Media Summary: In this lesson, we'll see how clipping works and how we can mask some shapes with others. When you transform objects, their children inherit the same transformations. The location where these transformations happen ... Bones allow you to create a skeleton for your graphics. This is an intuitive and natural way to animate multiple connected ...

Rive 101 Snapping - Detailed Analysis & Overview

In this lesson, we'll see how clipping works and how we can mask some shapes with others. When you transform objects, their children inherit the same transformations. The location where these transformations happen ... Bones allow you to create a skeleton for your graphics. This is an intuitive and natural way to animate multiple connected ... Transitions supply the logical map for the state machine to follow. Use them to travel from one state to another using whatever ... Update: This video shows an older version of the editor. Listeners are now located in the animation panel under the State ... States are animations that can play at any point in your state machine. A state could be as simple as changing the color and ...

Conditions allow designers to control precisely when a transition between states will occur. We recommend using View Model ... Solos allow you to toggle the visibility of nested objects. They serve as a great tool to build different skins, or create ... Adding Keys to the Timeline allows you to create motion. In this video, we'll discuss how to set, remove, and duplicate Keys. The option to Quantize your timeline lets you control the number of frames displayed in your animation. If you're looking for an ... In this exercise, we will use our state machine knowledge to create a simple button with two layers of interactivity. Hover and click.

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Rive 101 - Snapping
Rive 101 - Clipping
Rive 101 - Origin and Freeze
Rive 101 - 6.1 Bones Overview
Rive 101 - Transitions
Rive 101 - Listeners
Rive 101 - Single Animation States
Rive 101 - Conditions
Rive 101 - Solos
Rive 101 - Detach
Rive 101 - Keyframes
Rive 101 - Quantize
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Rive 101 - Snapping

Rive 101 - Snapping

In this video, we'll talk about

Rive 101 - Clipping

Rive 101 - Clipping

In this lesson, we'll see how clipping works and how we can mask some shapes with others.

Rive 101 - Origin and Freeze

Rive 101 - Origin and Freeze

When you transform objects, their children inherit the same transformations. The location where these transformations happen ...

Rive 101 - 6.1 Bones Overview

Rive 101 - 6.1 Bones Overview

Bones allow you to create a skeleton for your graphics. This is an intuitive and natural way to animate multiple connected ...

Rive 101 - Transitions

Rive 101 - Transitions

Transitions supply the logical map for the state machine to follow. Use them to travel from one state to another using whatever ...

Rive 101 - Listeners

Rive 101 - Listeners

Update: This video shows an older version of the editor. Listeners are now located in the animation panel under the State ...

Rive 101 - Single Animation States

Rive 101 - Single Animation States

States are animations that can play at any point in your state machine. A state could be as simple as changing the color and ...

Rive 101 - Conditions

Rive 101 - Conditions

Conditions allow designers to control precisely when a transition between states will occur. We recommend using View Model ...

Rive 101 - Solos

Rive 101 - Solos

Solos allow you to toggle the visibility of nested objects. They serve as a great tool to build different skins, or create ...

Rive 101 - Detach

Rive 101 - Detach

Let's say you're using a Library in

Rive 101 - Keyframes

Rive 101 - Keyframes

Adding Keys to the Timeline allows you to create motion. In this video, we'll discuss how to set, remove, and duplicate Keys.

Rive 101 - Quantize

Rive 101 - Quantize

The option to Quantize your timeline lets you control the number of frames displayed in your animation. If you're looking for an ...

Rive 101 - Build a simple button

Rive 101 - Build a simple button

In this exercise, we will use our state machine knowledge to create a simple button with two layers of interactivity. Hover and click.