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3.3

Motion Path

2m 03s
Rive 101 - Motion Paths

β–Ά Watch on YouTube β†—

πŸ“Œ Key Points

Visualize movement trajectory; dots represent frame spacing.

πŸ“ TutorialAvailable

Summary

This lesson introduces Motion Paths, a visual guide that tracks how an object's position changes over time. You will learn how to activate these paths to preview movement trajectories, understand the visual representation of keyframes and interpolation, and control their visibility during animation playback.

Step by Step

  1. 00:16
    Setting Up Motion
    Select an object and set X and Y position keyframes at the beginning of the timeline, then move forward and set more keys.
  2. 00:28
    Visualizing the Path
    Select the object within the timeline list. A path consisting of a line and dots will appear on the artboard.
  3. 00:35
    Path Anatomy
    Larger dots on the path represent keyframes, while the smaller dots in between represent the interpolated positional values per frame.
  4. 00:59
    Toggling Visibility
    Deselect the object in the timeline to hide the motion path; select it again to bring the path back into view.
  5. 01:13
    Default Playback Behavior
    By default, motion paths disappear during playback to provide a clean preview of the artboard.
  6. 01:20
    Persistent Visibility
    If you wish to see the path during playback, navigate to the top menu and toggle off the Show Final Playback setting.
  7. 01:41
    Global Setting Reminder
    In new projects, Show Final Playback is on by default. Remember to turn it off if you need to visualize bones, groups, or motion paths while the animation is running.

Notes About Current Rive

  • Visual Aid: Motion paths are excellent for auditing timing and spacing; the density of dots provides immediate feedback on the speed of the motion.
  • Clean Preview: Always enable Show Final Playback when you want to see exactly how your animation will look once exported.
  • Interaction: Currently, motion paths serve as a visual guide; adjustments to the trajectory are made by moving the object itself or editing its keyframes.

πŸ“ Notes

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