We start by animating linearly. We'll need to have an animation timeline for the character looking left to right, a separate timeline for the character looking up to down, another one for the blink, another for the happy animation, another for the head, body, etc.
Then we connect the animations to different joysticks.
Then, we connect the joysticks to the cursor via data binding. Since we have different joysticks for the eyes, face, etc., we can apply different easing and timing to the joysticks via the interpolator in Rive.
Created smooth cursor tracking animation using Rive for a character. We applied motion design and animation principles to make the character feel alive.