4.5
Animation Exercise Pendulum
8m 49sπ 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.
π 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
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00:18
Splitting Text RunsDouble-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".
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00:50
Setting Up ModifiersCreate three text modifiers. Assign them to the respective runs and add the necessary properties: Position for "METRA" and "GNOME", and Scale for "O".
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02:10
Animate X-PositionOn 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.
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03:00
Interpolation & EasingChange 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.
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04:04
Adding OvershootAdd extra keyframes after the runs return to center to allow them to "overshoot" slightly past zero before settling, creating a snappier, more natural return.
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05:34
Animate Y-PositionAdd Y-position keyframes to create an arcing motion for the "swinging" parts, ensuring they move up as they move out.
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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
1equals 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
1is 100% and1.2is 120%. - Secondary Motion: Adding Y-axis movement and scale reactions (impact) provides the secondary motion necessary to make a procedural animation look hand-crafted.
π Notes
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