Implementasi Rigging pada Karakter ‘I Angsa’ dalam Film Animasi 2D ‘I Empas Teken I Angsa’
(1) 
(2) STMIK STIKOM Indonesia
(3) STMIK STIKOM Indonesia
(*) Corresponding Author
Abstract
Keywords
Full Text:
PDFReferences
Adi, I Gede, Sudi Anggara, I Made Marthana Yusa, and I Nyoman. 2020. “KAMASAN CLASSIC STYLE IN THE 2D ANIMATED FILM I EMPAS TEKEN I ANGSA.” International Proceeding Conference on Multimedia, Architecture & Design (IMADe) 1 (October): 467–76.
Anggara, I. G. A. S., Santosa, H., &, and A. A. G. B. Udayana. 2019. “CHARACTER EDUCATION AND MORAL VALUE IN 2D ANIMATION FILM ENTITLED " PENDETA BANGAU "” 10 (2). https://doi.org/10.33153/capture.v10i2.2449.
Gunawan, Bambang Bambi. 2013. Nganimasi Bersama Mas Be. Jakarta: Elex Media Komputindo.
Indraswari, Erika Dignitya. 2012. “Kiat Belajar Sistem Gerak Karakter Animasi.” Humaniora 3 (2): 549. https://doi.org/10.21512/humaniora.v3i2.3398.
Murdock, Kelly L. 2008. Anime Studio: The Official Guide. USA: Course Technology.
Mutiarasani, Devvi, and Santi Sidhartani. 2018. “Perancangan Karakter Dyah Pitaloka Pada Film Animasi Perang Bubat.” Visual Heritage: Jurnal Kreasi Seni Dan Budaya 1 (01): 31–37.
https://doi.org/10.30998/vh.v1i01.10.
Pamujianto, Slamet, M Suyanto, and Amir Fatah Sofyan. 2018. “Teknik Hand Tracking Menggunakan Metode Inverse Kinematics Pada Pembuatan Animasi 3D.” Journal of Information Technology and Computer Science (JOINTECS) 3 (1): 159–66.
Prakosa, Gatot. 2010. Animasi Pengetahuan Dasar Film Animasi Indonesia. Jakarta: Fakultas Film dan Televisi Institut Kesenian Jakarta.
Prasetyo, Didit, and Rabendra Yudistira Alamin. 2017. “Pemodelan Karakter Animasi Wayang Orang Berbasis Motion Capture.” Jurnal Desain Idea: Jurnal Desain Produk Industri Institut Teknologi Sepuluh Nopember Surabaya 16 (2): 30. https://doi.org/10.12962/iptek_desain.v16i2.3591.
Ruslan, Arief. 2016. ANIMASI Perkembangan Dan Konsepnya. Jakarta: Ghalia Indonesia.
Satria, Dhimas Adi. 2019. “Analisis Penggunaan Puppet Pin Rigging Pada Pergerakan Karakter Animasi 2D.” Jurnal Ilmiah Informatika (JIF), no. 0274.
Satriawan, Aski, and Meyti Eka Apriyani. 2016. “Analisis Dan Pembuatan Rigging Karakter 3D Pada Animasi 3D ‘Jangan Bohong Dong.’” Jurnal Teknik Informatika 9 (1): 72–77. https://doi.org/10.15408/jti.v9i1.5580.
Sumarli, Claudia Octaverina, and Arik Kurnianto. 2018. “Developing Karakter Animasi Berbasis Kudapan Khas Tionghoa.” Jurnal Desain 5 (03): 162. https://doi.org/10.30998/jurnaldesain.v5i03.2170.
Trianton, Teguh. 2013. Film Sebagai Media Belajar. Yogyakarta: Graha Ilmu.
Zulkarnain, Ismail Abdurrozzaq, Khoiru Nurfitri, and Nurwanto. 2019. “OPTIMALISASI FACE RIGGING PADA PEMBUATAN KARAKTER ANIMASI 3D.” JURNAL SISTEM INFORMASI DAN TENOLOGI 2 (2). https://jurnal.umk.ac.id/index.php/sitech/article/view/3920/1963.
DOI: http://dx.doi.org/10.30998/jd.v8i3.9366
Refbacks
- There are currently no refbacks.
Copyright (c) 2021 I Gede Adi Sudi Anggara, I Made Marthana Yusa, I Nyoman Jayanegara
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Editorial Office:
Institute for Research and Community services (LPPM)
Universitas Indraprasta PGRI
Address: Campus A Building 3, 2nd Floor | Jl. Nangka No. 58 C (TB. Simatupang), Kel. Tanjung Barat, Kec. Jagakarsa, Jakarta Selatan 12530, Jakarta, Indonesia.
Phone: (021) 7818718 – 78835283 ext. 123
Work Hour: 09.00 AM – 08.00 PM | Close in sunday and public holidays in Indonesia
Jurnal Desain is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.