2. Setiap Orang yang dengan tanpa hak dan/atau tanpa izin Pencipta
atau pemegang Hak Cipta melakukan pelanggaran hak ekonomi
Pencipta sebagaimana dimaksud dalam Pasal 9 ayat (1) huruf c,
huruf d, huruf f, dan/atau huruf h untuk Penggunaan Secara
Komersial dipidana dengan pidana penjara paling lama 3 (tiga)
tahun dan/atau pidana denda paling banyak Rp500.000.000,00
(lima ratus juta rupiah).
3. Setiap Orang yang dengan tanpa hak dan/atau tanpa izin Pencipta
atau pemegang Hak Cipta melakukan pelanggaran hak ekonomi
Pencipta sebagaimana dimaksud dalam Pasal 9 ayat (1) huruf a,
huruf b, huruf e, dan/atau huruf g untuk Penggunaan Secara
Komersial dipidana dengan pidana penjara paling lama 4 (empat)
tahun dan/atau pidana denda paling banyak Rp1.000.000.000,00
(satu miliar rupiah).
Partono Soenyoto
Partono Soenyoto
©2017, PT. Elex Media Komputindo, Jakarta
Hak cipta dilindungi undang-undang
Diterbitkan pertama kali oleh
Penerbit PT Elex Media Komputindo
Kelompok Gramedia, Anggota IKAPI, Jakarta 2017
okti@elexmedia.id
717050651
ISBN: 978-602-04-1304-4
Semoga buku animasi ini memberi manfaat bagi para pelajar, mahasiswa,
dan masyarakat umum serta siapa saja yang menekuni bidang animasi
disaat langkanya penerbitan buku animasi Indonesia.
v
untuk
vii
Daftar Isi
Prakata........................................................................v
Daftar Isi....................................................................ix
BAB 1 PENDAHULUAN.................................................1
BAB 2 PRINSIP DASAR ANIMASI................................3
2.1 Stretch & Squash.............................................................3
2.2 Follow Through......................................................................4
2.3 Overlapping.....................................................................4
2.4 Anticipation.....................................................................5
2.5 Staging...........................................................................6
2.6 Slow In Slow Out..............................................................6
2.7 Arc.................................................................................7
2.8 Secondary Action.............................................................8
2.8.1 Drag..........................................................................9
2.9 Timing & Spacing............................................................10
2.10 Exaggerate..................................................................12
2.11 Solid Drawing...............................................................14
2.11.1 Fisik.......................................................................14
2.11.2 Keseimbangan (Balance)...........................................15
2.12 Appeal (Tampilan / Penampakan)....................................17
BAB 3 METODE ANIMASI............................................19
3.1 Straight Ahead...............................................................19
3.2 Scratch Back.......................................................................20
3.3 Pose To Pose.......................................................................20
3.4 Pose Plan............................................................................21
3.5 Cycle Animation.............................................................22
BAB 4 KATEGORI ANIMASI 2D...................................25
4.1 Limited.........................................................................25
4.2 Full Animation................................................................26
BAB 5 PEMBAWA CERITA...........................................29
5.1 Karakter........................................................................29
5.2 Ikonik...........................................................................30
5.3 Mendesain Karakter........................................................33
ix
5.4 Wajah Tampak Samping.......................................................35
5.5 Non Human...................................................................36
BAB 6 POLA GERAK....................................................39
6.1 Take.............................................................................39
6.2 Time Sheet.........................................................................41
BAB 7 NASKAH dan IDE CERITA.................................45
7.1 Segmen Cerita.....................................................................45
7.2 Target Segmen....................................................................46
7.3 Target Pesan.......................................................................47
7.4 Animasi atau Film Hidup?.................................................47
7.5 Scope dan Tantangan......................................................48
7.6 Sumber Daya Produksi....................................................49
7.7 Target Produksi...................................................................50
7.7.1 Segmentasi...............................................................50
7.7.2 Target Animasi................................................................51
7.7.3 Insentif atau Bonus.........................................................52
7.7.4 Bank Animasi.............................................................53
7.10 Story Editor.......................................................................53
7.11 Skenario (Script)................................................................54
7.12 Poduction Design (Desain Produksi)......................................55
BAB 8 PRODUKSI ANIMASI........................................57
8.1 Storyboard....................................................................57
8.2 Layout Background..............................................................58
8.3 Character Designing........................................................60
8.4 Rekaman Dialog (Voice Recording).........................................61
8.5 Animatik.......................................................................62
8.6 Departemen Adm & Keuangan..........................................63
BAB 9 TAHAP PRODUKSI............................................65
9.1 Background Painting.......................................................65
9.2 Key Drawing..................................................................66
9.3 Inbetweening.................................................................69
9.3.1 Cara Mudah Inbetween...............................................71
9.3.2 Visual Teknik Membuat Inbetween................................72
9.3.3 Mengisi Time Sheet (Dope Sheet / X-Sheet).......................74
9.3.4 Contuinity (Kontiniti).......................................................75
9.3.5 Flipping.....................................................................76
9.3.6 Animasi Terbatas (Limited Animation)................................77
9.3.7 Grafis Animasi...........................................................78
9.3.8 Pola Grafis................................................................79
9.3.9 Line Test / Pencil Test.................................................83
9.3.10. Colouring (Pewarnaan)............................................84
x
9.3.11 Scanning......................................................................86
9.3.12 Compositing (Kompos)...................................................87
BAB 10 RESOLUSI GAMBAR.......................................89
10.1 Format Video................................................................89
10.2 Vector Graphic..............................................................90
BAB 11 PERALATAN STANDAR ANIMATOR.................93
11.1 Field Guide...................................................................93
11.2 Peg Hole......................................................................94
11.3 Peg Bar atau Tab (Tapu /Jepang)....................................95
11.4 Punch Holer (Pelubang Kertas).............................................96
11.5 Light Box.....................................................................97
11.6 Stopwatch...................................................................97
11.7 Cermin........................................................................98
11.8 Kamera.......................................................................98
11.9 Note Book....................................................................99
11.10 Kursi Nyaman.............................................................99
11.11 Buku Panduan...........................................................100
11.12 Mannequin................................................................100
11.13 Stop Motion Tools......................................................101
11.14 Waqom Cintiq...........................................................101
11.15 Dropbox...................................................................102
BAB 12 ORGANISASI PRODUKSI..............................103
12.1 Bagan Produksi...........................................................103
12.2 Storage Server.................................................................104
12.3 Alur Produksi (Production Flow)..........................................105
12.4 Alur Produksi Versi Kartun.................................................106
Bab 13 PASCA PRODUKSI........................................107
13.1 Editing.......................................................................107
13.2 Perangkat Editing.............................................................109
13.3 Motion Graphic...........................................................110
BAB 14 DEPARTEMEN ARTISTIK..............................113
14.1 Animation Director......................................................113
14.2 Animator....................................................................114
14.3 Asisten Animator..............................................................115
13.4 Tracers / Artis Clean Up...............................................116
14.5 Colourist (Juru Pewarnaan)................................................117
14.6 Checker.....................................................................118
14.7 Layout & Background Artist................................................119
BAB 15 JENIS ANIMASI...........................................121
15.1 Cel Shaded Animation (Animasi Bayangan).....................121
xi
15.2 Doll / Puppet Animation (Animasi Boneka)................................122
15.3 Animation Object (Stop Frame)..........................................124
15.4 Clay Animation...........................................................125
15.5 Animasi 3 Dimensi.......................................................127
15.6 Indonesia 3D..............................................................129
15.7 Animasi Kartun 2D......................................................130
BAB 16 SEJARAH ANIMASI INDONESIA...................131
BAB 17 JAPANIMATION (ANIME).............................135
17.1 Makoto Shinkai...........................................................135
17.2 Bapak Animasi Jepang.................................................136
17.3 Animasi Kuota............................................................139
17.4 Grafis Tradisional Jepang..............................................139
17.5 Katagori Anime / Manga...............................................141
BAB 18 MENGGAMBAR GAYA ANIME........................147
18.1 Struktur Kepala................................................................147
18.2 Pola Mata...................................................................148
18.3 Proporsi.....................................................................149
18.4 Ekspresi.....................................................................151
18.5 Dramatisasi................................................................153
18.6 Karakter Perempuan.........................................................154
BAB 19 SEJARAH ANIMASI DUNIA...........................155
BAB 20 LATIHAN......................................................157
20.1 Latihan Pertama...............................................................157
20.2 Latihan Kedua (Visual).................................................157
20.3 Latihan Ketiga (Animasi)..............................................158
20.4 Latihan Keempat (Compositing dan Editing).........................158
20.5 Latihan Kelima (Membuat Sikwens Animasi 1)......................159
20.6 Latihan Keenam (Membuat Sikwens 2)................................159
20.7 Latihan Ketujuh (Inbetweening).........................................161
BAB 21 RESENSI FILM ANIMASI..............................163
21.1 Big Hero....................................................................163
21.2 Spirited Away (Studio Ghibli 2001)................................165
21.3 Minions......................................................................166
21.4 Fantasia 2000 (Walt Disney)..............................................168
21.5 Kubo and The Two Strings............................................169
BAB 22 KAMUS ISTILAH...........................................171
Tentang Penulis.......................................................177
xii
BAB 1
PENDAHULUAN
Kata animasi berasal dari bahasa Yunani kuno, yaitu animo yang berarti
hasrat, keinginan atau minat. Lebih dalam lagi mempunyai makna roh,
jiwa, atau hidup. Pada masyarakat kuno, Animisme adalah suatu
kepercayaan bahwa semua benda mempunyai jiwa (hidup).
1
Sesungguhnya animasi juga suatu pertunjukan gerak yang menyiratkan
suatu ekspresi sedih, gembira, tertawa, murung, atau perilaku lain.
2
BAB
P INSIP DASA ANI ASI
3
2.2 Follow Through
Demikian pula karakter di bawah ini saat terjun ke permukaan tanah.
Akibat faktor tekanan grafikasi, begitu kaki menyentuh tanah, tubuh
memperoleh tekanan berat sehingga terdorong ke depan. Inilah Prinsip
Dasar Animasi yang disebut sebagai Follow Through.
Follow Through
2.3 Overlapping
Baik follow through maupun overlapping sesungguhnya adalah gerak
ikutan dari gerak utamanya sebagai efek sebab akibat. Pada overlapping
gerakan susulan justru lebih lambat jalannya dibanding gerak utamanya,
misalnya gerakan meloncat contoh di bawah ini. Saat kaki menyentuh
tanah ada gerak susulan yang datang kemudian, yaitu rambut dan aksesori
lain seperti selendang yang berbobot jauh lebih ringan dibanding bobot
tubuh.
4
2.4 Anticipation
Prinsip Animasi berikut adalah antisipasi atau gerak ancang-ancang, yaitu
gerak melawan arah gerak utamanya. Contohnya pada atlit yang bersiap
berlari saat aba-aba. Tubuhnya akan sedikit condong ke belakang dengan
sedikit pula mengangkat tubuhnya lalu bergerak melesat. Contoh lain
adalah saat seseorang hendak memukul bola. Tubuhnya condong ke
belakang, kebalikan arah gerak utamanya.