scholarly journals DESAIN MODEL KARAKTER CLAY UNTUK MENDUKUNG PROMOSI ANIMASI STOP MOTION

2014 ◽  
Vol 11 (2) ◽  
pp. 197
Author(s):  
Sayatman Sayatman ◽  
Nugrahardi R ◽  
Anjrah H ◽  
Rabendra Y ◽  
Kartika Kartika

<p><strong>Abstract</strong><br />The animated film is one of the assets of the national creative industries, which has great potential to be developed into economic creative sectors. Animation products not only featured in the film industry but also widely used for the videography products, advertising and multimedia gaming applications. In<br />addition to the strength of the story, one of the important aspects in the production of the animated film is the character design. The success of delivering the message is heavily influenced by the strength of characters that play the part. This study will discuss the topic of clay based design modelling<br />where it would be useful as an alternate method in designing a clay based animated character and can make a positive contribution to the development of creative industries Indonesia.</p><p> </p><p><strong>Abstrak</strong><br />Film animasi merupakan salah satu aset industri kreatif nasional yang potensial untuk terus dikembangkan menjadi sektor ekonomi kreatif. Produk-produk animasi kini tidak saja digunakan dalam industri film layar lebar, namun juga banyak dimanfaatkan untuk produksi videografi, iklan maupun aplikasi game multimedia. Selain kekuatan cerita, salah satu aspek penting dalam film animasi adalah desain karakter/figur. Karena sebagian besar keberhasilan penyampaian pesan cerita sebuah film termasuk animasi banyak dipengaruhi oleh kekuatan<br />desain karakter/figure yang memerankannya. Penelitian ini akan membahasnya dalam topik rancang bangun karakter modeling berbasis clay. Semoga dapat bermanfaat sebagai alternatif metode dalam desain model karakter animasi berbasis clay dan dapat memberikan kontribusi positif untuk perkembangan industri kreatif di Indonesia.<br /><br /></p>

2021 ◽  
Author(s):  
Oscar Gordon Wong ◽  
Imelda Ann Achin

Tahun 2019 meletakkan Malaysia dalam kegemilangan filem bergenre adiwira. Dua penerbit besar, iaitu Animonsta Studio menghasilkan BoBoiboy Movie 2 dan WAU Animation Studio menghasilkan Ejen Ali The Movie, masing-masing menghasilkan keunikan watak adiwira dan kuasa mereka tersendiri. Namun begitu, industri filem animasi daripada genre adiwira masih berada di tahap yang tidak mampu berdaya saing. Hal ini dapat dilihat daripada 17 buah filem animasi yang dihasilkan daripada tahun 1998 tahun sehingga tahun 2019, hanya empat sahaja filem adiwira berjaya mendapat perhatian penonton. Animasi merupakan medium emosi, namun pemfokusan ke arah visual dalam reka bentuk watak dan naratif penceritaan sahaja tidak memadai. Sebaliknya, sebuah penceritaan mengajak audiens untuk masuk ke dalam posisi adiwira dan melihat dunia mereka melalui visual penonton. Oleh itu, objektif utama penulisan ini bertujuan menganalisis fasa perubahan arka watak adiwira Boboiboy dalam filem animasi BoBoiBoy Movie 2 (2019). Reka bentuk kajian ini merupakan kualitatif berbentuk analisis deskriptif dan menggunakan model The Character Arc yang diperkenalkan oleh Vogler (2007) menerusi bukunya bertajuk, The Writer's Journey. Kajian ini mendapati fasa perubahan watak adiwira Boboiboy dapat dilihat menerusi tindakan dan penampilannya. Perubahan ini dipengaruhi daripada dua dunia yang berbeza, iaitu dunia biasa dan dunia khas. Boboiboy menjalani 12 fasa konflik dalaman yang berbeza sehingga mencapai kejayaan dan memperoleh kuasa luar biasa untuk dikongsi sebagai rahmat bersama. Diharapkan dapatan analisis ini dapat dijadikan kayu ukur dalam aspek perkembangan watak dan perwatakan, sekali gus memberangsangkan lagi minat audiens.   The year 2019 marks the heyday of superhero films in Malaysia. BoBoiboy Movie 2 was produced by Animonsta studio, and Agent Ali The Movie was produced by WAU Animation studio, with each producing their own unique superhero characters and powers. Nonetheless, the animated film industry in the superhero genre remains uncompetitive. As shown by the 17 animated films made between 1998 and 2019, only four superhero films captured the public imagination. Although animation is an emotional medium, focusing solely on the visuals in character design and storytelling narrative is insufficient. Instead, a narrative invites the audience to put themselves in the place of superheroes and experience their world through the audience’s eyes. As a result, the main objective of this article is to examine the arc of the superhero character Boboiboy in the animated film BoBoiBoiBoy Movie 2 (2019). This study’s design is qualitative in the form of descriptive analysis, and it employs the model of The Character Arc introduced by Christopher Vogler (2007) in his book The Writer’s Journey. This research shows that the character of the superhero Boboiboy’s phase of change can be seen through his actions and appearance. These transitions are shaped by two distinct worlds, the ordinary and the extraordinary. Boboiboy goes through 12 stages of internal conflict before achieving success and gaining extraordinary powers to share as a collective privilege. It is hoped that the results of this study will be used as a benchmark for character growth and characterization while also stimulating the audience’s interest.


Projections ◽  
2020 ◽  
Vol 14 (2) ◽  
pp. 102-123
Author(s):  
Kata Szita ◽  
Paul Taberham ◽  
Grant Tavinor

Bernard Perron and Felix Schröter, eds., Video Games and the Mind: Essays on Cognition, Affect and Emotion (Jefferson, NC: McFarland, 2016), 224 pp., $39.95 (softcover), ISBN: 9780786499090.Christopher Holliday, The Computer-Animated Film: Industry, Style and Genre (Edinburgh: Edinburgh University Press, 2018), 272 pp., $39.95 (paperback), ISBN: 9781474427890.Aubrey Anable, Playing with Feelings: Video Games and Affect (Minneapolis: Minnesota University Press, 2018), 200 pp., $25.00 (paperback), ISBN: 9781517900250. and Christopher Hanson, Game Time: Understanding Temporality in Video Games (Bloomington: Indiana University Press, 2018), 296 pp., $38.00 (paperback), ISBN: 9780253032867.


2018 ◽  
Vol 9 (2) ◽  
pp. 31-38
Author(s):  
Fransisca Adis ◽  
Yohanes Merci Widiastomo

Facial expression is one of some aspects that can deliver story and character’s emotion in 3D animation. To achieve that, we need to plan the character facial from very beginning of the production. At early stage, the character designer need to think about the expression after theu done the character design. Rigger need to create a flexible rigging to achieve the design. Animator can get the clear picture how they animate the facial. Facial Action Coding System (FACS) that originally developed by Carl-Herman Hjortsjo and adopted by Paul Ekman and Wallace V. can be used to identify emotion in a person generally. This paper is going to explain how the Writer use FACS to help designing the facial expression in 3D characters. FACS will be used to determine the basic characteristic of basic shapes of the face when show emotions, while compare with actual face reference. Keywords: animation, facial expression, non-dialog


2021 ◽  
Vol 8 (8) ◽  
pp. 731-739
Author(s):  
Asima Trismawati Situmeang ◽  
Saidin . ◽  
T. Keizerina Devi A

Moral Rights and Economic Rights are Exclusive Rights that cannot be separated in relation to Copyrights. Copyright protects all forms of work, one of which is Film Script Writing as referred to in Article 40 paragraph (1) of Law Number 28 of 2014 concerning Copyright (UUHC). One of the forms of infringement on the copyrighted work of the film script is the reuse of the film script without the permission of the creator, resulting in the loss of the moral rights and economic rights of the creator. The problems in this study are: how to use the principles of Moral Rights and Economic Rights of the Author in claiming protection against Copyright infringement on Film Script Writing, how legal remedies can be taken in the form of legal protection for the Author of Film Script Writing used without permission, and how analysis of the Judge's decision on the violation of Moral Rights for the Creator in the dispute of the film "Benyamin Biang Kerok" based on the decision of the Panel of Judges Number 09/Pdt.Sus-HKI/Cipta/2018/PN Niaga Jkt. Pst. This research is descriptive analytical with a normative juridical approach. Qualitative analysis methods are used to process and analyze research data and then draw conclusions using deductive methods through a normative framework. The results of the research show: the use of the Principles of Moral Rights and Economic Rights of the Creator as a claim for infringement of Copyright is listed in Article 4, Article 5. This right will continue to exist and is eternally attached to the Creator and will continue to apply indefinitely. Legal efforts as a form of legal protection for Film Scripts that are used without permission are to follow the provisions in Article 95 to Article 109 of the UUHC, namely by preventing violations from occurring and through alternative dispute resolution through arbitration or through the Commercial Court. The Plaintiff's lawsuit was declared defeated by the Panel of Judges, due to lack of parties. But the production of the film "Benyamin Biang Kerok" is not determined as a violation of the exclusive rights of the Creator. This decision has not provided justice and provided legal protection for the Plaintiff as the author of the original manuscript and it is feared that the same violation will continue to occur in the future. Suggestions that can be given include: in providing explanations and strengthening the importance of the Creator's Exclusive Rights, it is necessary to have awareness, socialization and public education so as not to use other people's creations carelessly. Legal efforts to prevent infringement of film script writing is to conduct socialization in the film industry and other related creative industries. Against a decision that has not provided legal protection for the Plaintiff, the Panel of Judges must also determine that the defendant has violated the exclusive rights of the Plaintiff's written film script and stipulates compensation for the violation of exclusive rights committed. Keywords: Legal Protection, Moral Rights, Economic Rights, The Author, Copyrights,Film Script Writing.


Author(s):  
Christopher Holliday

This chapter proposes that the ascription of star speech (as a dynamic sound form) to the computer-animated film’s puppet performers contributes to the effect and impact of their many screen performances. This chapter takes the star voice to be a unique instrument of performance that lies at the cornerstone of computer-animated film acting, and begins by implicating the potency of the star voice within wider industrial discourses. These include local dubbing practices, sound technology, and the multiplication of star sound across a range of consumer and multi-media products. The formal and structural importance of the star voice to computer-animated film performance is illustrated through the work of prominent film sound theorist Michel Chion and his work on synchresis, a neologism produced out of the combination of “synchronism” and “synthesis”. By extending Chion’s account, this chapter uses descriptors derived from synchresis to outline three prominent synchretic unions operating at the level of character design. A significant innovation here is the development of a taxonomy of the star voice as it is inscribed formally into computer-animated films—anthropomorphic, autobiographic and acousmatic synchresis—which give new precision to the analysis of star voices in animation.


2017 ◽  
Vol 10 (1) ◽  
pp. 14-25 ◽  
Author(s):  
Tomas MITKUS ◽  
Vaida NEDZINSKAITĖ-MITKĖ

This article is a continuation of a 2011 publication about the Lithuanian film industry that examined the cultural and economic aspects of the Lithuanian film industry’s national and global situation and developments in the 21st century. The authors review changes in the political, legal, tax, and other circumstances in 2011–2014 that led to qualitative changes in the film industry over the last four years. The authors conducted quantitative research in order to properly evaluate the symbolic and cultural national film industry output level. The survey data is analyzed and compared with survey data from the previous year.


Scene ◽  
2019 ◽  
Vol 7 (1) ◽  
pp. 75-86
Author(s):  
Christine White

Abstract The creative and cultural arts sector in the United Kingdom, most often termed the 'arts and cultural industries' in 2011 had a turnover of £12.4 billion published in Create Arts Council England. The Centre for Economic and Business Research (CEBR) stated that the arts and cultural industry in 2016 was responsible for £21.2 billion direct turnover, which involved 137,250 jobs. This sector pays 5% more than the UK median salary and so makes a positive contribution to an average household. This industry also plays an important role in supporting wider commercial activity. This includes tourism spend estimated as £856 million and this includes film production advertising, design and crafts all of which is also showcased overseas. In addition, this sector's work is seen to have a wider benefit for health and wellbeing. For example, those who attended a cultural place or event in the preceding twelve months were 60% more likely to report good health and in terms of spend, people valued being in an audience for the arts as they spent £2000 a year on events, which is more than for sport, as cited in the Arts Council England report of 2014. The continued need for reports and advocacy for the value of the arts and how that value should be ascribed is frustrating as there is a continued and pervasive sense that these areas are still of less value when compared with STEM learning and industrial activity, yet there are an estimated 89,000 jobs in museums, galleries and libraries and 296,000 jobs in music, performing and visual arts. In 2018, the number of jobs in the creative industries sector stood at just over two million, an increase of 1.6% from 2017. The sector accounted for 6.2% of UK jobs in 2018. The number of jobs in the creative industries has increased by 30.6% from 2011: three times the growth rate of employment in the United Kingdom overall (10.1%) (Department for Digital, Culture, Media and Sport [DCMS] 2018). The cultural sector had a workforce of 659,000, a fall of 2.1% from 674,000 in 2017 (a record number). The sector accounted for 2.0% of all UK jobs in 2018. Since 2011, the cultural sector workforce has grown by 21.0%.All of these sectors do not include tourism; however, we know that when people are tourists, they are doing and seeing stuff which is most often in the realm of cultural and creative sector developed activity. Across Europe and by their different methodologies of definition of the cultural sector, defined anyone employed in an economic sector defined as 'cultural', irrespective of whether they are employed in a cultural occupation and all persons with occupations relating to culture are included, even if the people concerned are employed in non-cultural sectors ‐ the number is 8.7 million people (European Union Labour Force Survey: EU-LFS).


2015 ◽  
Vol 9 (1) ◽  
pp. 64-74 ◽  
Author(s):  
Tomas Mitkus ◽  
Vaida Nedzinskaitė-Mitkė

This paper explores changes of the political, legal, taxation and other circumstances in film industries of Central and Eastern Europe that kick-started qualitative changes over the last decade. Research conducted by European Union (EU) on European film industry suggests that in terms of film industry Central and Eastern Europe region at this stage is generally non-competitive and not commercially orientated. We argue that the region filmmakers systematic believe in concept that film art and film business is a combination of polar opposites is a key reason that holds back industry’s potential to make a considerable economical and cultural contribution to national prosperity.


2021 ◽  
Vol 36 (3) ◽  
pp. 316-325
Author(s):  
Oscar Gordon Wong ◽  
Imelda Ann Achin

2019 is a phenomenal year for the development of the Malaysian animated film industry as it has successfully produced two superheroes animated films in total. However, the animated film industry in Malaysia is still not competitive at the international level. This can be seen from the 17 animated films that have been produced from 1998 to 2019, only two superheroes animated films managed to get the attention of the audience. This is due to the lack of knowledge of the concept and function of the hero character in animated films. Therefore, the main objective of this paper aims to demonstrate how the Hero’s Journey narrative structure can be applied in BoBoiBoy Movie 2 (2019). This research method involves the use of video analysis tools namely Kinovea and Motion Picture Analysis Worksheet to explain on how the Hero’s Journey of this film conveys the storytelling. The results of this study found that each semicircle Hero’s narrative structure has an important meaning across from one half-circle to the other half-circle. As a result, it explains the concept of peace and chaos as well as stasis and changes in the narrative structure of superhero animated films. This paper will provide information to researchers on the importance and use of the Hero’s Journey approach to analyze superhero animated films.


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