D4 Animasi
Permanent URI for this collectionhttps://repository.polibatam.ac.id/handle/PL029/1768
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Item ANALISIS ENVIRONMENT BACKGROUND KONSEP ART DALAM VIDEO ANIMASI 2D PROMOSI RUMAH TENUN PULAU NGENANG(POLITEKNIK NEGERI BATAM, 2025-01-15) Limbong, Denise Yuliana; Prasetyaningsih, SandiPenelitian ini bertujuan untuk mengevaluasi kualitas visual dari concept art environment pada dua panel animasi 2D "Promosi Rumah Tenun Pulau Ngenang", yakni scene 5 panel 02 dan scene 6 panel 01. Analisis difokuskan pada tiga elemen visual utama berdasarkan teori Tony White, yaitu perspektif, komposisi, dan pewarnaan. Metode penelitian menggunakan pendekatan kuantitatif deskriptif dengan 30 mahasiswa Politeknik Negeri Batam, program studi Animasi yang sudah lulus mata kuliah konsep seni sebagai kriteria responden. Data dikumpulkan melalui kuesioner Google Forms menggunakan skala Likert 5-point. Hasil penelitian menunjukkan bahwa concept art environment pada ke dua panel tersebut dinyatakan layak secara visual dengan memperoleh rata-rata79,98% berdasarkan dari indikator perspektif memperoleh nilai persentase rata-rata 80,83% dengan kriteria layak, indikator komposisi memperoleh nilai persentase rata-rata 81,78% dengan kriteria sangat layak, dan untuk indikator pewarnaan memperoleh nilai persentase 77,33% dengan kriteria layak.Item PENERAPAN RIGGING KARAKTER 2 DIMENSI UNTUK GAME VISUAL NOVEL DENGAN LIVE 2D CUBISM(POLITEKNIK NEGERI BATAM, 2025-01-20) SITI YUANE PUTRI, ZASQIA; DWI HARLYAN, GENDHYThe importance of creating two-dimensional (2D) characters that act as important elements in Visual Novel games using rigging techniques to make them expressive. Rigging techniques are used to provide detailed movements to the body, expressions, and poses of characters looks interactive. This research takes one main character, namely Hang Tuah from the Hikayat Hang Tuah book who has a brave and intelligent nature. This research aims to create more expressive 2D character assets when played in visual novel games and to give another choice for rigger and animator for using another type of rigging. Rigging and character animation were carried out using Live 2d Cubism software. Research testing was conducted by interviewing four respondents who were experienced and have recent job as Live 2D riggers. The design method used three pipeline animation production and the research method used qualitative research. The results of the this research showed that rigging of two-dimensional character assets Hang Tuah using Live 2D Cubism software can be said to have attractive and enjoyable movements when displayed in Visual Novel games by respondents. But, some improvements were needed for the rigging.