Built with Rive

Interactive Guitar Player Avatar Animation in Rive

Dave Gamez

Interactive Guitar Player Avatar in Rive.

Overview

This project details the creation of a custom interactive character animation for a client seeking to enhance their digital presence. The core objective was to develop a high-quality, lightweight animation of a person playing a guitar, with subtle body and lip movements, that could be easily controlled via code. This would provide a new level of interactive polish and dynamism.
The static image file provided by the client.
The static image file provided by the client.

Problem & Solution

The central challenge was to bring a static character to life in a way that felt natural and responsive to code commands. The client required more than just a simple video; they needed an asset that could be seamlessly integrated and manipulated in real-time. The solution was to leverage Rive, a powerful tool for creating scalable, interactive animations with a robust State Machine.
The key Goals/Requirements for the project were:
Character and Asset Preparation: Separate and organize all static artwork components (arms, head, mouth shapes, guitar, etc.) for animation.
Full Rigging: Establish a functional rig for the main character and their cat companion, including bones, meshes, and constraints to allow for fluid, natural movement.
Dynamic Animation: Create a series of distinct animation loops, including a subtle idle body movement, a guitar-strumming action, and various mouth shapes for lip-syncing.
Interactive Control: Build and configure a State Machine within Rive to allow for code-driven control of the animations, enabling seamless transitions between states based on inputs from the application.
Photoshop, Rive and VSCode Process Timelapse.

Process

The project followed a structured workflow, beginning with asset preparation and culminating in the interactive State Machine.
Preparation (Photoshop): The initial step involved meticulously separating the character and cat's static artwork into distinct layers within Photoshop. This included isolating movable parts like the head, limbs, and mouth shapes, which is a critical foundation for efficient rigging in Rive.
Rigging (Rive): All prepared assets were imported into Rive. Here, the character was rigged with a skeleton of bones, with meshes and weights applied to deform the artwork smoothly. Constraints were added to manage relationships between different parts of the rig, such as a bone following the movement of the guitar. The cat was also rigged to allow for independent motion.
Animation (Rive): With the rigging complete, the animation phase began. Three key animation loops were created:
Idle Loop: A subtle, breathing-like movement to give the character a sense of constant presence.
Guitar Strumming: A seamless animation loop of the character playing the guitar.
Lip-sync: A series of mouth-shape animations designed to be triggered by different phonemes or audio inputs.
State Machine (Rive): To make the animation interactive, a State Machine was built. This powerful tool acts as the "brain" of the animation, using inputs to transition between the different animation loops. For example, a "strum" input would transition the character from the idle state to the guitar strumming loop.

Results and Takeaways

The final Rive animation was a polished, interactive asset that successfully met the project's core requirements. The character’s fluid movements and ability to react to code input created a more engaging user experience.
Seamless Integration: The Rive file, being a single, lightweight asset, can be easily integrated into any web or application environment, simplifying the implementation process for developers.
Efficient Workflow: The separation of assets in Photoshop was a crucial step that streamlined the entire rigging and animation process in Rive.
Value of the State Machine: The State Machine proved to be an invaluable component, offering a flexible and robust system for controlling complex animation logic with minimal code.
Developer Handoff: To ensure a smooth transition and simple implementation for the client's development team, a small HTML file was created. This file served as a functional example of how to load the Rive animation and control its interactive elements via the State Machine.
This case study demonstrates how Rive provides a powerful, single-file solution for creating interactive, scalable animations, from rigging and animation to real-time control via the State Machine. To see the full project in action, check out the working file on my website. If you're looking to bring your own interactive avatar to life, feel free to reach out and discuss your project.
Like this project

Posted Sep 1, 2025

Designed and built an interactive Rive animation of a guitar player with subtle body movements and lip-sync, fully controllable via code.

Join 50k+ companies and 1M+ independents

Contra Logo

© 2025 Contra.Work Inc