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Animation Exercise Pendulum

8m 49s
Rive 101 - Animation Exercise Pendulum

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πŸ“Œ Key Points

The current official playlist places this pendulum exercise after Text Modifiers; the lesson slot is restored locally, while the full written walkthrough still needs a review pass.

πŸ“ TutorialAvailable

Summary

In this exercise, we combine text tools, text runs, and modifiers to create a looping "metronome" animation. The lesson focuses on splitting a single word into multiple runs to apply independent motion, using cubic interpolation to simulate physics, and implementing "overshoot" for a more organic feel.

Step by Step

  1. 00:18
    Splitting Text Runs
    Double-click the text object "METRONOME" and highlight the letter "O". Use Run from Selection to split the text into three parts: "METRA", "O", and "GNOME".
  2. 00:50
    Setting Up Modifiers
    Create three text modifiers. Assign them to the respective runs and add the necessary properties: Position for "METRA" and "GNOME", and Scale for "O".
  3. 02:10
    Animate X-Position
    On a looping 1-second timeline, animate the X-position of the side runs. "METRA" swings left at frame 15, while "GNOME" swings right at frame 45.
  4. 03:00
    Interpolation & Easing
    Change keyframes from Linear to Cubic. Adjust curves so the swing starts fast (impact) and slows down at the peak, then accelerates back to the center.
  5. 04:04
    Adding Overshoot
    Add extra keyframes after the runs return to center to allow them to "overshoot" slightly past zero before settling, creating a snappier, more natural return.
  6. 05:34
    Animate Y-Position
    Add Y-position keyframes to create an arcing motion for the "swinging" parts, ensuring they move up as they move out.
  7. 06:41
    Impact Feedback (Scale)
    Animate the scale of the "O" to squash (wider, shorter) and stretch (taller, skinnier) whenever the other runs hit it. Note that 1 equals 100% in these scale properties.

Notes About Current Rive

  • Overshoot in Loops: To apply overshoot at the very end of a timeline, place the "rebound" keyframes at the beginning of the timeline to ensure the loop remains seamless.
  • Scale Value Representation: In some Rive properties, scale is represented as a decimal where 1 is 100% and 1.2 is 120%.
  • Secondary Motion: Adding Y-axis movement and scale reactions (impact) provides the secondary motion necessary to make a procedural animation look hand-crafted.

πŸ“ Notes

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