3.1
Timeline
5m 10s📌 Key Points
Timeline operations: play/pause, playhead, loop types, duration and speed adjustments.
📝 TutorialAvailable
Summary
This lesson introduces the Timeline, the core component for creating animations in Rive. By switching to Animate mode, you gain access to the timeline to set keyframes, adjust animation length, and control playback logic. The course details the basic interface, three playback modes (One-Shot, Loop, Ping-pong), and how to utilize the Work Area for focused previewing.
Step by Step
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00:10
Switching ModesClick the Animate button at the top or use the
Tabshortcut to toggle between Design and Animate modes. -
00:32
Accessing the TimelineClick on the default timeline within the State Machine panel. Every state machine comes with at least one timeline by default.
-
00:58
Time Indicator & LengthThe numbers at the top show the current Playhead position. By default, new timelines are set to 1 second long.
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01:19
Setting KeyframesMove the playhead to a point in time and modify an object's property (e.g., position) to set a keyframe. Animated objects appear in the list below.
-
02:17
Playback Modes
- One-Shot: The default mode; plays the animation once and stops.
- Loop: Continuously repeats the animation.
- Ping-pong: Plays the animation forward and then backward.
-
03:14
Adjusting DurationClick the time indicator to change the total duration of the timeline. Use the top scrollbar to zoom or pan across longer timelines.
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04:10
Advanced Playback SettingsWithin the time menu, you can also modify the playback Speed (including negative values for reverse) and the Frame Rate.
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04:35
Using the Work AreaEnable the Work Area to loop playback within a specific portion of the timeline instead of the whole duration.
Notes About Current Rive
- Workflow Tip: Any property changes made in Animate mode create keyframes. Switch back to Design mode for static structural adjustments.
- Shortcut: Press
Spaceto play or pause your animation instantly. - Interpolation: Rive automatically handles the "tweening" between keyframes. Spacing keyframes further apart will make the motion slower.
📝 Notes
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