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5.4

Binding & Weighting

7m 16s
Rive 101 - 6.3 Binding and Weighting bones

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πŸ“Œ Key Points

Bind bones to path layers. Weights determine each bone's influence on vertices.

πŸ“ TutorialAvailable

Summary

Binding and Weighting allow for natural deformation of vector artwork by connecting individual vertices or Bezier handles to multiple bones. Binding links the bones to a path, while weighting determines how much influence each bone has over specific points, enabling smooth curves and complex movements.

Step by Step

  1. 01:12
    Binding Bones
    Select the path layer in the hierarchy (or press Enter on a shape). Click the + button next to "Bind Bones," hold Shift to select multiple bones, and press Enter to confirm.
  2. 01:50
    Entering Edit Vertices Mode
    With the path selected, enter vertex editing mode by clicking the button or pressing Enter.
  3. 02:04
    Manual Weighting
    Select a vertex to see bone influence percentages. Adjust the numerical values (totaling 100%) to distribute control between different bones.
  4. 03:40
    Weighting Handles
    Note that Bezier handles can also be weighted individually, which is crucial for maintaining smooth, controlled curves during deformation.
  5. 05:15
    Using the Weight Tool
    Activate the Weight tool (shortcut Shift + B) to see "Weight Pies" on each vertex. Select a bone and drag up or down on the stage to visually adjust influence.
  6. 06:41
    Observing Path Movement
    Understand that binding moves the _path_ layer. If your shape has a gradient, the gradient remains static relative to the shape layer while the path deforms within it.

Notes About Current Rive

  • Speed Tip: The first bone selected during the binding process receives 100% initial weight for all vertices. Plan your selection order to minimize manual weighting later.
  • Vector Focus: This lesson focuses strictly on vector paths; the process for raster (image) meshes is slightly different and covered in a separate lesson.
  • Physics Simulation: Proper weighting is the key to making rigid vector shapes look like flexible materials (e.g., a waving flag or a bending arm).

πŸ“ Notes

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