become a leading sector that can compete in the global market. However, challenges such as the lack of skilled labour and limited access to capital are still the main obstacles that need to be overcome. Recommendations include improving education and training in animation as well as government policy support to strengthen the competitiveness of Indonesia's animation industry.
Copyright (c) 2024 Anak Agung Istri Kirana Maheswari, Laila Maulidhiyah Laksana Zahro https://creativecommons.org/licenses/by-nc-sa/4.0
PELUANG KERJA ANIMATOR DI INDUSTRI ANIMASI PADA MASA PANDEMI
The COVID-19 pandemic has had a significant impact on various industry sectors, including the animation industry. This research aims to explore the employment opportunities for animators during the pandemic and how adaptation is happening in the industry. Data was obtained through a literature review as well as interviews with several professional animators and industry players. The results show that despite the global economic slowdown, the demand for digital content, including animation, has increased significantly. This is driven by the increasing need for digital-based entertainment and educational content during quarantine. In addition, the animation industry is able to adapt quickly through remote working and online collaboration, which opens up opportunities for animators to remain productive amidst challenging situations. This study concludes that the pandemic accelerates the digital transformation of the animation industry and opens up new opportunities for animators who are able to innovate and adapt to the latest technology.
Copyright (c) 2024 Hestin Rahmawati, Ni Kadek Nathi Sharma Mahaniiya, I Gede Agus Indram Bayu Artha https://creativecommons.org/licenses/by-nc-sa/4.0
PELUANG USAHA INDUSTRI ANIMASI DI INDONESIA
The animation industry in Indonesia has shown significant growth in recent years, fuelled by the increasing demand for creative content across various media platforms, such as film, television, social media, and gaming. This research aims to identify business opportunities in Indonesia's animation sector and analyze the factors influencing its growth. The research method used is a literature study and a survey of local animation industry players, including animation studios, independent animators, and educational institutions. The results show that technological support, increased access to digital platforms, and government programs that encourage creativity provide excellent opportunities for the growth of the animation industry in Indonesia. However, challenges such as lack of investment, limited skilled human resources, and lack of access to international markets must be overcome. The conclusion of this study emphasizes the importance of strengthening the animation industry ecosystem through collaboration between the education sector, government, and industry to create a business climate that supports sustainable growth.
Copyright (c) 2024 Tanaya Nayaka, Ida Bagus Putu Dananjaya https://creativecommons.org/licenses/by-nc-sa/4.0
PERKEMBANGAN GAYA ANIMASI DUNIA DAN INDONESIA
Animasi terus berkembang seiring inovasi teknologi dan kreativitas seniman, menjadikannya salah satu bentuk seni yang menarik dan berpengaruh di dunia hiburan. Gaya animasi terdahulu berbentuk kartun dengan menggunakan media tradisional yaitu kertas karton yang di gambar secara manual atau satu persatu yang digunakan untuk keperluan hiburan. Namun seiring berkembangnya jaman dan teknologi, gaya animasi semakin banyak jenisnya yang diciptakan melalui penggunaan alat yang lebih bervariasi. Perkembangan animasi di dunia juga membawa dampak signifikan untuk perkembangan animasi di Indonesia. Untuk meneliti perkembangan gaya animasi digunakan metode penelitian kualitatif deskriptif didapatkan bahwa perkembangan gaya animasi di dunia telah menjadi bagian penting dari budaya populer di seluruh dunia, dengan mengalami perkembangan besar dalam hal teknik, tema, dan gaya visual. Warisan budaya Indonesia yang kaya dan beragam tercermin dalam animasi lokal yang didasarkan pada mitologi, legenda, dan cerita rakyat.
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PERKEMBANGAN ANIMASI PADA INDUSTRI DI BALI
Perkembangan animasi telah menjadi sorotan dalam industri kreatif Bali, menjanjikan potensi luar biasa dalam memajukan ekonomi lokal serta menciptakan lapangan kerja baru. Artikel ini mengulas perjalanan perkembangan animasi dalam konteks ekonomi kreatif di Bali, dengan fokus pada strategi-strategi yang telah diambil untuk mendorong pertumbuhan sektor ini. Dari investasi dalam peningkatan literasi digital hingga kolaborasi dengan studio animasi terkemuka. Bali telah menunjukkan komitmen serius dalam mengembangkan industri animasi lokal. Dengan dukungan penuh dari pemerintah, pengembangan pendidikan, dan semangat kreatif yang terus berkobar, animasi di Bali memiliki peluang besar untuk meraih prestasi lebih tinggi di masa mendatang. Potensi sumber daya manusia yang dimanfaatkan secara optimal, bersama dengan dukungan terhadap pengembangan teknologi terkini.
PERKEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANIMASI DI BALI
Penggunaan animasi dalam media pembelajaran semakin berkembang di berbagai sekolah dan lembaga pembelajaran di Indonesia. Pendekatan ini terbukti efektif bagi pengajar dan pelajar. Bagi pengajar, metode animasi menghilangkan kebutuhan untuk menjelaskan secara terperinci atau menggambar visual. Penelitian ini menggunakan metode observasi dan wawancara. Penelitian perkembangan media pembelajaran berbasis animasi di Bali menggunakan metode observasi dan wawancara dapat memberikan wawasan yang mendalam tentang penggunaan dan dampak media tersebut dalam konteks pendidikan lokal. Konten pembelajaran dalam animasi haruslah relevan dengan kehidupan sehari-hari dan pengalaman siswa di Bali. Animasi dapat menjadi alat yang efektif untuk melestarikan dan mempromosikan budaya dan identitas lokal. Dengan menganalisis penggunaan animasi dalam konteks budaya Bali, dapat memastikan bahwa media pembelajaran tetap relevan dengan nilai-nilai dan tradisi lokal, serta meningkatkan pemahaman siswa tentang warisan budaya setempat.
TAHAPAN PRODUKSI PENCIPTAAN ANIMASI MANIK SEGARA
Didasari dengan menjadi peserta lomba animasi Bali Jani, dengan tema “Segara Kerthi” diciptakan sebuah animasi pendek dengan judul “Manik Segara”. Dalam animasi Manik Segara terkandung unsur budaya Bali yang dapat dilihat dari tokoh, backsound dan baju atau busana yang digunakan. Animasi ini diciptakan menggunakan teknik campuran cut-to- cut dan frame-by-frame. Dengan genre fantasi dan terdapat pesan-pesan moral yang terselip dalam film menjadi salah satu alasan animasi ini layak ditonton oleh khalayak umum, khususnya anak-anak. Dalam penciptaan animasi ini, Manik Segara mengalami tiga tahap produksi yang dikenal dengan animation production pipeline sehingga dapat menghasilkan sebuah film animasi yang layak untuk di dipublikasikan bagi khalayak umum.
3D ANIMATION BIOGRAPHY OF I WAYAN PENGSONG
I Wayan Pengsong adalah sosok perupa maestro yang lahir di Lombok. Beliu merupakan sosok yang sangat disiplin dalam tiap karyanya. I Wayan Pengsong selalu memasukkan Unsur keindahan Lombok dalam lukisannya dan mengharumkan Lombok hingga ke ranah Nasional. Tidak banyak tulisan yang mengangkat seluk beluk sang maestro. Generasi saat ini lebih tertarik menonton media-media baru seperti kartun dan animasi. Hal demikian mengakibatkan banyak penerus seni di taman budaya provinsi Nusa Tenggara Barat (NTB) yang tidak mengenali siapa sosok I Wayan Pengsong. Permasalahan yang diangkat adalah bagaimana membuat biografi I Wayan Pensong melalui media animasi 3D. Tujuan tulisan ini untuk membuat sosok I Wayan Pengsong dengan menggunakan media animasi 3D. Proses pembuatan animasi 3D dilakukan dengan metode pipeline yang dimulai dari pra produksi, produksi dan post produksi yang berlandaskan teori prinsip animasi Walldisney. Hasil ciptaan ini dengan Pra Produksi: Konsep, ide cerita, desain dan Storyboad, Produksi: Modeling, Texturing, Morfer (Riging), Animating, Rendering, Pasca Produksi: Final Editing dan Distribusi. Kesimpulan Dari Penelitian Menunjukkan Bahwa Video animasi 3D dapat digunakan sebagai media pengenalan sosok seniman maestro di taman budaya NTB.
UNSUR PEMBENTUK FILM PADA ANIMASI DORAEMON
Doraemon is one of Japan's proudest animations. Awards for Doraemon include the Japanese Cartoonists Association award in 1973, the first Shogakukan Manga award for children's manga in 1982, and the first Samu Tezuka Culture award in 1997. This research analyzes the film-forming elements contained in the Doraemon animation. The research method uses observation and text analysis of Doraemon animation. The result of the analysis shows that Doraemon animation applies film forming elements. The elements are narrative elements and cinematic elements. The narrative elements include story, story structure, characters. While cinematic elements include: lighting, animation movement, editing and music.
Copyright (c) 2023 https://creativecommons.org/licenses/by-nc-sa/4.0
Wolfwakers animated film aesthetics. The purpose of this research as intended is: What makes wolfwalkers animation unique, Knowing the aesthetic elements of unity, balance, and emphasis in the Wolfwalkers animated film.This study uses a qualitative method, which collects data from observing films. Observation results from the wolfwalkers animation show that the aesthetic element is very prominent in each image due to its unique visual style, such as the use of hand-drawn techniques (manual animation with paper and pencil) as well as the use of several colors in making backgrounds which are made manually using paint.
ANALISIS UNSUR PEMBENTUK FILM ANIMASI FATE/STAY NIGHT: HEAVEN’S FEEL
The Fate/Stay Night franchise and the original visual novels that are the source of the film's story. Fate/Stay Night is a media franchise developed by Type-Moon, a Japanese game development company. The franchise was first introduced through a visual novel released in 2004. This visual novel consists of three main routes, namely Fate, Unlimited Blade Works, and Heaven's Feel. Each route has a different story, with different characters and conflicts. This animation received the 2018 Crunchyroll Anime Award and received a rating of 8.18. I used two methods in this study, namely literature study and observation. The literature study method is carried out by studying book references, articles, and browsing the internet as well as reviewing literature related to system analysis. Analysis of these elements shows that the film has an interesting storyline, as well as presenting themes that can give a message to the audience.
UNSUR ESTETIKA PADA KARAKTER DAN CERITA ANIMASI ADIT SOPO JARWO
Adit Sopo Jarwo is one of the most popular animated series in Indonesia. In this series, there are many aesthetic elements that make it interesting and entertaining. These elements include character design, animation, backgrounds, music, and narration. The character designs in Adit Sopo Jarwo are very unique and alluring. This article uses two methods in this research, namely literature study and observation. Aesthetics in animation also involves choosing the right colors. Color can be used to create different moods in animated scenes. For example, bright, cheery colors could be used for scenes that are happy and cheery, while dark, muted colors could be used for scenes that are mysterious or scary. The aesthetics of the animated film "Adit Sopo Jarwo" brings the conclusion that this film has an attractive visual quality. The use of 3D animation provides subtle detail and gives life to the characters. The arrangement of bright and cheerful colors creates a fun and kid-friendly atmosphere. In addition, the unique and diverse character designs are also the main attraction of this film.
ANALISIS UNSUR PEMBENTUK FILM ANIMASI “BONDRES TATA TITI”
Film animasi Bondres Tata Titi, digarap oleh Yayasan Pustaka Visual Nusantara yang didirikan oleh sekelompok anak muda Bali, yang memiliki kepedulian terhadap aset keberagaman seni budaya Nusantara. Film animasi ini tercipta, karena perkembangan dunia animasi di Bali mendapat tempat, maka film animasi Bondres Tata Titi ini ditayangkan pada pergelaran Festival Seni Bali Jani (FSBJ) IV Tahun 2022. Penelitian ini menganalisis unsur pembentuk film animasi Bondres Tata Titi. Metode yang dilakukan dalam menganalisis animasi ini, adalah dengan metode observasi dan metode pustaka. Dari hasil penelitian didapatkan animasi ‘Bondres Tata Titi’ memuat nilai – nilai keberagaman tentang sat kerthi yang disampaikan melalui unsur pembentuk film. Unsur pembentuk film yang dimaksud yaitu unsur naratif berupa tema, cerita, struktur cerita, tokoh/karakter dan dari unsur sinematik yang meliputi background, pencahayaan, dan gerakan animasi.