Bab 2 Data &Analisa

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Bab 2 Data &Analisa BAB 2 DATA &ANALISA 2.1 Data &Literatur Metode yang dipakai untuk mendapatkan data adalah melalui : 2.1.1 Internet - www.ebookbrowse.com - www.anehdidunia.com - dkv.binus.ac.id 2.1.2 Buku - Itik si Buruk Rupa 2.1.3 Movie - Tinkerbell the Movie - Tinkerbell : The Lost Treasure the Movie - Tinkerbell & The Great Fairy Rescue the Movie - Engel zu Fuss Short Animation - The Secret World of Arriety 2.2 Data Umum 2.2.1 Tinjauan Umum 2.2.1.1 Pengertian Animasi Animasi sendiri berasal dari bahasa latin yaitu “anima” yang berarti jiwa, hidup, semangat. Sedangkan karakter adalah orang, hewan maupun objek nyata lainnya yang dituangkan dalam bentuk gambar 2D maupun 3D. sehingga karakter animasi secara dapat diartikan sebagai gambar yang memuat objek yang seolah-olah hidup, disebabkan oleh kumpulan gambar itu berubah beraturan dan bergantian ditampilkan. Objek dalam gambar bisa berupa tulisan, bentuk benda, warna dan spesial efek. Sejak awal ditemukannya sinema, para pembuat film telah menggunakan teknik animasi untuk menghasilkan efek visual, seperti ledakan, roket, serta benda terbang lainnya dalam film-film mereka. Film 3 4 animasi penuh pendek pertama dengan format film standart tercatat adalah Humorous Phases of Funny Faces (1906) yang diproduksi oleh kartunis surat kabar Amerika, J. Stuart Blackton. Film animasi ini menggambarkan seorang kartunis yang tengah menggambar wajah di sebuah papan tulis. Di wilayah Eropa film animasi pendek Fantasmagorie (1908) karya Émile Cohl asal Perancis tercatat sebagai salah satu film animasi tertua. Sementara film animasi panjang pertama adalah El Apóstol (1917) karya Quirino Cristiani, animator asal Argentina. Animasi stop-motion “3-D” pertama tercatat adalah The Grasshopper and the Ant (1911) dan The Cameraman's Revenge (1911) karya animator Soviet Wladislaw Starewicz. Pada periode film bisu ini, film-film animasi berkembang demikian pesat hampir di seluruh negara di dunia baik di Asia, Eropa, dan terutama di Amerika. Dan datanglah teknologi suara pada akhir dekade 20-an yang semakin mendukung perkembangan film animasi. Pada tahun 1928, Ub Werks, animator studio Disney mengembangkan karakter baru sebagai pesaing karakter Felix The Cat. Karakter animasi populer, Mickey Mouse muncul pertama kali dalam Plane Crazy (1928) serta diikuti Steamboat Willie (1928). Dalam Steamboat Willie, karakter Mickey telah muncul bersama pasangannya Minnie, yang suara keduanya diisi sendiri oleh Walt Disney. Steamboat Willie juga tercatat sebagai film animasi pertama yang menggunakan sinkronisasi suara. Film ini merupakan landmark bagi perkembangan film animasi sekaligus pemicu sukses karakter si tikus setelahnya. Dalam perkembangan selanjutnya Walt Disney berkembang menjadi studio pelopor yang paling sukses memproduksi film-film animasi. Selain sukses dengan seri Mickey Mouse, Disney juga sukses besar dengan seri kartun Silly Symphony. Seri pertamanya adalah Skeleton Dance (1929) dan kemudian berlanjut sampai dengan 70 episode lebih hingga tahun 1939. Selama satu dekade ini seri Silly Symphony juga sukses menyabet tujuh Oscar untuk kategori animasi pendek terbaik. Flowers and Tree (1932) adalah peraih Oscar pertama untuk studio Disney serta tercatat sebagai film animasi pertama yang menggunakan teknologi 5 tiga warna (technicolor). Seri yang paling populer adalah The Three Little Pigs (1933) dengan lagu hit-nya Who’s Afraid of the Big Bad Wolf?. Pada era 30-an ini pula ikon populer Disney lainnya mulai bermunculan, yakni Pluto, Goofy, serta Donald Duck. Walt Disney meraih kejayaannya pada akhir dekade 30-an hingga 50-an melalui belasan film animasi panjangnya. Disney mengawali rentetan suksesnya melalui animasi klasik, Snow White and the Seven Dwarfs (1937) yang tercatat sebagai pencetak keuntungan terbesar pada tahun rilisnya. Film yang merupakan perpaduan roman, fantasi, serta musikal ini menjadi formula dasar bagi film-film klasik Disney berikutnya, seperti Pinocchio (1940), Bambi (1942), Cinderella (1950), Alice in Wonderland (1951), serta Sleeping Beauty (1959). Disney juga melakukan terobosan besar melalui film termahalnya saat itu, yakni Fantasia (1940) yang merupakan perpaduan harmonis antara musik klasik dengan animasi. Pada era akhir 60-an hingga pertengahan 80-an film animasi nyaris tidak mengalami perkembangan yang berarti. Disney sepanjang dua dekade ini hanya mengeluarkan film-film animasi kelas duanya, seperti The Aristocats (1970), The Rescuers (1977), hingga Tron (1982). Pada era akhir 80-an hingga pertengahan 90-an Disney akhirnya kembali berjaya dengan film-film animasi konvensionalnya seperti pada era klasik. Diawali dengan kisah si putri duyung, The Little Mermaid (1989) yang sukses luar biasa sehingga pihak studio semakin bergairah memproduksi animasi sejenis. Sukses fenomenal berlanjut melalui film- film animasi seperti The Beauty and the Beast (1991), Alladin (1992), The Lion King (1994), Pocahontas (1995), serta Mulan (1998). Selain sukses komersil, The Beauty and the Beast juga tercatat sebagai film animasi pertama yang meraih nominasi Oscar untuk film terbaik. Sementara The Lion King pada masanya mencatatkan diri sebagai film animasi terlaris sepanjang sejarah. Semenjak era digital mendominasi, popularitas animasi tradisional Disney semakin menurun. Tercatat Home on the Range (2004) adalah film 2-D terakhir yang diproduksi Disney. 6 2.2.1.2 Teknologi Animasi 3D Animasi 3D adalah seni membuat pergerakan gambar yang hidup dengan penggunaan teknik komputer grafis. Secara umum, istilah CGI/ Computer Generated Imagery lebih dikenal dan mencakup animasi 3D. CGI adalah teknik menghasilkan objek 3D dengan komputer grafis meliputi gambar bergerak yang dinamis (animasi) dan gambar yang statis. Proses animasi ini, pada dasarnya gerakan-gerakan utama diberikan keyframe sebagai acuan pergerakan figur. Kemudian komputer akan secara otomatis menghasilkan gambar-gambar diantara keyframe yang membuat pergerakan menjadi lebih halus dan nyata, atau yang disebut in-between . Teknologi CGI sangatlah berkembang, saat ini ada 2 teknik untuk membuat pergerakan animasi pada animasi 3D dengan komputer. Cara pertama adalah cara konvensional, yakni dengan memberikan keyframes yang diinginkan, dimana animator harus menggerakan kerangka figure dengan dinamis untuk membuat pergerakan yang diinginkan. Sedangkan cara kedua adalah dengan menggunakan teknik motion capture . Teknik ini pada dasarnya adalah merekam pergerakan aktor manusia secara nyata, kemudian mengimplementasikannya pada figure 3D yang sudah diciptakan di komputer. Alat motion capture ini menggunakan sensor-sensor kinect yang ditempelkan pada badan aktor. Namun setelah motion capture dilakukan, dan dimasukkan ke figure 3D, animator tetap harus menyempurnakan kembali pergerakan-pergerakan yang dihasilkan figure 3D. 2.2.1.3 Short Animation Istilah short movie atau film pendek bukan diartikan secara harafiah film panjang yang direduksi menjadi pendek. Film pendek adalah salah satu bentuk film yang sederhana dengan durasi pendek di bawah 30 menit, namun memberikan gerak yang leluasa bagi para sineas untuk berekspresi secara kreatif sehingga ide dapat dikomunikasikan secara efektif kepada penikmatnya. Pada bentuk film pendek yang menjadi tantangan adalah bagaimana menyiratkan ide dan makna yang mengena 7 saat ditonton dengan durasi yang terbatas dan tetap memiliki tujuan umum untuk menghibur penontonnya. Film pendek dapat disajikan dengan media animasi 3D. Sudah banyak film pendek animasi yang mendapatkan apresiasi dari khalayak, salah satunya adalah The Fantastic Flying Books of Mr Morris Lessmore(2011) , Oktapodi(2007), Paperman(2012), dan film pendek animasi Indonesia yang dibuat oleh Lakonanimasi berjudul Pada Suatu Ketika(2011) dan masih banyak lagi. 2.2.2 Tinjauan Khusus 2.2.2.1 Landasan Teori 2.2.2.1.1 Teori Prinsip Dasar Film Animasi Prinsip-prinsip animasi ini dipakai para animator sebagai pegangan untuk mengeksploitasi imajinasi mereka sehingga bisa secara baik diterima oleh masyarakat yang menontonnya. Prinsip film animasi ini merupakan aturan dasar yang memungkinkan karakter yang diciptakannya dapat bergerak dan hidup wajar, dalam arti dapat diterima oleh akal manusia, meskipun karakter tokoh ciptaan merupakan hasil imajnasi yang tidak mungkin dapat diterima secara rasio. 1. Solid Drawing Menggambar sebagai dasar utama animasi memegang peranan yang signifikan dalam menentukan -baik proses maupun hasil- sebuah animasi, terutama animasi klasik. Seorang animator harus memiliki kepekaan terhadap anatomi, komposisi, berat, keseimbangan, pencahayaan, dan sebagainya yang dapat dilatih melalui serangkaian observasi dan pengamatan, dimana dalam observasi itu salah satu yang harus dilakukan adalah: menggambar. Meskipun kini peran gambar -yang dihasilkan sketsa manual- sudah bisa digantikan oleh komputer, tetapi dengan pemahaman dasar dari prinsip ‘menggambar’ akan menghasilkan animasi yang lebih ‘peka’ 8 2. Timing & Spacing Grim Natwick -seorang animator Disney pernah berkata, “Animasi adalah tentang timing dan spacing”. Timing adalah tentang menentukan waktu kapan sebuah gerakan harus dilakukan, sementara spacing adalah tentang menentukan percepatan dan perlambatan dari bermacam-macam jenis gerak. 3. Anticipation Anticipation boleh juga dianggap sebagai persiapan/ awalan gerak atau ancang-ancang. Seseorang yang bangkit dari duduk harus membungkukkan badannya terlebih dahulu sebelum benar-benar berdiri. Pada gerakan memukul, sebelum tangan ‘maju’ harus ada gerakan ‘mundur’ dulu. Dan sejenisnya. 4. Secondary Action Secondary action adalah gerakan-gerakan
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