scholarly journals Analisis dan Pengembangan Pipeline Cloth Simulation Pada Produksi Animasi 3D di MSV Studio

2021 ◽  
Vol 7 (2) ◽  
pp. 107
Author(s):  
Ardian Yuligar Safagi ◽  
Kusrini Kusrini ◽  
Hanif Al Fatta

Pengaruh penerapan pipeline dalam sebuah industry animasi 3d sangat mempengaruhi produksi animasi agar maksimal. Dalam masing-masing divisi juga terdapat pipeline yang digunakan contohnya pipeline pada divisi cloth simulation. Pada MSV Studio pipeline simulasi yang diterapkan di divisi cloth simulation masih terdapat beberapa kendala pada saat produksi. Cara kerja pipeline yang sudah ada yaitu pada saat proses pengecekan data asset yang masih manual antara Sceneres dan Renderes yang diperlukan untuk simulasi cloth masih sering terjadi kesalahan seperti human error dan set up cloth masih dilakukan disetiap shot. Dari masalah tersebut diusulkan untuk dilakukan pengembangan pipeline cloth simulation agar bisa meminimalisir kesalahan dan menghemat waktu pengerjaan. Hasil dari produksi film animasi sangat dipengaruhi oleh pipeline yang digunakan dalam produksi tersebut. Studi ini memberikan gambaran bagaimana sebuah pipeline ikut andil besar dalam sebuah hasil dari produksi film animasi 3D terutama dalam masalah waktu. Pada akhirnya studi ini dapat menjadi acuan dalam pembuatan sebuah pipeline film animasi khususnya pada divisi cloth simulation.Kata Kunci — pipeline, cloth simulation, animasi 3DThe effect of pipeline application in a 3D animation industry greatly influences the production of animation for maximizing. In each division. there is also a pipeline that is used for example the pipeline in the cloth simulation division. In the MSV studio pipeline simulation applied in the cloth simulation division there were still some obstacles during production. The work of the existing pipeline during the process of checking asset data which is still manual between Sceneres and Renderes needed for cloth simulation is still often had an error such as human error and set up cloth still done in every shot. From this problem it is proposed to develop a pipeline cloth simulation in order to minimize errors and saving time processing. The results of the production of animated films are strongly influenced by the pipeline used in the production. This studyprovides an illustration of how a pipeline contributes greatly to the results of the production of 3D animated films, especially in the matter of time. In the end, this study can be a reference in making an animation film pipeline, especially in the cloth simulation division.Keywords — pipeline, cloth simulation, 3D animation

JURTEKSI ◽  
2019 ◽  
Vol 5 (2) ◽  
pp. 183-192
Author(s):  
Neni Mulyani

Abstrack:To produce a 3D animated film requires a long process flow so that the processing time of manufacture is also prolonged. This is a constraint in the development of the local animation film in Indonesia for a long time will lead to high production costs making it difficult to compete commercially with animated films from abroad who have abundant funds and the support of various parties in the country. Therefore, efforts to improve the competitiveness of local animated film and one of these efforts is by analyzing the stages of the manufacturing process and apply it to the process of making the actual 3D animated film.In general there are three stages of the filmmaking process, namely the 3D animation pre-production, production and post-production. Although this time the animation industry in Indonesia has not been detailed separates each of these stages, but still be important for designing detail the activities of these stages, in order to see the strengths and weaknesses of each process that existed at that stage. Therefore, this study was conducted with the hope to provide recommendations to improve the local animation industry. Keywords: 3D Animation, Animation Film Pre-Production Stage, Princess Peacock Orange  Abstak: Untuk menghasilkan sebuah film animasi 3D membutuhkan alur proses yang panjang sehingga waktu pembuatannya juga berlangsung lama. Ini yang menjadi kendala dalam perkembangan film animasi lokal di Indonesia karena waktu yang yang panjang akan mengakibatkan tingginya cost production sehingga sulit untuk bersaing secara komersial dengan film animasi dari luar negeri yang memiliki dana berlimpah dan dukungan dari berbagai pihak di negaranya. Untuk itu diperlukan upaya untuk meningkatkan daya saing film animasi lokal dan salah satu upaya tersebut adalah dengan menganalisa tahapan-tahapan proses pembuatan dan menerapkannya pada proses pembuatan film animasi 3D yang sebenarnya.Secara umum ada 3 tahapan proses pembuatan film   animasi 3D yaitu  pra produksi, produksi dan paska produksi. Meskipun saat ini industri animasi di Indonesia belum secara detail memisahkan setiap tahapan tersebut, namun tetap menjadi penting untuk merancang detail aktifitas dari tahapan tersebut, dengan tujuan untuk melihat kekuatan dan kelemahan dari setiap proses yang ada pada tahapan tersebut. Kata Kunci: Animasi 3D, Tahap Pra Produksi Film Animasi, Putri Merak Jingga 


Author(s):  
Grace Ting

Tezuka Osamu was a manga (comic) artist, animator, and film director often called the "God of Manga" for his enormous lasting impact upon the manga and animation industry of post-World War II Japan. First attracting attention in 1947 with his manga Shin takarajima (New Treasure Island), he was extraordinarily prolific until his death in 1989. He is best known for his series Tetsuwan Atomu (Iron-Armed Atom, 1952–1968), which suggested utopian desires while also posing darker questions concerning possibilities for peace and diversity in postwar Japan. In 1961, he established the animation studio Mushi Production and adapted the series as the first Japanese animated television series, aired from 1963 to 1966. Ultimately, he produced several hundred manga titles, many of which he adapted as animated films and television series while also producing original animations. A master of innovation, he forged the path for new possibilities for manga and animation, particularly with his groundbreaking contributions in applying cinematic techniques to his works. Tezuka’s work suggests the close-knit ties between film, manga, and TV animation in Japan. In particular, scholar Marc Steinberg has discussed the significant role of Tetsuwan Atomu in establishing precedents for the postwar anime media mix in Japan, especially with its style of limited animation made for television and Tezuka’s business model incorporating transmedia character merchandising.


2008 ◽  
Vol 2008 (1) ◽  
pp. 423-426
Author(s):  
Gemma Benns

ABSTRACT Recent developments in dispersant effectiveness monitoring have led to huge benefits for the response communities. Successfully interpreting dispersant effectiveness monitoring fluorometric data in situ has managed to speed scientific results to the Incident Command in almost real time which is becoming increasingly important in the promotion of dispersant as a response tool across the globe, particularly as more and more countries look to developing legislation permitting their use. The ability to present data linking dispersed oil to chemical dispersant is a compelling method of persuasion for their utilisation. OSRL/EARL is unique in that it is the only industry owned oil spill response company with a global remit, this presents a number of challenges in respect of the practicalities of responding with dispersant monitoring capabilities. The equipment surrounding the use of the fluorometer requires flexibility and portability dependant upon the circumstance of the spills that arise. With the possibility of application of dispersant operations resting upon the ability to monitor as soon as possible after the operations commence, the challenges surrounding the logistics of operation must be overcome, If dispersant monitoring equipment is delayed in its deployment it is not reasonable to delay application given the limited window of opportunity however aerial observations alone present a margin for human error. Monitoring dispersant effectiveness with the aid of fluorometry is still only a quantitative tool, although its capabilities are well respected, there is scope for further improvement to reduce its limitations. Currently the Turner 10 AU is the predominant tool in dispersant monitoring response; its replacement with a smaller in-situ fluorometer could not only improve the means of collating the data but also reduce the equipment that is required to be transported with the monitoring team. There are presently few obstacles that would prevent new fluorometer equipment being configured with the current software set up. This paper will look at how an international response organisation has prepared for dispersant monitoring and the tools it has put in place for operational deployment. The system is operated by response personnel rather than scientists so provides a practical solution to the problem based on their experience.


2011 ◽  
Vol 211-212 ◽  
pp. 1172-1175 ◽  
Author(s):  
Jie Fang

Three-dimensional animation is one of the greatest contributions made by computer sciences to the animation industry. The 3D animation has been widely used in movie special effects, commercials, computer games and computer-based education (CBE), and has become a well-known form of art in the world's pop culture. The rapid development of 3D animation also brings about fundamental changes in the materials used in animation production. This paper gives an introduction of the virtual materials in 3D animation, as well as the tools needed and methods of making the materials using 3D animation design software, especially Maya.


Author(s):  
Zhenyan Qin ◽  
Zonghua Tao

3D animation production is an animation course widely set up in colleges currently aiming at cultivating 3D animation production talents. But in actual teaching, there exist problems of teaching practice not prominent, teaching not intuitive, and students’ learning interest not strong. Based on this condition, this paper plans to use SOA design and VR technology in teaching system design with the help of good information integration, service integration function of SOA design and advantages of VR technology of directly and dynamically reflecting object forms so as to improve teaching interestingness and intuition, help students to increase knowledge and improve teaching quality in relaxed atmosphere. At last, this paper has conducted teaching effect comparison experiments which show that the virtual teaching system designed and developed in this paper can improve students’ learning activity, teacher-student communication and obtain better teaching effect


1993 ◽  
Vol 21 (5) ◽  
pp. 520-528 ◽  
Author(s):  
R. K. Webb ◽  
M. Currie ◽  
C. A. Morgan ◽  
J. A. Williamson ◽  
P. Mackay ◽  
...  

The Australian Patient Safety Foundation was formed in 1987; it was decided to set up and co-ordinate the Australian Incident Monitoring Study as a function of this Foundation; 90 hospitals and practices joined the study. Participating anaesthetists were invited to report, on an anonymous and voluntary basis, any unintended incident which reduced, or could have reduced, the safety margin for a patient. Any incident could be reported, not only those which were deemed “preventable” or were thought to involve human error. The Mark I AIMS form was developed which incorporated features and concepts from several other studies. All the incidents in this symposium were reported using this form, which contains general instructions to the reporter, key words and space for a narrative of the incident, structured sections for what happened (with subsections for circuitry incidents, circuitry involved, equipment involved, pharmacological incidents and airway incidents), why it happened (with subsections for factors contributing to the incident, factors minimising the incident and suggested corrective strategies), the type of anaesthesia and procedure, monitors in use, when and where the incident happened, the experience of the personnel involved, patient age and a classification of patient outcome. Enrolment, reporting and data-handling procedures are described. Data on patient outcome are presented; this is correlated with the stages at which the incident occurred and with the ASA status of the patients. The locations at which the incidents occurred and the types of procedures, the sets of incidents analysed in detail and a breakdown of the incidents due to drugs are also presented. The pattern and relative frequencies of the various categories of incidents are similar to those in “closed-claims” studies, suggesting that AIMS should provide information of relevance to those wishing to develop strategies to reduce the incidence and/or impact of incidents and accidents.


2015 ◽  
Vol 77 (23) ◽  
Author(s):  
Riwinoto, M.T. ◽  
Selly Artaty Zega ◽  
Gia Irlanda

Animation industry involves huge funds in production process and its success will give  great income. Predicting the box-office of animated film has become an interesting topic to be discussed, because past studies are shown to be contradictory. Sharda and Delen conducted a similar study that used seven parameters, i.e. MPAA rating, competition, star value, genre, special effects, sequel and number of screens; and generated pinpoint accuracy (i.e. Bingo) with 36.9% and within one category (1-Away) with 75.2%. The authors proposed new and simple parameters that can be used to predict the success of animated films, i.e. the actors/actress, animation studio, genre, MPAA rating and the sequel of the film. These five parameters are relatively simple because it can be easily collected. In this study, the use of neural networks in predicting the financial performance of 120 animated films from 1995 until 2013 was explored. There are three categories of financial performance that become the class label of this study, they are: low, medium and high. Our prediction result in bingo is 58% and 1-away is 89,7%. By using the simple parameters, this study can reach a better accuracy. It is expected that this prediction can help animation film industry to predict the expected revenue range before its theatrical release.  


2020 ◽  
Vol 13 (2) ◽  
pp. 61-68
Author(s):  
Dominika Anggraeni Purwaningsih

Physical paper puppets are inanimate objects, but when we’re speaking in terms of the production of traditional paper cut out animation, they become the actors and the souls that drive the movie. When shooting and animating traditional paper cut out animation, the puppets are laid flat on a surface so they can only move in limited directions compared to conventional 2D or 3D animation. As we know, each character in animated movie has its own personality and unique to each other. The challenge lays in bringing out the characteristics and personality of the character through the limited medium of paper puppet. In this qualitative research, puppet movements will be applied to quadruped cat characters in a public service announcement titled “Spay & Neuter”. The puppet along with the visual design, segmentations, and joints were done in previous research. Qualitative observations and audio-visual materials are used to collect the data for references. Literature review will study the characteristics of cats, body language, behaviour, and principles of animation especially timing and exaggeration. Observation is conducted by studying the movements of real cats from online videos and direct observations and also studying how other animators animate cat characters in animated films. In the exploration stage, paper puppets will be animated according to the movement design while experimenting with the timing and frame rate of the stop motion to achieve the final results.


Author(s):  
Ismu Kusumanto

Penelitian ini dilakukan di PT. Riau Crumb Rubber Factory adalah perusahaan yang bergerak dalam pengolahan karet mentah menjadi barang setengah jadi (work in process) yang kemudian diekspor ke luar negeri. Jenis produk yang dihasilkan yaitu crumb rubber SIR-10 dan SIR-20 (Standart Indonesia Rubber). Salah satu potensi terjadinya human error yang teridentifikasi tersebut identifikasi jenis dan kejadian kesalahan kerja operator di stasiun proses kerja blower, press, metal detector dan packing. Metode yang digunakan adalah Systematic Human Error Reduction and Prediction Approach (SHERPA) Berdasarkan hasil identifikasi tersebut selanjutnya ditelusuri penyebab terjadinya kesalahan untuk ditentukan pendekatan guna mengurangi kejadian kesalahan kerja operator. Dari hasil pengolahan data potensi terjadinya human error diakibatkan karena operator menjatuhkan balok karet, operator lupa memeriksa dan operator tidak memperhatikan set-up mesin. Terdapat 11 deskripsi error dari 27 task, prediksi error yang mungkin terjadi sesuai dengan HTA dari hasil SHERPA berupa strategi perbaikan untuk meminimasi potensi terjadinya error agar dapat mengurangi resiko kesalahan. Terdapat dua macam usulan perbaikan yaitu dengan menggunakan form checklist dan SOP penggunaan mesin.


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