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PENERAPAN METODE ROTOSCOPING DAN FRAME ELIMINATION PADA ANIMASI 2D TARI ZAPIN Firmansyah, Rokhmatulloh Batik; Adi Saputra, Dhimas; Dianly Lukman, Chyntia; Aqil Al-Bajili, Qashdan; Cristian, Jimmy
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 9 No 2 (2024): Juli
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v9i2.4791

Abstract

The growth of the animation industry in Indonesia is predicted to continue to grow. This can be seen from the development of animation in Indonesia, which is dominated by 2-dimensional and 3-dimensional animation in recent years, as well as being marked by the large number of animators from Indonesia who are successful on the international stage. Generally, animation is applied to character movements, whether simple movements such as walking, to complex movements such as fighting. In its application, various methods can be used as long as they can create animated movements that match the original movements. Generally this is done successfully because in complex movements, the speed of the movement seems to obscure the animation details of the movement. However, this does not apply to one type of movement that is very rarely used in animation, this movement is dancing. The reason why dance movements are rarely animated is because dance is a series of movements that have low speed, so that the details in each change in movement in one dance can produce hundreds or even thousands of frames when converted into animation. Visualizing dance art with animated visuals is not an easy thing, because there are many frames that have to be created so that the dance looks natural. Moreover, using animation techniques such as frame by frame and cutout, of course, actually increases the processing time and quantity of images produced. Actually, apart from frame by frame and cutout, there are still other animation techniques that can be applied to overcome the problem of many frames in dance movements. One solution is to visualize dance in animated form. Namely the rotoscoping technique which can bridge dance with animation. This rotoscoping imitates every change in movement in dance, and converts it into a frame. However, if you only use this technique, the resulting image will still be too large, so one more technique needs to be added, namely frame elimination. For this reason, the author wants to apply the rotoscoping technique in making Zapin dance animations. To find out whether dance art can be visualized well using rotoscoping and Frame Elimination techniques.
Workshop Duta Pustaka SMAN 1 SLEMAN Firmansyah, Rokhmatulloh B.; Marco, Robert
SWAGATI : Journal of Community Service Vol. 2 No. 3 (2024): November
Publisher : Universitas AMIKOM Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24076/swagati.2024v2i3.1700

Abstract

SMAN 1 Sleman tiap tahunnya mengikuti lomba komik digital yang diadakan oleh DIKPORA. Tantangan yang mereka hadapi adalah bagaimana cara menemukan bibit unggul dari sekian banyak siswa-siswi SMA yang nantinya akan diikutsertakan kedalam lomba tersebut. Dalam hal ini, SMAN 1 Sleman, mengadakan program workshop Duta Pustaka, serta mengundang penulis sebagai narasumber dan pelatih, yang diadakan pada tanggal 5 Oktober 2023, Kolaboriasi ini selain merupakan penerapan Tri Dharma, juga bertujuan untuk menambah wawasan dan minat siswa terhadap komik digital. Nantinya diharapkan dari workshop yang telah diadakan, dapat diambil siswa-siswi yang berpotensi untuk diikutkan dalam lomba komik digital di tahun selanjutnya.
APLIKASI TEKNIK PHOTOGRAMMETRY PADA PEMBUATAN DAN KONVERSI TEKSTUR MODEL 3D: APPLICATION OF PHOTOGRAMMETRY TECHNIQUES IN THE CREATION AND TEXTURE CONVERSION OF 3D MODELS Firmansyah, Rokhmatulloh B.; Piskonata, Yogi; Noor, Zulfa Fadhilah; Arrohman, Kharismawan Bachrul
HOAQ (High Education of Organization Archive Quality) : Jurnal Teknologi Informasi Vol. 16 No. 2 (2025): Jurnal HOAQ - Teknologi Informasi
Publisher : STIKOM Uyelindo Kupang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52972/hoaq.vol16no2.p147-155

Abstract

Pada saat ini banyak orang bekerja sebagai  pembuat model 3 dimensi. Pekerjaan ini bukanlah pekerjaan yang mudah, dan memiliki banyak kendala. Salah satu kendala pada pembuatan model 3D adalah dalam hal detail serta tekstur dari model itu sendiri. Hal inilah yang akhirnya membuat pekerjaan modeler 3D membutuhkan waktu yang cukup lama, dan biaya yang tinggi. Disisi lain, fotografi juga merupakan pekerjaan yang cukup diminati oleh masyarakat. Pekerjaan ini, walaupun menuntut jiwa seni yang tinggi, namun tergolong cepat dalam hal pengerjaan dan biaya yang dikeluarkan juga tidak besar. Kelebihan fotografi juga dapat menangkap detail dari gambar, dan memperjelas tekstur dari objek gambar tersebut. Bahkan, tidak jarang modeler 3D menggunakan foto sebagai media referensi pekerjaan mereka dalam membuat model 3D. Atas dasar permasalahan diatas, peneliti ingin mengaplikasikan teknik konversi photogrammetry dari sejumlah foto, menjadi sebuah model 3D. Namun tentunya hasil konversi ini tidak serta-merta bisa langsung digunakan. Peneliti selanjutnya akan memperbaiki model 3D tersebut, mengatur kembali mesh, serta UV mappingnya, sehingga hasil akhir dari model 3D yang dihasilkan dapat memiliki tingkat tekstur dan kualitas yang tinggi sebagaimana jika dilakukan secara manual. Hasil akhir dari penelitian ini adalah sebuah Model 3D yang pengerjaannya memakan waktu singkat, Detail yang tinggi, Jumlah mesh yang fleksibel, serta penyebaran mesh yang merata.   At this time many people work as 3D model makers. This job is not an easy job, and has many obstacles. One of the obstacles in making 3D models is in terms of detail and texture of the model itself. This is what ultimately makes the work of 3D modelers take quite a long time, and high costs. On the other hand, photography is also a job that is quite popular with the public. This job, although demanding a high artistic spirit, is relatively fast in terms of workmanship and the costs incurred are also not large. The advantages of photography can also capture the details of the image, and clarify the texture of the image object. In fact, it is not uncommon for 3D modelers to use photos as a reference medium for their work in creating 3D models. On the basis of the above problems, the researcher wants to apply photogrammetry conversion techniques from a number of photos into a 3D model. However, the conversion results are not immediately usable. The researchers will then refine the 3D model, reorganize the mesh, and perform UV mapping, so that the final 3D model can have a high level of texture and quality, similar to that produced manually. The final result of this research is a 3D model that takes a short time to complete, has high detail, a flexible mesh count, and an even mesh distribution.