Rive Character Rigging and State Machines by Ali SabirRive Character Rigging and State Machines by Ali Sabir
Rive Character Rigging and State MachinesAli Sabir
I turn a character or mascot into a Rive rig your product can talk to: it idles, blinks, reacts to the pointer, celebrates when a task is done, and changes outfit or colour from data instead of a new export.
What you get
A rigged character in Rive with an idle loop, blinks and secondary motion
A state machine with the reactions you need: wave, jump, celebrate, sad, sleep, each eased with anticipation and follow-through
Pointer or eye tracking where it fits
A view model for customisation: outfits, accessories, colours, mood, plus triggers and events your app can listen to
Handoff notes for web, iOS or Android, and the editable file in your Rive workspace
Recent work: Pip, a companion character with wave on hover, jump on click, eye tracking, and hat, scarf, glasses and body colour bound to one view model, run by a 16-layer state machine.
How it runs: send the character art (or a brief and I draw it), agree the reactions list, first rig pass in 5 days, then polish and handoff.
Rive Character Rigging and State MachinesAli Sabir
Starting at$600
Duration2 weeks
Tags
Rive
Rive Animator
I turn a character or mascot into a Rive rig your product can talk to: it idles, blinks, reacts to the pointer, celebrates when a task is done, and changes outfit or colour from data instead of a new export.
What you get
A rigged character in Rive with an idle loop, blinks and secondary motion
A state machine with the reactions you need: wave, jump, celebrate, sad, sleep, each eased with anticipation and follow-through
Pointer or eye tracking where it fits
A view model for customisation: outfits, accessories, colours, mood, plus triggers and events your app can listen to
Handoff notes for web, iOS or Android, and the editable file in your Rive workspace
Recent work: Pip, a companion character with wave on hover, jump on click, eye tracking, and hat, scarf, glasses and body colour bound to one view model, run by a 16-layer state machine.
How it runs: send the character art (or a brief and I draw it), agree the reactions list, first rig pass in 5 days, then polish and handoff.