With the success of The first MonHun Perspective illustrations
, i thought i'd try for something a bit better and applied to animation for a clearer view. I've also done another since this one.
As i said in the still, sketches version, perspective is something that I do struggle with myself a lot, i find it is very noticable when it is off and it really bothers me sometimes. Often when doing quick sketches i do not plan adequetely and end up with a slightly lopsided jaw, mismatches eyes or unintentionally asymetric horns, and especially in animation, if one of my keys are off, it'll throw most or all of the animation off too, warping my characters into something else entirely ><
So, i hope this serves as a decent guide on how perspective can be applied during an animation, with the (Half finished) neat at the top, Head direction planning, sketch (In red) with perspective lines (In blue) applied and sketch (In blue) without perspective lines. If nothing else, it should at least show how important planning is ><.
AgunaCotal/Agnaktor was chosen because of the awkwardness of the beak, especially during animation.
Monster Hunter and AgunaCotals/Agnaktors belong to Capcom
7 unique frames, 14 in total, 25fps - doubles. All drawn in GIMP then arranged with text in After Effects.Moar MonHun art??
Or some more animation guides?
(I can't actually find a proper tutorials catagory on DeviART that allows animated .gifs >< So apologies if that confuses you)