PERANAN KREATIVITAS ANIMATOR DALAM MEMADUKAN 3D MODELING DAN EFEK PARTIKEL DI FILM QODRAT 2

Authors

  • Muhammad As Samii Al Adi Adi Universitas Bina Sarana Informatika
  • Flora Meliana Siahaan Universitas Bina Sarana Informatika

DOI:

https://doi.org/10.23969/jp.v11i03.59042

Keywords:

Keywords: animator creativity, 3D modeling, particle effects, VFX, 12 basic principles of animation, phenomenology, Qodrat 2

Abstract

The Indonesian film industry has been rapidly developing through digital technology,
such as the use of VFX in the film Qodrat 2 (2025). However, academic studies on
the creative dimensions of the animators behind it remain very limited.This study
aims to analyze how animator creativity is manifested in combining 3D modeling
and VFX particle effects, as well as to examine how the application of the 12 Basic
Principles of Animation influences the visual quality of the film. This research uses
a qualitative approach with a phenomenological method, conducted through in
depth interviews with the VFX Supervisor and VFX Artist who were directly involved
in the production of Qodrat 2. The findings show that animator creativity is
manifested in three main areas: the creation of 3D models with a visually threatening
atmosphere, the configuration of particle effects through physics-based simulations
and manual control, and the integration of physical realism with deliberate
imperfection strategies to create a mystical atmosphere. In addition, the 12 Basic
Principles of Animation are strongly confirmed in seven principles, such as Follow
Through and Arcs, while the classical principle of Exaggeration is less dominant in
the religious horror genre.This study concludes that animator creativity serves as a
bridge between technology and visual communication, with the philosophy of
invisible VFX as its main orientation.

Downloads

Download data is not yet available.

References

Miles,

Matthew B., A. Michael

Huberman, dan Johnny Saldaña.

(2016). Analisis Data Kualitatif:

Buku Sumber tentang Metode

Metode Baru (Tjetjep Rohendi

Rohidi, Penerjemah). Jakarta: UI

Press.

Moleong, Lexy J. (2017). Metodologi

Penelitian Kualitatif. Bandung: PT

Remaja Rosdakarya.

Thomas, Frank, dan Ollie Johnston.

(1981). The Illusion of Life: Disney

Animation. New York: Abbeville

Press.

Artikel in Press :

Jurnal :

Angga, M., & Fikri, M. (2026). Strategi

penerapan elemen desain

komunikasi visual dalam membangun

citra brand digital, studi kasus

@Tndon_Id. Jurnal Manajemen

Pendidikan, 11(2), 2528–2545.

https://doi.org/10.34125/jmp.v11i2.21

18

Anggara, I. G. A. S., & Yusa, I. M. M.

(2024). Penerapan 12 prinsip animasi

pada film animasi 2D berjudul

"Pedanda Baka." Jurnal Nawala

Visual, 6(1), 1–10.

https://doi.org/10.35886/nawalavisual.

v6i1.607

Khoirunisa, T. A., Rachman, A., &

Kurniawan, R. A. (2024). Animasi 2D

pentingnya konsumsi sayur dan

buah. Jurnal Desain, 11(3), 482.

https://doi.org/10.30998/jd.v11i3.1834

6

Kusnanto, & Yusuf, H. (2024).

Pengaruh media massa terhadap

persepsi dan tingkat kriminalitas:

Analisis terhadap efek media dalam

pembentukan opini publik. JICN:

Jurnal Intelek dan Cendikiawan

Nusantara, 1(2), 1047–1061.

https://jicnusantara.com/index.php/jic

n

Laksono, Y. T., Yosep, S. P., &

Hardisaraswati, R. D. (2026). Analisis

estetika dan realisme visual melalui

penggunaan computer generated

imagery dalam film Wiro Sableng.

Jurnal Sense, 9(1).

https://doi.org/10.24821/sense.v9i1.1

9763

Namira, S. F., & Sinaga, C. N. (2024).

Penyampaian rasa takut dalam film

horor Qodrat karya Charles Gozali.

Jurnal Psikotes, 1(1), 1–11.

https://doi.org/10.59548/ps.v1i1.115

Pratiknjo, J. A., & Nadya. (2024).

Peranan konsep latar dan efek visual

dengan pendekatan metode proses

produksi animasi pada film "Dahulu

Kala." Jurnal Titik Imaji, 7(1), 32–45.

https://doi.org/10.30813/titikimaji.v7i1.

5245

Purwanto, I. H., Audia, Z. N., & Aini,

A. N. (2025). Simulasi berbasis fisika

untuk fluida dan ledakan dalam

pembuatan aset visual effects (VFX)

film digital. Jurnal Informatika

Teknologi dan Sains (Jinteks), 7(2),

570–577.

Sahabuddin, R., Puspita, A.,

Wahyuni, A., Putri, A., & Saiful, M. S.

(2025). Analisis faktor yang

mempengaruhi minat menonton film

berdasarkan persepsi genre,

popularitas aktor, dan ulasan online

di media sosial menggunakan

structural equation modeling (SEM).

Journal of Research in Media

Economics, 2(3), 207–218.

https://doi.org/10.61722/jrme.v2i3.448

1

Suyadi, N. A., Zaki, A., Sitepu, A.,

Andrea, K., & Ikhwan, A. (2023).

Penerapan 12 prinsip animasi dan

motion graphics dalam multimedia.

Jurnal Sains dan Teknologi (JSIT),

3(1), 6–11.

https://doi.org/10.47233/jsit.v3i1.446

Tambun, G. J. P., Adhitya, W.,

Hamdi, I. N., & Zega, S. A. (2022).

Penerapan prinsip-prinsip animasi

pada film pendek animasi "Nohoax."

Journal of Applied Multimedia and

Networking, 6(1), 1–11.

https://doi.org/10.30871/jamn.v6i1.41

79

Tarmawan, I., & Fikri, R. M. (2022).

Analisis framing representasi

bencana dalam film Bangkit! (2016)

melalui teknik montase dari sudut

pandang subjektif. IMAJI: Film,

Fotografi, Televisi, & Media Baru,

13(2), 117–125.

https://doi.org/10.52290/i.v13i2.77

Wang, Y., Liang, B., Huo, W., &

Zhang, X. (2025). Racing against the

clock: The dual effect of time

pressure on creativity. Journal of

Innovation and Development, 10(1),

11–19.

https://doi.org/10.54097/j448nc09

Yuniawan, A., Sa'di, A., & Anggono,

E. T. (2026). Model manajemen

penyimpanan data berbasis pipeline

produksi film animasi 3D. Jurnal

Pendidikan Sains dan Komputer,

6(01), 43–55.

https://doi.org/10.47709/jpsk.v6i01.79

52

Zega, S. A., & Hidayah, A. (2023).

Penerapan prinsip-prinsip animasi

pada film serial animasi "Ficusia"

episode 1. Journal of Digital

Education, Communication, and Arts

(DECA), 6(01), 11–25.

https://doi.org/10.30871/deca.v6i01.6

036

Sumber Wesbsite Lembaga Valid

BP ISI Yogyakarta. (2023). Seni

media rekam: Memulihkan dan

membangkitkan, 2–3 November 2022

[Prosiding Seminar Seni Media

Rekam].

RRI.co.id. (2022). Qodrat ditonton 1

juta orang di hari ke-10.

https://rri.co.id/medan/hiburan/80746/

qodrat-ditonton-1-juta-orang-di-hari

ke-10 (Diakses 20 Juni 2026)

RRI.co.id. (2025). Kemenekraf

apresiasi film Qodrat 2 tembus lebih

dari 1,7 penonton.

https://rri.co.id/manado/hiburan/1446

276/kemenekraf-apresiasi-film qodrat-2-tembus-lebih-dari-1-7

penonton (Diakses 20 Juni 2026)

RRI.co.id. (2025). Qodrat 2 resmi

tembus 2 juta penonton.

https://rri.co.id/purwokerto/hiburan/14

86917/qodrat-2-resmi-tembus-2-juta

penonton (Diakses 20 Juni 2026)

RRI.co.id. (2025). Qodrat 2 tembus

1,7 juta penonton dalam 10 hari.

https://rri.co.id/hiburan/1449170/qodr

at-2-tembus-1-7-juta-penonton

dalam-10-hari (Diakses 11 Juni

2026)

Downloads

Published

2026-07-28