Currently testing Rive's Mesh Deformation feature and created this demo featuring Vi from @Netflix's awesome @arcaneshow!
Made with https://t.co/TQQFz1BT3f
#animation#arcane
Getting @rive_app's state machines hooked up in @unity3d. Simple example using click to fire + click & drag to aim all driven via to two simple state machine inputs in Rive.
@KurtHartfelder@rive_app You got it! I’m directly animating the vertices (and bezier handles) to achieve the roll effect of the ship. Technically I could achieve full 3D since I can manipulate the “model” - but I’d need to do a lot trigonometry for each vertex and every keyframe 😉
IK constraints make it easy to animate characters. Animate only one bone and the rest of the body resolves in real-time! 🎉
Learn how to use the IK constraint! https://t.co/ISnRvOVHYh
More documentation for other constraints coming soon.
Finally started working on adding @rive_app support for @ConstructTeam
This is still pretty WIP, I'll post updates when I have a demo that works properly
Testing out IK constraints in Rive (coming soon). IK makes animating run cycles easier. I went a step further and built drivers to procedurally animate the run cycle for me!
Made with https://t.co/TQQFz1BT3f
#animation#2danimation#motiondesign
Stacked vector clipping paths working in @unity3d. Take a peek at @HelloJcToon's Marty animation directly in @rive_app: https://t.co/gdtGtVkQON #screenshotsaturday Game engine support is coming up fast!
Blend States are live! 🚀
A Blend State allows you to mix animations together on the same state. Use this to create all kinds of interesting interactions, like pull-to-refresh animations, loading bars, facial expressions, or full characters. Read more at https://t.co/HZQEhTn8BQ
Our Cloud Renderer is live! Real-time animation is our jam, but sometimes you need a good old-fashioned video.
☁️⚙️🎥
Create a queue and set it to render. Our services do the heavy lifting, allowing you to continue working while we generate your videos.
🚨 State Machine Blend States are coming! Sneak peek at this pull-to-refresh interaction by @agibsonuk
The blend state here is mixing two animations base on the Pull Amount value.