5.4
Binding & Weighting
7m 16sπ Key Points
Bind bones to path layers. Weights determine each bone's influence on vertices.
π 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
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01:12
Binding BonesSelect 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.
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01:50
Entering Edit Vertices ModeWith the path selected, enter vertex editing mode by clicking the button or pressing Enter.
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02:04
Manual WeightingSelect a vertex to see bone influence percentages. Adjust the numerical values (totaling 100%) to distribute control between different bones.
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03:40
Weighting HandlesNote that Bezier handles can also be weighted individually, which is crucial for maintaining smooth, controlled curves during deformation.
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05:15
Using the Weight ToolActivate 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.
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06:41
Observing Path MovementUnderstand 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).
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