5.5
Joysticks
8m 09sPartial+1 changesβ οΈ Some content differs from current version
π‘2024.11Joystick fix
Fixed not advancing when sole component.
π Key Points
Pan between timelines for control, support inversion and multi-joystick.
π TutorialAvailable
Summary
Joysticks are powerful on-stage controllers used to manipulate multiple properties simultaneously by scrubbing through independent timelines. This lesson covers how to create joysticks, assign timelines to X and Y axes, manage property conflicts, and customize controller behavior such as world-space drawing and handle sources.
Step by Step
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00:19
Creating a JoystickAccess the Joystick tool from the bone menu or use the shortcut J. Click anywhere on the artboard to place it.
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00:48
Customizing PropertiesAdjust the joystick's size, origin, and toggle Draw in World Space. When enabled, the joystick scales with your zoom level, making it easier to see during detailed work.
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03:22
Setting Handle SourcesUse the "Handle Source" target selector to link the joystick handle to a physical object on the artboard, such as a custom slider group.
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04:33
Creating Source TimelinesIn Animate Mode, create separate timelines for horizontal movement (e.g., "X timeline") and vertical movement (e.g., "Y timeline").
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05:04
Assigning AxesSelect the joystick and use the dropdown menus in the Inspector to assign your specific timelines to the X and Y axes.
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05:46
Managing ConflictsEnsure that your X timeline _only_ contains X-axis keyframes and your Y timeline _only_ contains Y-axis keyframes. Overlapping properties on different axes will cause movement conflicts.
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06:41
Interactive ControlCreate a third, main timeline to actually move the joystick handle and observe the combined motion of the objects it controls.
Notes About Current Rive
- Visual Guides: Use the "Invert" toggle on an axis if the object moves in the opposite direction of the joystick handle.
- Hierarchical Benefit: Joysticks can be parented to groups (like a character's head), allowing them to stay in context even when the main object moves or scales.
- Complex UI: Joysticks are the primary tool for creating complex UI controls or character facial expressions (like eye/mouth movement) that require multi-axis blending.
π Notes
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