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IMPLEMENTASI STRUKTUR CERITA ARCHPLOT PADA FILM ANIMASI HYBRID BERJUDUL BHUMI SURASA SURASA; SEKAR KHAIRUNNISA ARUM MEIDINASARI
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 2 No. 2 (2022)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v2i2.1231

Abstract

The structure of the storyline archplot is a storyline that has a goal orientation where the occurrence of a good or bad event that makes a character's life change, encourages the desire of the character to struggle consciously or unconsciously to restore his life as before. Characters will be encouraged to undergo a missionary journey based on their desire to fight the forces of antagonism (inner, personal, extra-personal). Characters may or may not achieve their goals. Archplot has the characteristics of 3 acts, 6 stages and 5 turning points. These three rounds consist of beginning/Set-Up (act 1), middle confrontation (act 2), end resolution (act 3). While the six parts consist of Set-Up, new situation, progress, complications & higher stakes, final push, and aftermath. Then, the turning point of the story consists of opportunity, change of plans, point of no return, major setback and climax. The animated film “BHUMI” was made using hybrid animation techniques. This technique is a combination of two-dimensional and three-dimensional animation media. ABSTRAKmerupakan alur cerita yang mempunyai orientasi tujuan dimana terjadinya suatu peristiwa baik atau buruk yang membuat kehidupan karakter berubah, mendorong keinginan dari karakter untuk berjuang secara sadar maupun tidak sadar untuk mengembalikan kehidupannya seperti semula. Karakter akan didorong untuk menjalani suatu perjalanan misi didasari keinginannya melawan kekuatan antagonisme (inner, personal, extra-personal). Karakter bisa atau tidak bisa mencapai tujuannya. Archplot mempunyai ciri-ciri terdapat 3 babak (acts), 6 bagian (stages) dan 5 titik balik cerita (turning points). Ketiga babak ini terdiri dari beginning/Set-Up (act 1), middle confrontation (act 2), end resolution (act 3). Sedangkan keenam bagian terdiri dari Set-Up, new situation, progress, complications & higher stakes, final push, dan aftermath. Lalu, titik balik cerita terdiri dari opportunity, change of plans, point of no return, major setback dan climax. Film animasi “BHUMI” ini dibuat dengan teknik animasi hybrid. Teknik ini merupakan kombinasi media animasi dua dimensi dan tiga dimensi.
Sertifikasi dan Pelatihan Video Editor Bagi Siswa Multimediasmk N H. Moenadi Atmaja Septa Miyosa; Surasa Surasa; Sarwanto Sarwanto; Priya Wintar Yuhanto
Jurnal Abdimas ADPI Sains dan Teknologi Vol. 3 No. 3 (2022): Jurnal Abdimas ADPI Sains dan Teknologi
Publisher : Asosiasi Dosen Pengabdian kepada Masyarakat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47841/saintek.v3i3.238

Abstract

The Video editor certification and training was carried out at SMK Negeri H. Moenadi Ungaran, Central Java by a lecturer in the animation study program at the Multi Media High School on August 15 to 20, 2022. The formulation of the problem is the student's need for competency certificates with the Video Editor scheme. The purpose of the training is to improve video editing skills followed by a competency test. The methods used are lectures, demonstrations and competency tests. The main material presented is Introduction to Production, Writing Documentary Video Production Scripts, Introduction to Video Cameras, Audio, and Lighting, Non Linear Editing. The practice of taking pictures is carried out entirely within the school environment. The results of the training are in the form of video editing works as well as competency certificates for those declared competent by the assessors.
PENERAPAN SINEMATOGRAFI PADA FILM ANIMASI 3D BERJUDUL TAMIYA SURASA SURASA; SUDARMAN SUDARMAN; SUPARNA SUPARNA; MUHAMMAD IQBAR FATIRDZUL HAJ
KNOWLEDGE: Jurnal Inovasi Hasil Penelitian dan Pengembangan Vol. 2 No. 3 (2022)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/knowledge.v2i3.1673

Abstract

3D animation is often relied on for entertainment media purposes ranging from movies, video games, and advertising. However, in making 3D animated films, it is certainly not much different from filmmaking in general, especially in shooting techniques or cinematography techniques. The application of good cinematography techniques in a 3-dimensional animated film will be able to improve the quality in terms of graphics and storytelling. choosing a random point of view can make the audience confused, so that the selection of a clear point of view can make a film bring out its best potential and make the audience become it is easy to understand the storyline that the filmmaker wants to convey. In the 3D animated film “Tamiya”, this emphasizes the quality in the field of cinematography. Cinematography is not just about tools like cameras, cranes or anything else, but the concept of cinematography is what the filmmaker really wants to deliver. There are several important aspects that can affect the quality of a cinematography including composition, light and color, movement, and storytelling. The cinematography of a film will be better if all these aspects are fulfilled and mastered by a cinematographer. ABSTRAKAnimasi 3D sering diandalkan dalam keperluan media hiburan mulai dari film, video game, dan periklanan. Namun dalam pembuatan film animasi 3D tentu tidaklah berbeda jauh dengan pembuatan film pada umumnya, terutama pada teknik pengambilan gambar atau teknik sinematografi. Penerapan Teknik sinematografi yang baik pada sebuah film animasi 3 dimensi akan mampu meningkatkan kualitas dari sisi grafis dan storytelling.pemilihan sudut pandang yang serabutan dapat membuat penonton menjadi bingung, sehingga pemilihan sudut pandang yang jelas dapat membuat sebuah film mengeluarkan potensi terbaiknya dan membuat para penonton menjadi mudah dalam memahami alur cerita yang ingin disampaikan sang pembuat film.Dalam film animasi 3D “Tamiya”, ini lebih menonjolkan kualitas dalam bidang sinematografinya. sinematografi tidak hanya tentang tool seperti kamera, crane, atau lainnya, tapi konsep sinematografi ialah apa yang sebenarnya sang pembuat film ingin berikan. Ada beberapa aspek penting yang dapat mempengaruhi kualitas sebuah sinematografi diantaranya komposisi, light and color, movement, dan storytelling. Sinematografi sebuah film akan semakin baik apabila semua aspek tersebut dipenuhi dan dikuasai oleh seorang sinematografer.
PENERAPAN TEKNIK DIGITAL PAINTING PADA PRODUKSI FILM ANIMASI 2 DIMENSI “DREAMS” SURASA SURASA
KNOWLEDGE: Jurnal Inovasi Hasil Penelitian dan Pengembangan Vol. 3 No. 1 (2023)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/knowledge.v3i1.2195

Abstract

Penelitian ini bertujuan untuk mengetahui tentang cara penggunaan Teknik digital painting pada produksi animasi. Awalnya Teknik ini adalah seni Lukis tradisional dengan menggunakan cat air, cat minyak, tinta, cat akrilik, cat air dan lain-lain pada media canvas atau kertas, namun seiring berjalan nya zaman munculah perangkat-perangkat digital seperti pen tablet dan stylus pen yang dimana perangkat ini bertujuan untuk mempermudah para seniman dalam membuat karya seni Lukis secara digital. Pada penggunaan media digital ini, para seniman bisa menggunakan berbagai brush kuas, brush pencil, dan pena yang menyerupai alat aslinya. Hasil dari pembuatan karya produksi ini adalah berupa background dengan metode painting, dan menghasilkan karya landscape yang membuat ilusi seperti membuat lukisan di dalam canvas. Penelitian ini berhasil di terapkan pada animasi 2D Animation (Animasi dua dimensi) dengan menggunakan Teknik frame by frame, objek penelitian ini adalah film animasi pendek dua dimensi dengan judul “Dreams”, penelitian ini juga terapkan melalui software digital yaitu Clip Studio Paint.
PELATIHAN PRODUKSI VIDEO DOKUMENTER UNTUK SISWA DI SMK MAARIF 4 KEBUMEN JAWA TENGAH Atmaja Septa Miyosa; Surasa .; Sudarman .; Priya Wintar Yuhanto
Jurnal Lentera Widya Vol 3 No 2 (2022): Jurnal Lentera Widya Juni 2022
Publisher : LPPM Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/lenterawidya.v3i2.370

Abstract

Documentary video production training was conducted by animation study program lecturers for students of SMK Maarif IV, Kebumen, Central Java from March 1, 2022 to March 5, 2022. The main problem is competence of students to make documentary videos and wise of Headmaster of the school to have a product, such as school profile videos and learning videos. The purpose of the activity is to make good and artistic video production works. The methods used are lectures, questions and answers, demonstrations, and presentations of works. The main material presented is Introduction to Production, Writing of Documentary Video Production Scripts, Introduction to Video Cameras, Audio, and Lighting, Non Linear Editing. The practice of taking pictures is carried out entirely within the school environment. The results of the activity are in the form of a documentary video entitled Maarif IV SMK school profile and a learning video entitled Power Amplifier Assembly. The presentation of the work shows that the video work produced is quite good and can be developed by students independently.