4 BAB II DATA DAN ANALISA 2.1 Sumber Data Data Dan Informasi

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4 BAB II DATA DAN ANALISA 2.1 Sumber Data Data Dan Informasi 4 BAB II DATA DAN ANALISA 2.1 Sumber Data Data dan informasi untuk mendukung proyek Tugas Akhir ini diperoleh dari berbagai sumber, antara lain : 1. Literatur : buku referensi, buku cerita rakyat, artikel elektronik maupun non elektronik, website, forum, ulasan dan laporan penelitian 2. Survey lapangan mengenai tempat terkait : Taman Mini Indonesia Indah, toko buku dan perpustakaan. 3. Survey online 2.2 Gambaran Umum Animasi Sejarah Animasi Animasi adalah elemen multimedia yang menarik karena pada dasarnya secara umum animasi dibuat dengan merekam gambar-gambar diam misalnya dengan penggambaran di kertas-kertas yang kemudian diputar ulang dengan waktu tersendiri, sehingga kemudian gambar-gambar tersebut jadi terkesan bergerak karena ilusi mata. Animasi merupakan perwujudan dari keinginan manusia yang ingin membuat gambar menjadi hidup dan bergerak. Sebenarnya, sejak jaman dahulu pun manusia sudah mulai melakukan teknik animasi yaitu dengan mencoba menggerakkan gambar binatang. Hal ini terungkap dengan adanya penemuan oleh ahli purbakala di gua kuno Lascaux, Spanyol Utara. Di dinding tersebut terlihat gambar-gambar dengan berbagai pose 5 yang seolah-olah bergerak. Selain itu, di belahan bumi yang lain yaitu Mesir juga ditemukan gambar para pegulat yang sedang beraksi yang disusun berurutan di dinding. Para arkeolog memperkirakan gambar dinding itu dibuat oleh orang Mesir kuno pada tahun 2000 SM. Selain Mesir, di Jepang juga ditemukan gulungan lukisan kuno yang merperlihatkan adanya suatu alur cerita yang hidup, diperkirakan dibuat pada masa kerajaan Heian yaitu tahun 794 – 1192. Sedangkan di Eropa pada abad 19 dilanjutkan dengan adanya penemuan animasi Thaumatrope. Penemuan ini berbentuk lembaran cakram tebal yang di permukaannya terdapat gambar burung dalam sangkar, kemudian di kedua sisinya cakram tersebut diikat dengan seutas tali. Sehingga apabila cakram itu dipilin dengan tangan, maka gambar burung itu akan tampak bergerak. Penemuan ini dapat dikatakan sebagai animasi klasik. Inovasi dilanjutkan dengan ditemukannya penemuan lain bernama Praxinoscope oleh Emile Reynauld pada tahun 1892. Bentuk penemuan ini adalah rangkaian ratusan gambar yang diputar dan diproyeksikan pada sebuah cermin sehingga menjadi sebuah gerakan seperti layaknya film. Penemuan ini dianggap sebagai cikal bakal munculnya proyektor pada bioskop. Di Indonesia pun sebenarnya bisa diperkirakan bahwa pada empat hingga tiga juta tahun lalu dalam peradaban Indonesia sudah ada lukisan animasi. Hal tersebut dapat dibuktikan dengan adanya lukisan-lukisan yang ada di Gua Leang- Leang, Sulawesi dan beberapa gua di Kalimantan Timur, serta gua-gua yang masih murni tersimpan di Papua. Di pulau Jawa juga sudah muncul teknik animasi, salah satu contohnya adalah Wayang Kulit dan beberapa jenis wayang 6 lainnya, yang telah memenuhi semua elemen animasi seperti layar, gambar bergerak, musik dan ilustrasi. Kemudian pada tahun 1908, Emile Cohl dari Perancis membuat film animasi sederhana menggunakan beberapa figur batang korek api. Rangkaian gambar dengan hitam dibuat di atas kertas putih, dipotret dengan film negative sehingga figur menjadi putih dan latar belakang hitam. Sedangkan yang terjadi di Amerika Serikat adalah pada tahun 1909, Winsor McCay membuat film animasi “Gertie the Dinosaur”. Seiring berkembangnya teknik animasi, maka muncullah film-film animasi lain seperti “Ko Ko the Clown” oleh Max Fleischer dan “Felix the Cat”oleh Pat Sullivan pada sekitar tahun 1913 sampai 1920. Selain itu juga dilakukan percobaan film animasi potongan dengan figure yang berasal dari potongan kayu. Kemudian pada tahun 1934, George Pal memulai menggunakan boneka sebagai figur. Selanjutnya perkembangan animasi terpenting terjadi pada sekitar tahun 1930, dimana muncul film animasi bersuara yang dirintis oleh Walt Disney melalui film “Mickey Mouse”, “Donald Duck” dan “Silly Symphony” yang diproduksi selama tahun 1928 sampai 1940. Hingga kemudian diproduksinya film animasi berdurasi panjang “Snow White and Seven Dwarf”. Demikian asal mula perkembangan teknik film animasi yang terus berkembang dengan gaya dan ciri khas tiap negara dari barta hingga timur. Terutama di Jepang, film kartun sangat berkembang hingga pada decade tahun ini pun menguasai pasaran film animasi kartun denga ciri dan gayanya yang khas yang dikenal dengan Anime. 7 Animasi di Indonesia Animasi di Indonesia sekarang ini sudah sangat berkembang, dimulai dari awal jaman pewayangan hingga jaman penggunaan teknologi 3D seperti sekarang ini. Perlu kita ketahui bahwa perkembangan animasi di Indonesia awalnya adalah untuk kepentingan politik. Sejak tahun 1933 awal perkembangan animasi menjadi sesuatu yang baru dan unik oleh Walt Disney, banyak sekali artikel koran yang memuat tentang beliau (Concept, Vol 04 Ed.22.2008). Setelah itu pada tahun 1955, Presiden Soekarno yang sangat menghargai seni dan perkembangannya memiliki gagasan untuk mengirim salah satu putra bangsa untuk belajar animasi di negeri seberang. Maka dari gagasan itu, diutuslah Dukut Hendronoto atau yang biasa dikenal dengan Pak Ook untuk belajar animasi di studio animasi Walt Disney. Setelah mendapatkan ilmu dari studio Walt Disney selama tiga bulan, beliau kembali ke Indonesia dan membuat film animasi pertama berjudul “Si Doel Memilih”. Pada awalnya animasi ini dibuat unuk tujuan kampanye politik. Lalu pada sekitar tahun 1963, Pak Ook pindah ke TVRI dan mengembangkan animasi di sana dalam salah satu program yang kemudian dilarang tayang. Selain itu pada sekitar tahun 1970, terdapat studio animasi di Jakarta yang bernama Anima Indah. Anima Indah berkembang cukup pesat walaupun hanya berkembang di bidang periklanan. Pada era ini, banyak film yang menggunakan kamera seluloid 8mm, dengan maraknya hal ini maka akhirnya menjadi penggagas adanya festival film. Dalam festival ini, juga terdapat beberapa film animasi Batu Setahun, Trondolo dan Timun Mas, yang disutradarai oleh Suryadi alias Pak Raden, yang dapat disebut animator Indonesia pertama. 8 Pada sekitar tahun 1980 adalah tahun yang maraknya dengan animasi Indonesia. Beberapa film animasi yang dihasilkan pada sekitar tahun itu adalah film animasi Rimba si Anak Angkasa yang disutradarai oleh Wagiono Sunarto dan dibuat atas kolaborasi ulangan si Huma yang diproduksi oleh PPFN dan merupakan animasi untuk serial TV. Pada tahun 1990 semakin banyak bermunculan film-film animasi seperti serial Hela, Heli, Helo yang merupakan film animasi 3D pertama yang dibuat di Surabaya. Kemudian pada tahun1998, muncul film animasi berbasis cerita rakyat dan banyak juga animator local yang menggarap animasi yang terkenal dar Jepang seperti Doraemon dan Pokemon. Lalu pada era tahun 2000 banyak berkembang studio animasi di Indonesia, salah satunya adalah Red Rocket Animation yang sangat produktif (Raispictures). Film-film yang dihasilkan seperti Dongeng Aku dan Kau, Klilip dan Puteri Rembulan, Mengapa Domba Bertanduk dan Berbuntut Pendek, Si Kurus dan Si Macan. Lalu pada tahun 2003, serial 3D mulai merambah layar lebar, salah satunya yaitu Janus Perajurit Terakhir, kemudian disusul pada tahun 2004 muncul film layar lebar 3D animasi berdurasi panjang yaitu Homeland. Animasi Komputer 3D (3 Dimensi) Pada dasarnya animasi komputer secara umum dapat dikategorikan menjadi dua, yaitu Animasi Komputer 2D dan 3D. Animasi komputer 3D meliputi animasi, modeling, lighting, rendering, texturing, rigging, morphing, compositing dan digital matte painting . Secara keseluruhan, jenis film animasi tri matra (3D) menggunakan teknik runtun kerja yang sama dengan jenis film animasi dwi matra (2D). 9 Perbedaannya adalah objek animasi yang dipakai dalam wujud tri matra memperhitungkan karakter objek animasi, sifat bahan yang dipakai, waktu, cahaya dan ruang. Untuk menggerakkan benda tri matra, Walaupun itu mungkin, cukup sulit untuk melaksanakannya karena sifat bahan yang dipakai mempunyai ruang gerak yang terbatas. Tidak seperti jenis film animasi gambar, bebas melakukan berbagai gerakan yang diinginkan. Berdasarkan bentuk dan bahan yang digunakan, termasuk dalam jenis film animasi ini adalah: 1. Animasi Boneka (Puppet Animation) Objek animasi yang dipakai dalam jenis film animasi ini adalah boneka dan figur lainnya yang merupakan penyederhanaan dari bentuk alam benda yang ada. Figure tersebut terbuat dari bahan-bahan yang mempunyai sifat lentur (Plastic) dan mudah untuk digerakkan sewaktu melakukan pemotretan bingkai per bingkai. Bahan yang digunakan adalah kayu yang mudah ditatah atau diukir, kain, kertas, lilin, tanah lempung dan lain-lain, untuk dapat menciptakan karakter yang tidak kaku dan terlalu sederhana. 2. Animasi Model Objek animasi tri matra dalam jenis film ini berupa macam bentuk animasi yang bukan boneka dan sejenisnya, seperti bentuk-bentuk abstrak; balok, bola, prisma, piramida, silinder, kerucut dan lain-lain, atau bentuk model, percontohan bentuk dari ukuran sebenarnya, seperti bentuk molekul dalam senyawa kimia, bola bumi, dan lain sebagainya. Bentuk objek animasi sederhana, penggunaannya pun tidak terlalu rumit dan tidak terlalu banyak 10 membutuhkan gerak, bahan yang dipakai terdiri dari kayu, plastik keras dan bahan keras lainnya yang sesuai dengan sifat karakter materi yang dimiliki, tetapi tidak berarti bahan lentur tidak dipakai. Animasi model disebut juga film animasi non figur, karena keseluruhan cerita tidak membutuhkan tokoh atau figur lainnya. Jenis film animasi ini hanya bersifat menjelaskan sesuatu yang berhubungan dengan ilmu pengetahuan umum. 3. Pixilasi (Pixilation) Jenis film animasi tri matra ini menggunakan figur
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