Interactive Guitar Player Avatar Rive Animation.

Client Work

Preparation: The initial step involved meticulously separating the character and cat's static artwork.

Rigging: l 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.

Animation and State Machine: 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.

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 Challenge:

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 Solution:

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.

A Peek Behind the Pixels.

The project followed a structured workflow, beginning with asset preparation and culminating in the interactive State Machine.

  1. 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.


  2. 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.

  3. 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.

  4. 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.