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Contact Name
Gede Pasek Putra Adnyana Yasa
Contact Email
gedepasek@isi-dps.ac.id
Phone
+6285792402926
Journal Mail Official
animasi@isi-dps.ac.id
Editorial Address
Program Studi Animasi, Fakultas Seni Rupa dan Desain Institut Seni Indonesia Denpasar Jl. Nusa Indah, Sumerta, Kec. Denpasar Timur, Kota Denpasar, Bali 80235
Location
Kota denpasar,
Bali
INDONESIA
Anima Rupa: Jurnal Animasi
ISSN : -     EISSN : 30466083     DOI : https://doi.org/10.59997/anrupa
Core Subject : Humanities, Art,
Anima Rupa: Jurnal Animasi adalah media publikasi ilmiah di bidang kajian/perancangan dan kajian budaya terhadap media-media animasi, produksi film animasi, iklan animasi, dan budaya animasi. Anima Rupa: Jurnal Animasi diterbitkan oleh LP2MPP Institut Seni Indonesia Denpasar dan dikelola oleh Program Studi Animasi Fakultas Seni Rupa & Desain Institut Seni Indonesia Denpasar, dengan e-ISSN: 3046-6083. Anima Rupa: Jurnal Animasi memiliki periode penerbitan dua kali dalam setahun, yaitu pada bulan April dan Oktober. Ruang lingkup artikel dalam Anima Rupa: Jurnal Animasi meliputi: (1) produksi film animasi; (2) media-media animasi; (3) iklan animasi; (4) sinematografi; (5) ilustrasi; (6) teknologi terapan terbaru di bidang produksi animasi; (7) metode pendidikan dalam pengajaran animasi; (8) budaya dalam ranah animasi.
Articles 30 Documents
ANALISIS FILM THE WILD ROBOT Tandeo, Ewaldo Jovial
Anima Rupa Vol 3 No 1 (2025): Anima Rupa: Jurnal Animasi
Publisher : Pusat Penerbitan LPPM ISI Bali

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Abstract

The Wild Robot is one of the animated films released in 2024. The film tells the story of a robot that becomes stranded on a remote island inhabited only by animals, with no humans in sight. The robot must adapt to the animals in the forest and care for a gosling whose mother was killed. In this task, the robot must take care of the gosling by feeding it, teaching it how to swim, and helping it learn to fly so that the gosling can join the other geese in their migration activities. Some of the main characters in The Wild Robot are the robot named Rozzum 7134, a gosling named Brightbill, and a fox named Fink. To gain a deeper understanding of this animated film, observations were made of the movie itself.
PERAN ANIMASI DALAM MEMPERKENALKAN DAN MELESTARIKAN BUDAYA INDONESIA BAGI GENERASI MUDA Firmansyah, Andi Adytia Muhammad
Anima Rupa Vol 3 No 1 (2025): Anima Rupa: Jurnal Animasi
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Abstract

Animation has great potential as a medium that can penetrate cultural and linguistic boundaries, making it an effective tool for bridging gaps between various groups in society. As a universal art form, animation not only functions as entertainment, but can also be a means of education and cultural preservation. In the midst of Indonesia's diversity of traditions, folklore, mythology and local art, animation can be a platform for presenting rich cultural narratives to a wide audience, both at the national and international levels. This research aims to examine how elements of Indonesia's strong cultural narrative can be integrated with visuals that are attractive, innovative and relevant to modern audiences. With this approach, it is hoped that animation will be able to create an experience that is not only unique and engaging, but also deep and meaningful
ANALISIS FILM UP Gunawan, I Putu Rezza Sastra
Anima Rupa Vol 3 No 1 (2025): Anima Rupa: Jurnal Animasi
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The film UP (2009), the work of Pixar Animation Studios and Walt Disney Pictures, is an animated film that excels in conveying stories through visual beauty and character design. This film depicts the emotional journey of Carl Fredricksen, a stubborn old man, and Russell, a passionate Boy Scout, on an extraordinary adventure to Paradise Falls. By utilizing a strong visual aesthetic and deep symbolism, UP manages to create a strong emotional connection with audiences of all ages. Carl's character design's rigid shapes and sharp angles reflect his tough and tough personality due to loss, while Russell's round, expressive form conveys his energy and innocence as a child.
PERANCANGAN ANIMASI 2D SEBAGAI MEDIA EDUKASI TENTANG BAHAYA MELANGGAR LALU LINTAS Halimatus’sadiyah, Halimatus’sadiyah; Wijaya, Dimas Farhat; Nugroho, Muhammad Zaky
Anima Rupa Vol 3 No 1 (2025): Anima Rupa: Jurnal Animasi
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Abstract

Traffic violations are one of the main causes of accidents. Among the most common violations are running red lights and not wearing helmets. These violations are not only committed by teenagers but also by adults. This phenomenon indicates the need for educational media that can effectively convey moral messages to all levels of society. This study aims to serve as an educational medium to raise public awareness about the importance of obeying traffic regulations. The methods applied include literature studies and aesthetic visualization. The main characters in this animation are Ucup and Asep, who frequently violate traffic rules and eventually get into an accident. The outcome of this research is an educational animation titled Melaju Di Antara Aturan.
PERANCANGAN ANIMASI 3 DIMENSI ISLAM DENGAN MENERAPKAN METODE POSE TO POSE “DUO DURO : SABAR” Raditya, Rifqi Azhar; Agustin, Nanda Bintang; Roynaldi, Kholid; Aziz, Sulthon Abdul; Munawaroh, Siti; Zahrah, Yusminnu
Anima Rupa Vol 3 No 1 (2025): Anima Rupa: Jurnal Animasi
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Abstract

The integration of digital technology in education is crucial to prepare the younger generation for Industry 4.0, emphasizing on technological skills and moral values. However, challenges such as inadequate IT skills among educators and inadequate infrastructure hinder the effective use of technology in learning. This research advocates the use of multimedia, particularly 3D animation, to enhance student engagement and their understanding of complex concepts. Blender, an open-source 3D authoring tool, is highlighted for its flexibility and cost-effectiveness in producing high-quality animations. This article presents a case study of an Islamic-themed animation, "Don't Be Too Quick to Judge," created using the pose-to-pose animation method. This approach ensures clarity and consistency in conveying the moral message. The animation production process is described in three stages: pre-production (ideation, scriptwriting, storyboarding), production (modeling, texturing, lighting, rigging, animation, rendering), and post-production (compositing, color correction, final output). This comprehensive workflow aims to show how 3D animation can be an effective educational tool.
ANALISIS FILM KWARTET: GUPALA SANG JAGAWANA Pramuditya, I Kadek Bayu; Pradnyana, I Made Krishna Surya; Artha, I Gede Agus Indram bayu
Anima Rupa Vol 4 No 1 (2026): Anima Rupa: Jurnal Animasi
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Abstract

Kwartet: Gupala Sang Jagawana is an animated film by a local studio called Dipadira in collaboration with Indonesiana tv which was released in 2024. Tells the story of a group of adventurous teenagers named Bagas, Nalin, Juna, Dan, Kara. When Bagas and Juna were playing boy boyan, a tragedy occurred, the ball they used to play hit Nalin who was on the outside of the field, Nalin immediately returned Juna & Bagas' throw but Nalin accidentally dropped the offerings while in an old hermitage in Kalasenja village, making Mbah Arang appear, from behind a tree, suddenly making the children scared and running away, which made them kidnapped into the supernatural world, what is their fate. Some of the main characters are Bagas, Nalin, Juna, Dan, Kara. In order to understand this animated film further, further observation was carried out on the animated film Kwartet: Gupala sang jagawana
ANALISIS SERIAL ANIMASI “TAKOPI’S ORIGINAL SIN” DALAM PENYAMPAIAN TENTANG MASALAH LINGKUNGAN SOSIAL Listyawan, Rania Hilmi; Saputra, Anggo Ahmad
Anima Rupa Vol 4 No 1 (2026): Anima Rupa: Jurnal Animasi
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Abstract

Animation can be briefly described as an attempt to give the illusion of life, such as movement, to inanimate objects by composing the objects into a series of images that are not significantly different from each other, thus producing the illusion of smooth movement. In the past, animation can be only created by using the flip book method, the method is basically playing many images in a short set amount of time so that the images in the book appeared to look like they’re moving. However, as time has progressed, many other animation methods have arrived, for example, CGI and 3D. Regardless of the method that is used to create animation, animation can be a medium to express issues within our society for both young and adult audiences. Takopi’s Original Sin, an animated series from Japan that consist of six episodes, is one of the example on how animation is used for communication media about social issues within our society by visual. The research method I used is literature review, applying reliable statements from various journals and books to help write my thoughts. The conclusion obtained is that animation is very much a good medium for conveying things like issues within our society because of its flexibility to be combined with other artistic media, thus helping the message that the author wanted to easily reach the audiences, and a good storytelling will made an impact to those who read/watch it even though they had finished the story till the end.
ANALISIS GAME GENSHIN IMPACT DALAM MEMBANGUN DAYA TARIK GLOBAL Situmorang, Michael Immanuel; Sastrawan, I Gede Putu Ryan Andika Hendra; Nugraha, I Nyoman Tri; Putra, Gede Lingga Ananta Kusuma
Anima Rupa Vol 4 No 1 (2026): Anima Rupa: Jurnal Animasi
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Abstract

Genshin Impact is a game that has achieved global popularity by leveraging strong animation and visual design. This study aims to analyze the role of animation, story, music and visual design in building the global appeal of Genshin Impact. The research employs a qualitative method with a descriptive analysis approach through visual observation of character animation, environmental visuals, and the overall visual style of the game. Supporting data are obtained from relevant literature on animation, story, music and visual design in the game industry. The results indicate that the application of animation principles, consistent visual style, and detailed, expressive character design play a crucial role in creating an engaging visual experience that is well received by players from diverse cultural backgrounds. Therefore, animation, story, music and visual design are key factors supporting the global success of Genshin Impact.
PERAN FILM TOY STORY DALAM TRANSFORMASI ANIMASI DIGITAL DAN PERKEMBANGAN INDUSTRI ANIMASI GLOBAL Darma, Gusti Made Agung Narendra Putra; fauzi, Labib; Siboro, Dionisius Hamonangan; Pramayasa, I Made Hendra Mahajaya
Anima Rupa Vol 4 No 1 (2026): Anima Rupa: Jurnal Animasi
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Abstract

Toy Story (1995) is an animated film produced by Pixar Animation Studios that became a major milestone in the history of world animation as the first feature-length film created entirely using computer-generated imagery (CGI). This article discusses the history of Toy Story, examines interesting facts behind its production process, and analyzes the film’s impact on the global animation industry. The discussion shows that Toy Story not only introduced technological innovation but also established new standards in animated storytelling by emphasizing emotional depth and character development. Facts such as the inspiration for Buzz Lightyear from astronaut Buzz Aldrin, changes in Woody’s character design, and the role of Pixar’s short film Tin Toy in the creation of Toy Story highlight the complexity of Pixar’s creative process. The success of Toy Story encouraged a major shift from traditional animation to digital animation and had a long-lasting influence on production styles, visual quality, and narrative approaches in modern animated films.
PENERAPAN HIGH KEY LIGHTING DALAM MENDUKUNG MOOD RINGAN ANIMASI 3D KOMEDI Nauvalim, Stefanus Feby; Suminto, Mahendradewa; Troy
Anima Rupa Vol 4 No 1 (2026): Anima Rupa: Jurnal Animasi
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Abstract

High Key Lighting in cinematography is characterized by high light intensity and low shadow contrast, and it is frequently applied in both live-action and 3D animated films for the purposes of establishing mood or achieving aesthetic goals. Although this technique is often associated with a light and cheerful impression, there is a lack of in-depth studies formulating specific technical parameters for its application within the animated comedy genre. Therefore, this research aims to analyze, formulate, and test the visual impression generated by the High Key Lighting technique in the lighting design of animated comedy films. This exploration focuses on identifying the most effective combination of key light, fill light, and contrast ratio to emphasize a lighthearted and humorous impression. The results of this research are expected to provide technical guidelines for lighting designers in the production of animated comedy films.

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