Christine Mersiana Lukmanto
Universitas Multimedia Nusantara

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Is Rotoscope True Animation? Christine Mersiana Lukmanto
ULTIMART Jurnal Komunikasi Visual Vol 10 No 1 (2017): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (513.5 KB) | DOI: 10.31937/ultimart.v10i1.758

Abstract

Throughout the years, technologies have developed varied techniques for animators to create films. One of the oldest and interesting techniques of animating is Rotoscope by tracing every single frame from live action footages and enhancing it with animator’s style. In terms of anthropomorphism, it creates an uncanny realistic effect because it mimics the reality of the structure, the proportion and the movement. Due to its easy process in animating, there are some critiques and debates about how far rotoscoping can be considered as the “true” animation. This research would cover the identity of rotoscoping, professionals and animator’s perspective as well as the aesthetic of this technique. Keywords: rotoscope, realism, true animation, perspective and aesthetic
Perancangan Gerak Tokoh Kelinci Pada Saat Menunggu Dalam 3D Animasi Pendek "Yue Bing" Raynaldo Oscar Tandiary; Christine Mersiana Lukmanto
ULTIMART Jurnal Komunikasi Visual Vol 13 No 2 (2020): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v13i2.1813

Abstract

The writing is grounded from the writer’s interest on character animation process in an animation production, which becoming more popular in Indonesia these days. This particular research is all about the process of designing a rabbit character’s motion while waiting in the 3D animation short “Yue Bing”, so the happiness and enthusiasm, also the sadness and desperation felt by the character can be delivered to the audiences. This is done through the use of body language theories, secondary action, and timing animation principles. Throughout the process, research is done by looking at still and moving images on body language, secondary action, and timing as references, that later is translated to the three-dimensional software.
Visual Konsep Tokoh untuk Fine Dining Projection Mapping dengan judul "Si Dulang" Christine Mersiana Lukmanto
ULTIMART Jurnal Komunikasi Visual Vol 15 No 2 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v15i2.2873

Abstract

The internet and social media have established the world of fine dining and animation. There is an increase of competition in the business since people care more than just how the food taste or how the food is being displayed but also how they are presented to the table. One aspirating aspect on the presentation is by utilizing projection mapping in presenting an animated film that provide knowledge, information and entertainment to the customers that were measured to the themes, ideas and concepts of typical Indonesian food. This cutting-edge digital art in the form of a hybrid animation is believed to help both fine dining and animation industry to broaden the areas. This research purpose is to create characters’ visual concept for ‘“Si Dulang”’. There are two characters that will be discussed in this journal which are Dulang the adventurer kid and Barong the mythology creature. In order to visualize the characters, the researchers have to understand the mythology figures in Bali and thus literature studies and observations of various projection mappings will be used as research methods. The outputs of this research are prototype of animated film, intellectual property right of character figures and art book. Keywords: projection; mapping; character; visual concept; hybrid animation.