Transcripts
1. Welcome to the Class: My name is Bold Bt,
and I have been creating Lotti animations
for the past five years. I'm a tournament winner
Lotti files creator that was hosted
on their discord. I am a certified expert
as well by them on tra, and recently, I have just
become rive expert, as well. And I believe this
is the right time to now share my opinion and share my expertise or limited
experience that I have gained over the tools and share what I
have learned so far. And just show what Rife can do, basically, and why should
we even bother learning it? And what are other tools
that we can compare it to, and what are the
advantages that it offers us instead of just
using something else? So let's get into it.
2. What is Rive?: Okay, so what is RIV, actually. Let's just go ahead
and start from the very beginning and
understand what is RIV. So let's just go ahead
and Google what is RIV. Okay? And let's just
open our first link, and let's just learn what is RV. Let's just have a look
over this information. RIV is an interactive
design and animation engine that allows designers and developers to create animate and code responsive
graphics in a single tool. Okay, unlike traditional
linear animation tools that export static files, RIV use is a state
machine system to create animations that react dynamically to user inputs data and triggers in real time. Okay, so this is
basically a RV website, and RIV basically offers
two types of usage. You can use RIV in
the browser as well, and also you can download
the app as well, which way we'll get
into in a minute. And then we have these
really nice interactions that you will notice when I hover over the right
part of the button. Basically, a paw of cat
comes out of this side, and if I hover over
the left side, a paw comes out from that side, and if I go away
from the button, you will see that the cat is
basically trying to grab me. So this is basically actually activated
using state machine. And basically, different
state machines are attached to this button. Now what is actually
state machine where we'll get into that
in a lot more detail. You can see this button
is really nice and you can see how smooth
the animation is running. There's no lag and it
is so beautiful, right? And this is really amazing. Just like when we watch something
like Latte on a website or something that is just
created in a code base, maybe, then everything works
just as smooth as this now. Now, why are we even
bothering learning about RV? We will get into that
a little bit now. We can create all of
this stuff inside RV, so we can create
animations for website. So let's just open these up. So product UI. Game UI, and then there is
mobile apps as well. So you can see that
Figma has actually used RIV for their
landing page animations. Metaphy has also used animation. Bend Health also used them, and you can see different
type of animations, right? The notion has also
used RIV as well, and we will do some
comparison as well later on that what's the difference
between RV or Lotti? So you can see all
of these animations are actually created inside RV. Now, let's just
go ahead and have a look at what else we
can create in this. You can see you can
create Game UI as well. So yeah, basically, you can
create entire game UIs, and other than that, you can see multiple
other things linked in here in review. We'll discuss all of this
in much more detail. Moving on, we have
mobile apps as well, so you can create the animation that are used
inside mobile apps. Okay. So from perspective
of a lote creator, what RV differently
does is basically it is just a tool which can do
animation just in simple words. It can do much more
things as well. But let's just keep it
simple for now so that you can understand and digest
information really easily. By the way, this is a perspective of a designer slash Animator that
I'm giving you. If you are someone who is a developer and you are
watching this video, then what I highly recommend
is that you highly, highly recommended
is that you watch this video from Isa Genus, and I highly
recommend anybody who is into development or has
touched some development, or even if you are
just a designer, highly recommended
that you check out this particular video
from Isa Gantus. I hope that she approached some really nice stuff more because I really
love this one, and I highly recommend
checking this out on YouTube, because this will actually
clear your mind that how does actually Rise
development side works. Okay. So let's just go ahead and now have a look at some of the examples
that I have created. So I created this
interactive animation. Now, something really surprising here is that you cannot
actually re create this animation inside any
other software actually that I know of inside
other than RV basically. You cannot do this.
Obviously, the god of Santa Monica studio did not use if to
create it, I believe. They used some game
engine behind everything, obviously, and then maybe just
built everything in code. But if you are working around, basically you are a
front end developer and you are into basically
UI animation and design, this type of stuff is all
the time done for buttons, UI animations, and you can also do some
character animation. And basically,
there's a whole lot of new stuff that
you can create. But the interesting part
is that this is real time. This is actually this
is not video, okay? And another example is this one. This is also interactive
logo of God of War, which I animated
and you can see. That this is also interactive. Now, you cannot create this
stuff in Latte, per se, and this is what makes the Rive standout
from Latte, actually. And how this is done is basically using
the state machine. And we will discuss
this in detail how you can do this by yourself as well. But this is just an
introduction to show you what is RIF
capable of doing? And that's basically it. I hope you understand what
Rife can actually do, and let's see you
in the next class. Okay, so now I think you
understand what Rife can do. Let's just go ahead
to the next class.
3. Lottie vs Rive: Okay, so in this video, we are going to compare
Rb versus Lotte. So let's just go ahead
and deep dive into that. Okay, so here basically, we have the Late
files community, and you can see there are multiple basically
multiple forums, and you can go through those. And yeah, you can basically learn what the
community is saying, what the community is doing. And you can see that basically,
this is their community. Okay. And then there
is the discard of RV. RV also has a
community, by the way. Let's just go ahead and
let me Rive community. Let me just open that up. Yeah. So we can compare
a few little things. Okay, so this is the
community for RV. Okay, so let's just go ahead. Yeah. So there are a lot
of feature requests. There is some general
chat going on. Okay. So yeah,
let's just go ahead and now first talk about some things which
we should. Okay. So in the previous video, we were discussing
that we can basically, yeah, go to compare
RI versus Lotte. So Lotte revolutionized how designers deliver lightweight
linear animations for web and mobile. RI is solving a bigger problem. We are on a mission to make hardcore d graphics history with a new general purpose
graphic format for all software and UI, and animation is just
a part of the power. With an ENT and pipeline for designing
building and running interactive graphics
across platforms moves, RIs moves past linear formats to enable interactive
and responsive visuals. So the custom built
Rive render ensures smaller files and
faster performance without compromising
designer freedom. Guide compares RV
and Late across key dimensions to help teams choose the right
tool for their project. Okay, so as this states, RIV is basically not just
replacing Latte, right? Both tools offer different type of solutions in simple words. Best for interactive UI responses
and output basically is production ready graphics with state driven interactivity
and live inputs. Just as you can see, the
Ga started button is here, right, just like we
discussed before. And Late is basically a lightweight linear
animation for marketing websites
and app interactions. SN bears linear animations
with limited interactivity. Exactly. And then you can do
a lot of new stuff as well. There is a
responsiveness layout, which you can basically
not do it in Lotte. It's not basically just
something that you can do. Data binding is not basically
a part of Lott domain. They have recently
introduced motion tokens, but that does not
exactly work the same way as RIs data binding. And RIs data binding offers
much more complexity and offers much intuitive
possible results. And then there is the
feathering announcement, where will get into
that a little bit. After that, we have masks
and yeah, basically, these are actually documents, and this stuff is
basically added. And then PU accelerated rendering
as well on top of that. And then basically, yes,
let's just talk about this. You're going to basically do
the design in Illustrator, animate in after effects, and then you are
going to export using body movement plugin or you can use the LatifiPlug
in as well, and then you can run the LatJSNFle which is
basically dot Jason format. We have discussed all
of this particularly in my previous courses or classes.
You can check those out. If you want to
highly recommend it, we have covered tons of
different complicated projects, and the UI animation
principles are actually same. The tool basically just
offers better execution. In some cases, the lot is better or after
efects is better. In some cases, RI is
going to be better. But the fundamentals are same, so I highly recommend
you checking those out if you are
interested in learning, particularly about
UI animation and grab all the possible
information that you can have. So I highly recommend
checking those out. And other than that, there
is basically the library. You can run it basically
almost everywhere. Okay, other than that, they have some CSS studies, and after that, we have this interactive photo
as well on the website. Okay, so RIV and Lotti
the major difference is the pipeline
difference, okay? That basically the Lotte
pipeline is basically this, but the RV pipeline is
actually completely different. The editor is actually
that RIV has built. The format is dot RIV. It is not just a weird
format like dot JSON. Now, it's not a bad thing
to have dot Json animation. It's just that at the time,
the technology actually, Henan Torosi who is
the founder of Lotti actually created the Late
format, and he's a genius. I have a huge
respect for the guy, and he did an incredible job. But it's just not built
to offer that complexity or offer that interactivity
that RIV can do, actually. So the format dot RIV can actually be exported
from RIV itself. So no other software
actually exports it. The runtime is actually built
by itself, the Rive team, and then the renderer is also
built by the same platform. We have covered a lot
of different issues in the classes in where I teach all the different kind of
animations that we can create using Late animations
by using after effects. And in those classes, you will see a lot
of stuff which is not actually translating
the way it should. We see something else in after effects and something
else on the web. And it's kind of weird, even when we are using
the supported features. But that is not going
to be the case in RIV. I have been using
RV over a year now, almost 1.5 years, and I've never faced some
weird issue like this. There has been some weird issue only when someone is not using the right
renderer for RIF, you have to actually
sometimes enable it. When basically they launched
the new renderer and they had to do some
kind of switching, and at that time, there
were some issues, but after that, there has
been no other issues. Okay. And if you have some
information about latte, you will know that it does not offer glows,
basically, right. A huge, huge plus point of using RI is that it can actually
offer vector feathering. Now, what is vector feathering? Actually? Let's
just search vector feathering in RV, okay? And basically, it is
just a tool which basically allows you to add
blur, simple as that, right? But you can do so much
more using the blur here. You can basically
manipulate the blurs. You can create all
sorts of animations, and you can see really nice
effects are created by it, and the blur can
actually be interactive. You can see that the
mouse is moving, and basically the cursor is actually getting followed
by the glow effect, right? You can see amazing stuff created by using
the blurs, right? Now, you cannot do this stuff,
particularly using Latte. Now, these are some
game changing stuff. Other than that, there is other stuff as well that
I would like to cover, which is the let's just go ahead and let me show
you that case study, which is, yeah, this
one, notion One. I have been noticing a really interesting let's just say revolution that Rive
has basically created, which is that basically all of these huge companies are using RV to create the
interactive animation. Now, notion is something that most people would
be aware of and all of the AI animation of their
assistant are actually interactive and those
are created using RV. Now, nobody is using Lotte. I don't know the
reason behind that, but I actually tried out
Lotte creator by myself, and I don't think that the
tools are really intuitive. For example, in RV, basically, when you
create animation, what you can basically do is you can start from one
animation state, and then you can go
into another timeline. Basically, let's
just consider that this is composition of
after effects, right? So one composition into another transition
simple as that. But Lotti does not
work that way. In Lotte, you have to
work in one composition, and then you have to
basically lock down the work area just like we
would do in after effects, and then you have to dt
down those sections and then attach those sections and
then create the animation. I don't think that's
really a nice way to work around because
I tested it out, but I didn't really love
the results as well, and it was very confusing to use for someone with my background who has been using After facts. I don't know if that's just
me being biased, but, yeah, I haven't really seen some
really major projects recently created inside Lotti. So other than that, there is one really important
thing to mention here, which is that let's
just go ahead and check the Lotti files
platform, okay? And let me show you
something really nice. Okay, so let's just go ahead
and look at the customers. Yeah, let's just see
all cases studies. Okay, so you will see here that it says do a lingo, and
we'll just click on that. And you can read a
lot of stuff here. Now, how actually R basically came into existence is the
story is basically simple. Basically, Duolingo
was the first client or the user of Rf. Okay? And the team actually
started using RV for the first evert I think because this is not just
made up information. Go Rosso, who is basically
the founder of RV. They basically mentioned this in a podcast or in an interview. Yeah, you can see with
Rosso, CEO at RV. So twin brother of
Nutsure Luego, I believe, is the yeah, Luigi oso, yeah. So these two are the CEO of RV and incredible
dudes, actually, and very supportive
and they're really one of the easiest CEOs to
reach out to actually. So I really appreciate that how RV team is developing
the tool and how they are so
responsive all the time. So it's really something
surprising for me. We'll get into that in
more detail as well. So basically, Duolingo
basically actually has currently it is using RIV, and RV was basically
not a public tool. It was just being used by
Duolingo most of the time. And then, basically what
actually happened is that some other
animator discussed this with Guido that
they should maybe launch because some other people would also like to use it. Now, Joy Cornman from School
of Motion has also mentioned something regarding RV that
it is really an amazing tool. RV is the greatest new tool for motion designers of
the past ten years. It lets you do what
Flash used too, but in a much more powerful way. Now, I am not really
that old that I have worked around
flash, to be honest. And but basically, when
they launched Rive, a lot of people were
really happy that the flash is back and it
is so much better now. So maybe or someone who is experienced
enough using flash, they would know what it
is actually regarding. Other than that, there has been some really incredible other
guest studies as well. First of all, the Duolingo,
as we have discussed, currently basically were
the first client or the user of RF and
they basically has shifted completely
to rife animations. And the dual Lingo
character basically can do we are basically
now covering that what R is possible of doing. And basically, you if you
read all of the details, you will notice that
all of these sounds actually are basically
different mouth rigs. But these are
basically attached via back end with the data binding, and that way, basically, you can see that they have actually
transformed everything, and the mouth basically
moves on the basis of how the words are being said or which
sound they are producing, and the data binding basically triggers those mouth moments. Now, this is all
happening in real time. The super duo lingo feature, the paid feature actually
allows you to video call Lily. And Lily is basically using the data binding feature from R which is
really surprising, and it is basically
talking to you. And it is basically listening to you and responding to you because that data is basically attached
to Rive animation, and that is translating
into the animation as it is triggering
different inputs. Okay? Now, it could be
really hard to understand. But in simple words, let's just say that number
one is mouth closed. Let me just go ahead and open a Figma and let me just
illustrate this better. Okay, so let's just have a look at what I was
trying to tell you. Okay, so let's just say
that this is a mouth, and we have different
poses over here. And this is let's
just say the tongue or the closed or the
opening of the mouth, and then we are basically some different sounds coming out of the character's
mouth, okay? And basically, let's
just say that we have these four
different inputs. Okay? So these are just
four different mouths, let's just head to one and let
me just scale it up. Okay. Okay. And basically, now this is just to simplify the
illustration purposes only, so that you can
understand the concepts. Okay? So let's just say that
these are the four poses and they have to basically
juggle in between them. Now, basically, when the
user is basically speaking, Lily is not speaking
anything, right? So basically, let's
just say the number three is the closed
mouth, right, like this. Okay. And basically, this
one will be activated. Automatically because the data
is basically listening and the animation has the condition that when the user is speaking, you have to activate
number three. But as soon as the user stops, you have to then respond
using different sounds. So let's just say that
this is the sound of A, and this is the sound of T, and this is the
sound of F, right? And then basically it
is trying to say full, then for one frame, it will switch to air F or L. For example,
something like this. F 000, and then L. So
it is going to do that automatically because the
data binding is attached to that and the logic has been
created in such a way. And basically,
something like this is actually created in
RV that you can see, you know, the data binding being connected
to each other, right? So something like
this. You can see structures like this in RV
animation all the time. So this is how basically it
is working on the back end. Now, just look at some other examples as well that how RI is actually
different. Okay? And why I'm actually
thinking that it could be potential use case
or a tool that you should learn for UI
animation creation. Now, if you notice
the Late community or the Late discord, you will see that
there is no activity. You will see that there are only there's only
one message in July. Nobody is responding. This one is, I think, moderator. Other than that, you can see the community is kind of dead. Now, they have officially
announced that the community has
shifted over here. Now, let's just go ahead
and have a look at the chat and you will
see that on July 22, there is two messages, and then we have July
21, one message. And then basically you
can see the difference. So basically, the entire July or an entire month is
basically covered within 20 or 30 messages. That's it. So basically, not a lot of talk going
in the community, and it doesn't seem that a lot of active users
are actually using it. And even if you
search on LinkedIn, stuff like that, you won't find many cases where people are
creating stuff like this. And maybe because there is limitation to
lottery features. And other than that, I don't think that there is any
particular reason for this. Maybe the tools are
limited because there are a lot of features that are not included other than just the
blur or the data binding. For example, let's
just go ahead and have a look at something
else, which is meshes. So let's just go ahead
and let me just search for meshes in Rip, okay? Intro to meshes, mesh is Rye, just open a bunch
of links so that I can show you what we can do. So you can see you
can create these weird, complicated
structures, right? So basically, these are
images, simple images, you can add basically
meshes on top of it, and then animated
stuff pretty simply. Late does not offer
this feature, and the Jason format basically supports that you work only around vector format. RIV basically solves that issue as well because you can
work around meshes, and it does not the
file because you can see that how the
meshes are working, you can create some really, really complicated
animations out of it. And I've tried it myself. I'm not really that
great with meshes, so my experience is
very limited with this, but it does not. I'm pretty sure of
that because you can see here how
beautiful this looks, and this is just one
image or two image or just divide few
images in Photoshop, and then you can just
attach them here. Really important thing here
to mention is that you can also input Photoshop files in RF and then you can work with those
as well, pretty easy. And if there are effects
added on top of those layers, they do not basically
create much issues. And other than that, one
really important thing to mention here is that there
is another tool in RI, which is known as the bone tool, which actually
offers the rigging, and you can rig basically
using however you want. And this is something
really amazing. Late does not offer
all of these features. You cannot create some really
interactive animations and kind of create character
animation really a concern here because everybody is trying to create a new dual
Lingo because dual Lingo or basically the trend of the UI has shifted a lot
in the last few years. Basically, not
everybody is trying to create the most
minimalistic app. Even if something like Notion, who is basically known for
their minimalism is actually using a animated
mascot here as well, which represents
their AI, right? And most of the company is
basically trying to go for a mascot animation approach where their entire identity
is basically attached to a mascot or a character that basically guides the
user through everything. For example, there is
a really nice example which is Byte Paul, something similar to Duolingos character and you can see here. And in all likelihood, I think that this was
created in RIV as well. I'm not really sure because this is not
mentioned somewhere, but if you research somewhere, then you might find the
theme behind it as well. Okay. And other than that, you can attach audio as well. I haven't really used
audios using Late actually because Lot actually exports the audio
in a separate file. But actually, it comes back to that same discussion that
has been mentioned here. The entire animation,
sound effects, everything is inside
one single file, the datery file, but that is not the case
when you are exporting a JSON file because the audio file is
exported separately. And then you have to give
that to the developer, and he will have to find a way or attach
it somehow, you know, also one really important
thing to keep in mind is that Lottie does not offer
the interactivity, whereas what actually
RIV makes better is what basically is the huge benefit of using RIV is the
problem solving aspect, which is that if you are
creating the animation, you do not have to it's not just that the tool can do
interactive animation. The tool basically
allows you to add all those interactions inside the creator or the
software itself. So you basically do not
have to give a lot of headache to the developer
or the back end team. Basically, you can add
all the interaction here, so it is basically can be
handled by the animator, slash designer
slash the developer who is doing the
animation, right? You can do create
all the logic here, and then basically you just
have to simply attach all of that data with the backend. That's it. Pretty simple. You do not have to type in those conditions that if
the mouse is over here, then just make it bigger. You don't have to
do all of that. You don't have to
go through all of that headache and basically, what we are trying to
do as an animator or as a designer is basically
solve complex problems. And if you're going to create another problem for your client, then it's basically not adding value to the project
or you are not basically becoming
a problem solver for the project or
the client, right? So the amazing thing here is that you handle
all of that by yourself you're
not just creating extra mess for the
development team to handle. And also really amazing
thing here is that you can also see stuff like this that it also flags
out the problems. There's a console
which actually shows you what you are actually
doing in the animation. Okay? And then you can do
some testing here as well. There is some
changes. There's so much Rive that you can do. And also really very
important thing here to mention is that the
community aspect, okay? Now, because there's
a lot of discussion going on in let's just say the lot of this survey
is basically kind of dead now maybe because
they have shifted over here, but you can see
that there is not much discussion going
on over here as well. But let's just compare it
with the arrive community. Now, you can see,
let's just scroll down and see how much messages or
chat per day is going on. So it's day one, and
we are going up, we are going up, we are
going up. It is Day two. And then we have Day three,
and then you have day four. Now, and not much
going on this day. So obviously, this happens. And then, yeah, a
lot of messages. And you can see that people are basically sharing
and creating stuff. Now, let me just go back
to Late Community or Chat. You don't see really people
mention stuff like this. So here, some issue
is mentioned. Other than that, not really stuff being created
by the community, right? And whereas, let's just
Jac arrive community, you can see that there's
a lot of stuff going on. Okay? And something
really surprising here is that it is so so much easier to
reach out to the team. You can even tag Guido as well. He's basically the
founder of the team or basically the founder of
the Rive as we discussed. And I was basically going through some
trouble because I was trying to submit a
contra challenge, but I couldn't actually
find a option in the tool. And Guido basically replied me because within
an hour, I think, and if he does not reach out, somebody else will
from the team. So there is constant
support going on, which is really, really amazing. And the shocking part for me is, and I really big, big salute to the team that they ship the updates
really, really fast. Like, basically RV basically updates the software
on a weekly basis. And I'm not kidding. Sometimes it is updating
twice per week as well. They are basically sometimes
just debugging some stuff. Sometimes they are adding
a small little detail that the community
has requested. And then other than
that, basically, you can just share
your work as well. So you can share you can see a lot of work
is being shared here. Right. So people are
basically creating entire show reels inside,
as you can see here. But I haven't seen all of
such stuff using Latte. And really one
kind of I think it will be the final
takeaway from this is that company like Spotify
has also used this. Now, what they use it for is
really interesting is that Spotify wrap is something that people wait for at
the end of the year. And I believe that you
understand what Spotify Arab is where basically
you understand or basically check what kind of song you were
listening to all year and basically that Spotify
Arab animation was actually created using RV. And something really interesting
here to notice is that Spotify has so many
listeners or users. And basically, the data binding has been,
for example, attached. To the user profile,
for example. So because everybody is
going to basically see their face in their
Spotify, right, or every artist on
the platform is actually going to be added
on the Spotifyer animation. So that is basically done
via using data binding. So for example, if we
just go back over here, let's just create
four circles so that let's just say that we
have four artists, right. So and then basically
what we have here is that now definitely there are so many more artists than four, but we are just taking
this as an example, right? And basically what's
actually happening is through the data
binding is what actually is happening is that let's just say that I
listen to this artist, right? Now, arrive basically
Spotify has my data. Now it is basically going
to create my animation on the basis of what I'm listening or which artist
I am listening to. Now, the current profile picture of this artist is
going to be attached into my most listener or the artist that I have listened to most will
be added over here. So basically, the
placeholder inside this animation is
basically a placeholder. It is basically going to respond to every single creator
that the platform has. And once it matches
that data point, it is basically just going
to pick that data point. Now we are not
going to see all of that definitely
because RI is really, really smooth. And why is that? Because as we discussed before, it has its own pipeline. So the animation runs
really smoothly. And we haven't really seen any backlash that
the animation broke, you know, I mean, if a team like a Spotify
using something, then I don't think that there is a point to
worry, actually. And the Duolingo was basically basically they are the OG of mascot animations
in the UI field, and basically their product is the most animated product on
the Internet, I would say. And if these tools are using, which are the top tools, like they are the top 1%, right, in their domains. And if they are
using those tools, then I think they would be using the best tools
because they are also the best guys or the
best companies in their domains or their
field of expertise, right? So you can see that they
would also be thinking about creating the animation in something that
is a scale label, and definitely it
is a scale label, and that is why they used Rive instead of
using anything else. So I believe that covers everything what Ri can
do, which Lotti cannot. And I think that covers
everything what Lotti cannot do, but instead, Rf can actually do. So I believe now you have
the understanding of what Rife can actually do
and what Lotti cannot. And I believe you have done something new in this video. Let's move on to the next one.
4. After Effects vs Rive: Okay, so now let's just compare
after effects with RIV. So let's just go ahead and
have a look at after effects. First of all, really, very important thing is
that in after effects, you have a lot of
plugins and scripts. Now, scripting has been
added into RI as well, but it does not
work the same way. Basically, there
are pre made tools and extensions and
stuff like that. Inside Aftereffects
now, definitely because it is a much older tool as well. And also the use case for both software is
very, very different. Now, because aftereffects is a compositing software or
2.5 de animation software, and it is basically created for two D animations or three D
animations or compositing, basically, you can
do a whole lot of stuff in after effects. You can create explainer videos, you can do character animation. You can do compositing,
a really great example of what actually is used. A really great
example of the usage of after effects is Jalex Rosa, who is basically a
compositing kind of director. I do consider him basically director who creates basically
all of these animations. And if you actually
watch one of his videos, you will notice that
he basically does the final compositing
inside after effects, and the rest of the video is actually
created in blenders, sometimes enopod
stuff like that, and sometimes frame by frame
animation, stuff like that, but the final result is actually composited inside after effects. So live action stuff,
explainer videos, stuff like that is basically, let's just go ahead and have a look at different example
of explanatory videos. Now, let's just say that this scene had to
be created in RV. Now, definitely, you can
create that in Rive. But if you want to create some
really magic transitions, you want to work around five examples just 60
seconds of animation, right? Ideally, it is not
the best tool, because it is created for interactive animation,
not explanatory videos. Now, the same way, after
effect is created for compositing and
complex animation, not interactive animation. That is why it is not
offer Dottery format. Now, Hernan Tosi is
basically the founder of the body movement
plug in and he also invented the Late Jason
format, basically. And really something important
to highlight here is that because the company
is evolving so much, this is also some exciting
news that basically Hernan Tosi has joined
Rive as well, by the way. So founder of Flat
Hernan Torisi joins RV. Let's just read about that
as well a little bit. So this is the legend himself. And you can see, as he says, when I first found
Rive a few years ago, I was navigating
through their site. In all of the set of
tools they had developed, then I met Guido and Luigi, basically the boss CEOs who shared their plans
for the future. And it was jaw dropping moment, interactivity, the editor, state machine,
bones, constraints, and so much more,
it felt unreal. I became an instant fan and have been following their
progress since then. When they invited me
to join the team, I was thrilled to
have an opportunity, but for personal reasons I
couldn't accept back then. Time went by, R became an even more amazing tool with everyone talking about it
and using it more and more. Finally, things
aligned and they were kind enough to extend
the offer once more. I immediately said,
and this week starts my journey with an
amazing project and team. Okay. And basically, this post
is 16 October 2023, right? So now, this is
something really, let's just say surprising
for me as well that I mean, maybe there wouldn't be so
much potential in Latte anymore that Hernan also
joined Rive instead. Or maybe he could
have thought that, why not invent something
similar to this, but use Latte instead or
develop something like that. I don't know why
he didn't do that. I'm not the expert here, but the plus point here is the
positive side of the story or the good part of
the story which is, I mean, there must be a reason why an expert like him
actually joined Ri, right? So it's like he could see the vision or the
update or I mean, someone who basically
developed Lotte if he understands that R has so many exciting
features or updates, and he was thrilled
to join the team, then obviously there is
something about the tool, right? Okay. So this was something
worth mentioning, so I thought, let's
just do it, okay? And now, regarding
RV or the Lotte, something really important
that I should mention, which is that I have
created all these animation inside after effects
using the after effects, basically and then exported
using body movement, plug in. Now, if I had to create
something like this, I would still choose
after effects. Why? Because the layer
management is so much easy and it is going to
save me so much more time. The layer management in
RIV is currently horrible. Maybe more shortcut tools are added, maybe it
will get better. I'm not sure, but currently, if there are 400 layers, it is much more easy to
manage all those layer inside after effects if you
are comparing it with RIF. And why would I choose
something like this or RV? Because I mean, RV offers
so much more features, you can do a lot more stuff. I would only choose this in cases where I do not
want any interactivity. If I want to create
something which is perfectly loopable animation, then I'm only going to choose
after effects, basically. Okay? Because I can adjust a
graph editor really easily. There are shortcut keys.
There are extensions, there are plugin,
there are scripts. I can basically just
offset the key frames, stuff like that,
really easy to do. I can't do all of
that really easily R. Some of that stuff
has to be done manually. So these are the
core differences, I would say, between the tools. Other than that, there is if
a project requires something like just say you have to add interactivity
to some elements, even if it's a button, right? Or even if it's a character
who has three pauses, happy, angry, and sad, maybe, you know, stuff like
that, then definitely you will have to do
that stuff in RIV. Now, you may say that if you
are creating something like, let's just say the dual
olingo animation, right? If you are creating
something like that, let me just go back
to the Duolingo page. Okay? And if you are creating
animation like this, which is really complicated now, in that case, let's
just say that there are 400 layers that
you have to work with. Now, in that case, because you have to work
with interactivity, I mean, you will
have to compromise on the layer management. You can't really do
something about it. So the key point here
is that what you are actually trying to create, okay? And if the end
result is going to be something
interactive animation, then definitely hands down, just go to RIF, okay? And regarding the design, I highly encourage recommend that instead of
using Illustrator, try to use Figma because that
works really well as well. Or basically, you can
just copy and paste, export SVG from Illustrator
as well to Figma and then or basically export the SVG
and then just dragon drop the SVG and then work
with that in RI as well. Now, we're going to discuss
all of that in detail, but if you are working or creating something
like basically, if you are going to work
with the UI animations, then maybe it is UI design that has been created in Figma. Then you can actually
copy and paste stuff from Figma, really easily. I'm definitely waiting
for some plugins so that it makes
things much smoother. For example, overload
from Battle x, right? I think that they have plans actually to create
overload for the arrive. So I'm still waiting
when that happens, because then you can just
hit one click and then, you know, everything
is inside ripe. So really looking
forward to that time. So they have mentioned
this detail somewhere. I'm not really sure that we will be able to
find this or not, but when they were
releasing this, they actually mentioned this. I couldn't actually find
the part where it says that they have the plan to
create it for RIV as well. But they have definitely
mentioned it, but because I think
that they have updated their landing page, I couldn't find it. So
basically, that's it. And I think we have covered
everything related to after effects and the comparison
of that with RV. Okay. So that's basically the comparison between
RV and after effects. I hope that you guys understand clearly that where
interaction enters, after effects
cannot handle that. And other than that,
after effects is a great tool to create
complex animations, but it just can't
handle interactivity. And that's it.
5. Introduction to Rive: Okay, so now let's just go
ahead and have a little bit of introduction regarding RV
and let's just explore RV. Okay. So let's just go ahead
and create a new file. Let's just go ahead and
keep it the same size, and then just create hardboard. Okay, so now basically, you will notice, first of all, there is this design
and animate tabs, okay? So design and animation
are handled separately. Another difference between
after effects and RV, right? Okay. Other than that,
there is this hierarchy. Re key difference here is that the animations
basically are known as timeline instead
of composition. So please keep that in mind. The timeline is equal to
composition. That's it. Other than that, one really
important thing to keep in mind is that once
you add a circle, for example, let's say, right? And we have this
color right here. Oops, we have to
be in design mode. Please keep that in
mind. Okay? And then let me just remove
this keyframe. And then basically we
have this right here. Okay? Now, you will notice that we have
this ellipse over here, and let's just call it ball. Okay. Now I'm going to hit Y, and it basically works the same as it does in after effects. Basically, we have the free
toool over here, okay. And now let's just go ahead and cover all the
tools. Just give me a minute. First, basically, I want to show you something really
important is that you can hit Tab on your keyboard and you can toggle
between the timeline. And the design and
the animation. Okay. Simple as that. Whenever
you are doing some design, you have to keep
in mind that you should be in the design tab. Otherwise, if you
create something here, for example, if I move it here, if I go back, you're not going to see that
changes in the design, actually, it has added
keyframe over here. Now we are going to
discuss this in detail, but just to keep this in mind that this is
really very important. A really, really
important thing to keep in mind is that, whereas, it does not really
much matter if the latte size or the
composition size of the latte is exactly the same that the developers have asked you if there is no negative
space around your design, the developer can basically scale it up and scale it down. It is not really going to
give you much headache, but that is not
the case with RB. It is not because you cannot scale up or scale
down the animation. If the layer is SVG, it is going to stay SVG, so it is going to stay vector. It is not that this tool only exports animation in raster
imagery. Not the case. Please keep that
in mind. But just because the integration
is a bit different, it is better to have
something organized, something more organized
and something that actually fits into the
product much more easily. Okay, so now, first
we have this tool, which is the selection tool, basically our mouse, then
we have the translate. And once we select that,
let's just click here. And then basically what
we can do by using this is that to be honest, I don't really use it because
I just use my V. That's it, and I haven't really
used translate key. After that, we have
the rotation key. We can definitely
use that to rotate. And after that, we
have the scale, which we can use do the scaling. And this is really
important to notice here is that we are only changing
the scaling value. We are not changing the origin
size of the ellipse path. Okay, really, very important
to keep this in mind. A really amazing thing here is that once you click
on the dit vertices, and obviously, you know that
this is currently a ball, but we are converting
this into a path. A really important
thing here is that if you go into the dit vertices, you can actually work or edit every vertice and
basically animate that as well. And really another
important thing is that once you select
it, for example, let's just say
that you are going to face this type of
issues when you are animating some kind of hair in the character or when you
are actually trying to animate a path or a
face of a character or maybe just the arm is
overlapping over the body, then you will have to select
multiple anchor points. Arrival offers this nice way of actually selecting
the anchor points, and then you can basically drop them to basically
change the shape of the path as well
and also basically deform it to create something that you
like more, you know. So it looks really nice.
Okay. Other than that, something really
important, another rule. Basically, these are kind
of like a rule, you know. So whenever you're doing
any kind of project, you have to keep
these things in mind. It does not matter what
you are trying to create. It is better to follow all
of these rules to practice. Now, when you have created
your entire artwork, let's just say that we had
two balls over here, right? And we have let's just
say we have hit 50 50, right, or let's just drop
it down to 20 or yeah, 20. We have these two. We have
to group these two, okay? Basically what we can do is
we can move it around, right? If let's just say that
these were two eyes, we want to move the
group layer as well. What you're going to have
to do is just group it again and then basically
just call it root. Now, do this every time you are creating an animation
inside drive and just create a
root group where everything inside it
basically just stays there. Why? Because in case that something has happened bad
or maybe misaligned a bit. You can just click
on the root group and you can just
bring it over here. Or you can basically just move it around the way
you like, okay? So this is really going
to help in those manners. So as we discussed that you can press shift
and select the layers, and basically, you can select multiple layers and then
create auto layouts as well, but we are not going
to get into those. Other than that, there
is solo animation, which can be used
sometimes for buttons as well or also pose
to pose animations, where sometimes a character
basically changes its eyes from one style
to another, basically, then it can be used or if the character is
changing its arm, you know, for example, if we have one like this,
then we have arm to. Let's just say that
the character has this first arm where we have basically the character in a
blue color, you know, nice and calm, and then we have the character in
an angry mode, you know, let's just say
something like this, but with a weird shape, you know, like this. But I want the character
to shift those arms. So one can be enable
at a time, right? So what I can do is
just click over here, go into solo, and I can
just create solo like this, or what I can do is
basically just control G and then basically right click over here and then go to
convert to solo. And then I can basically just
enable one layer at a time. Please keep this in mind that the group has the origin right, and if you change that origin, everything inside that group
also follows that origin. So this is really something
important to keep in mind, and you can see, when I change the layer inside it and then go back and edit it, you can see the arm is
moving the same way. So this can be helpful when you're creating
character animation. Okay, moving on, we
have the component. So basically, this is just like pre comp inside after
efect as you say. Now, it works a
little bit different. Or if you work in Figma, basically, it kind of
works the same way. The components
work. But there are so many additional
features here as well that you can use
the same component. But if you have, you
know, build a website, there is a feature known as CMS, where you can keep
the same element but change the data inside it. So you can do stuff like
that with this as well. And this is a much
more detailed topic, so we will discuss
it in a later class. And then after that, we have
simple shape layer tools. We have the pen tool, right, simple stuff, pretty
simple stuff. If you have used any designing tool, it
works the same way. And one interesting
thing over here is that you can basically just
select any anchor point, and you can adjust how it basically um can be
handled, you know? So you can attach
it, Dattach it, stuff like that,
pretty simple stuff, nothing too complicated. And again, you can press and do all of
that stuff as well. Okay? The same way that you
can do it in Illustrator. So pretty simple stuff,
nothing too complicated. And after that, we
have the text tool. Really powerful tool, you
can do a lot with text tool. And really important
thing to keep in mind is and one key thing to keep in mind is that the text tool in Um, RI basically offers
all the Google fonts. So if some product is built using some font
that is in Google, then that is really,
really a huge plus. And you can basically just
select that font from here. Let's go ahead and search
for Inter, for example. Okay, so that is
already selected. And then you can go for
let's say different text. Okay. And you can
do a lot of stuff, actually, with this as well. For example, you can animate
this weight as well. So you must have seen
those animations where the text
basically just gets, yeah, thick and then
thin, you know? So you can basically
just loop it. Okay. And then there is
feature and stuff like that, which I haven't really gotten into because there hasn't
been a need so far. Okay. So we have the text tool. We have a lot of
different stuff. So basically, just like text
modifiers basically works like text animators
in after effects. Okay. So something
similar to that, we can add different
you can see that the range is basically
getting affected, right? And then you can basically
add things like opacity, rotation position,
stuff like that. So let me just hit
offset like this. Okay. And then let me
just try to do this. Okay, so the range should be 0-100 and then you can see how the animation
is being created. Okay. Now, definitely, this
is a much more deeper topic. This is just to showcase
how you can do it. Okay? So just telling you where the interface
is actually like. Then we have the bond tool, basically used for
character animation. Simple as that, you can add
bones, pretty simple stuff. Okay. And then we have
basically the weight tool. Basically, it can be used to add or shift bone weights.
Then we have the event. Event is basically
something which can trigger and something that is happening
inside a composition, for example, or on Canvas, then it can basically trigger
that with a listener input. It is hard to explain. It will be better to
showcase you an example. Basically, it's like a
bell button, let's say, for the data to actually
detect that something is triggering or something is happening. So pretty simple. And then we have scripting,
which is basically, I would say that this
is something that a developer would be better
if he explained that. I've used one or
two scripts so far, so not really much
experience with this, but it can do a lot of
different things, definitely. I've seen multiple examples, and I will be showing you some guess studies from
that definitely soon. Okay. And now let's just delete
all of this extra stuff. And let's just try to add a key frame to the
animation, okay? Now, let me just
put it down here. Okay. Then let me drag this
one as well in the center. Okay, so we have
this ball over here. And now let's just see what kind of animation tools we have. Okay. Let's just go
ahead, select the ball. And then what I'm going to do is now one key thing
to keep in mind is that when you starting the animation and you are going to create multiple states, let's just say that when you click on the ball, it animates. When you take your mouse out
of it, it basically stops. And when basically
you hover over it, it basically changes the color, you know, stuff like that. One very important thing
to keep in mind is that let me just go ahead and
first call this idle, and then I will
explain to you that. What does it mean? Okay, so now we have three
compositions, basically. By the way, I'm doing
this really simply. By the way, if your panel
is hidden somewhere, you just have to
click animations and then it will pop out. And as of these recordings, RIV is completely free. You just have to buy
your subscription if you want to export your
animation to Dot ry file. But there is no cost
to learning the tool. And if you check my case study, you will see that I
don't actually share Daughter animation
files because that's the file that will be going to client because that is
a real input file, right? So basically, you are going to be showcasing
animations in videos or if you don't
have a R paid plan, what you can simply do is just
do some screen recording. Simple as that, use OBS, just like I'm using
it right now. And then what you can do is just do some basic
compositing inside after effects or any other software that basically supports masks, and then basically just create your portfolio out of it.
Simple as that. Okay. Okay, so let's just go ahead now let me just go to
the state machine, and we have the
idol here already. For example, let's just
say that it is not here. We can just drag and drop our
animation like this, okay? And then let's just say that
we go from entry to here. Just ignore these two. For now, we are barely going
to use them ever. And then after that,
we are going to go to our color change, okay? And then after that,
we're going to go to our position change.
Pretty simple. Okay. And now what I'm going
to do is basically is that let's just ignore the
state machine for now, okay? And let's just say that
after the color changes, I want the animation to actually go to start from
here actually, okay? And then go to here. That's it. Simple.
Okay. Simpler stuff. Pretty simple, okay? And there
is no animation over here. And let's just say that I am thinking of keeping it
here for now, okay? You will notice a
very weird thing here that the animation, the keyframe is added here, right? It should be here. But why is it here?
There is no key frame? What is happening
actually here is that let me just go ahead and first create the key frame
on the color value, okay? And then what we are going to
do is we're going to change the color back to
green now, okay? Now you're saying
you must be thinking that we have the
dal keyframe here. We have the green keyframe
here in the other timeline, then we have the position
change over here. But if I add the
keyframe here as well, let's just say like this. Okay? And I'm going to go
ahead into the idle one. And then basically just copy
and paste the color value. Let me just go ahead
and copy the color, then just paste it over here. Simple. By the way, wherever your header
is on the timeline, you basically just
add keyframe there. So if I change the
value over here, you're going to see if we
have added a keyframe. So we start from here. We change the color like this. Now, wait. Why we are not affecting the
color here, right? Why is that? First of all, you have to keep in mind that if you're going to
animate one property, it is really important
to first plan the animation before creating
the key frames inside ive. This is really
important. For example, let's just consider that there
are 50 layers over here, and the client simply wants you to change
a very small detail. For example, the eyebrow
color of the design. For example, this is an eyebrow. Okay. By the way, if you want to add fill
or strokes on a path, you can just go into
the fill and stroke, take out the fill or a stroke and then just add
a stroke here as well. Simple stuff. Pretty
simple stuff, okay? Very basic. Just like
it works in Figma. Very similar to that. Let's just say the designer or
the developer say, Oh, there must have
been a mistake. Ohh, Oh, no. Oh, no, no, no, no, no, we
have to change it. Okay. So then what you have to do is basically
just change the color. Simple enough, but not
actually simple enough. Why? Because let's just say that you have ten pauses of
character animation, then you have to
just go everywhere. And then what you have to do is basically add one key
frame in each one of them. Or if you want to actually
just change the color, what you have to do is just
go back into the design mode. Very interesting thing
here to notice is that if I go here and then just
make it like this, then go back,
you're going to see some really weird
things happening. We have blue colour hair. We have blue color hair. And we have red color hair. What what I mean,
what is happening? Okay, so now I'm
going to explain this to you really,
really simply. Okay? Let me just go ahead and basically delete this layer. I don't know why the delete key is not working on my keyboard. There has been some issue maybe. So let me just turn it off. Okay. So let's just focus on our layer one only
or our ball only. Now, why the issue
is happening, why? What just happened? Why we cannot understand
it is very simple. If you're going to
create an animation, the simple less
thing is you have to first match everything
with the design. As I said before, you have to do the design entirely here. Don't do anything here,
do everything here. Okay. Now we have
the color here. This is our finalized
color, for example. Let's just say this is
not the finalist color. This is our finalist
color like this. Okay? This is
finalized. That's it. We're going to the animate mode. We have to delete our key frame. Now you will see that we are
back to the green value, which is our original value. Now, if there is going
to be a roadmap between the animation, if
you are going to, let's just say animate
position in this timeline, you will have to add two
Dummik frames here as well. Why does that happen? Now, here is what is actually happening. Let me just draw something
for you really nicely. Okay. So basically what
is going to happen is, let's just see if I can
explain this better. Here is how the state
machine works, okay? Let's just create a rectangle, and let's just say that
this is our state machine. Okay? And this is basically
one animation, okay? Let me just go ahead
and make it like this. And then we're going to draw
another color like this. Now, this concept is really, really simple and it is kind of like a child's
play for someone who has even a little bit of
background in development, I would say, or has done
some back and work. It's pretty simple. But I know when I started out in Re when it
was my first day, I was basically, you know, crashed out for
an hour because I couldn't figure out what
is actually happening. So basically, this is
what is going to happen. Let me just obligate
this text here as well so that I can
explain it better maybe. Okay. So the data, and then we have this 120. So every timeline has data, okay. Simple as that. And then what actually happens is there is just, as you know, in after effects or anywhere, when you create an animation, what actually happens is you are basically creating
interpolation, you know. For example, if I create
animation like this, 12 K frames, I
make it like this. The interpolation
between these two value right here is basically
increasing as you can see here. So we basically are
telling the software that go to 100 opacity from
zero within 12 frames, and the software basically figures out the rest of the
calculation and values. Now, the same thing
is happening here. Basically, every time line
has data in it, okay? Id is basically
data of animation, that key frames that
we have added inside. And then after that, what we
have is the color change. After that, what we have is pretty simple position
change, right. Now, if you add one key
frame on position over here, let's just say that this is our position key
frame like this. Let me make it like this, you know, Yeah, looks better. So let's just say that this is our keyframe and let's just make it a
better color, right. And let's just say that this
is our kframe for color. And this is our key frame
for position. Okay? Now, basically, this is what is happening. We have the idle. We have the color change, and then we have the
Mbadry just select both. We have basically
the color change, and then we have the
position change. So this is our position change. Now, we don't have those
key frames, right? And then we don't have the
color change over here. Okay? Now, what is
actually happening over here is if there is
no keyframe over here, it cannot actually interpolate
the values from here to here because there is no transitioning data for
transition to happen, it actually has to go
through some different data. Let's just say that
we have changed the color right now, right. But after that, the color
is basically not changed. So then what actually happens
is the color that was actually the original one is basically actually
triggered over here. So if you want this
color to appear here, you have to basically just
duplicate it like this. Simple. And if you want the
position to change, right, then what you have to
do is basically add that keyframe over here as
well, the final keyframe, or let's just say, Okay, so for example, if we have
this position keyframe here, let's just go back to
the previous computer. You'll see the position is 333, right? Let's just copy it. Now, keep in mind, we don't have a
keyframe over here. Only changing color over here. Now, let's just add
position over here, okay? And you will see it is
not adding anything here. Why? Because I need to
first add key frame. And then I just
need to control C, copy and then paste it over
here and then hit Inter. So you're creating the
animation like this. Simple. Nothing too complicated. It just make it
longer like this. Okay. Sounds good. Now, you will see that we have this animation
over here, pretty simple. Then we have this
animation going up. Okay. And then we have
this animation over here. Now, we want to keep the
color value over here, same. Let's just delete
the color key frame. And then the color over
here is what is it? It's this can kind
of color ride. Let me just go ahead and
create a keyframe over here. Now, this is basically not
going to pick color from here. Why? Because it is basically
following the keyframe, which is already added
over here, right? So let me just
delete this one and then let me just copy this value because
I'm going to forget. So let me just delete this one. You will see the default
position is the same. Now let me add
keyframe over here. Let me add keyframe over
here, and then copy paste. Now when I go ahead, you will see we are not changing
the color here as well, because we haven't added
the color keyframe. So basically the ideal way to do this is you have to go into
the first composition, the dal composition where
nothing is basically animating, nothing at all, right? And then from that, you have to basically go
through a journey. A stated machine is kind of like a journey or kind
of like a path, and you're going to basically
drive your elements or character through that path and going to basically take them
through that journey, okay? And that is why now we know
what we are going to animate. We are going to animate
two properties, and what are those properties. First, we have the color. Second is the position. We added both keyframes. We're going to go ahead
into the color change. We're going to add both
keyframes here as well. The color change
is already added, but the position wasn't added. So we added that. But the really important
thing to see here is that we actually want
to animate our ball. Okay. By the way, I think we only have
animated our ball group. So let's just stick to
that for now, okay? Do not make it more confusing. So we have added two keyframes. Now we have two keyframes
over here as well, but we are only changing color. Pretty simple. Very easy. Now, what we're going to
do is we're going to copy these two keyframes and paste
them here. Pretty simple. But the color value should
be this one, right? And basically,
we're going to copy this and then come to the start because the ending point of this composition should be the starting point
of this composition. That is how the animation
is going to be smooth. So let's just paste
it over here. Simple. So let's just play
first one. Pretty simple. Let's just go ahead
on the second one. We are changing color. And then we have the position animation. Now, something
really important to keep in mind is pretty simple, which is let's just go
ahead and experiment around letting me
animate a scale. You can see we have added the keyframe when we change
the property, right? And let's just go back and you will see we are
not changing the scale ear. When we go back, you will see we're not changing
the scalar, right? So pretty simple stuff. Same basic concept. Let's
just remove the keyframe. Simple as that, right? Everything
is working nicely now. And now you can see
that the animation is not breaking because we
added the keyframes. Okay? So this is very important when you are actually
creating the animation. Side state machine. This is
really, very important, okay? Because one estate is
going to go into another, and the interpolation
needs to have that data. It is really, very
important, okay? These are kind of
like crucial points basically that you have
to keep in mind, okay? And I've tried to simplify
it as much as possible. Now, a few really nice tricks or let's just say tools
which I love about Drive. Let's just go and
check those, okay? Let's just delete all of this, and I'm just going to go
ahead and remove these two. I'm just going to go into the ball and then just
going to position. Remove the K frame
from the group, and then we're going to
basically animate it going up, and then we can go to
the 40th keyframe. Then we're going to paste it. And then basically Rivet also let's just remove
the color Keyframe. Yeah. So basically RV actually offers this basic interpolation, very simple throughout
UI animation tools, but unlike after effect, as you can see, aftereffect
does not have this. After effect has
something like this, which is called the flow, but it is basically very
basic interpolation, but something great like after effect is inside drive as well, which is the graph
editor, actually, okay? And how you can enable that
is by clicking over here, and then you can basically just play the animation and see. Okay. And then what you
have to do is basically, if you want to enable graph, you have to go over
here and then click on Cub value or hit F
nine on the keyboard. And then what you
can do is do this. Let's see a result. Oh, nice. Really nice ball
bounce animation. Okay? See? Pretty simple. Now,
the lovely part about RIV is that we're going to get
into that in a minute. Now, you can see the basically, it is the value graph, okay? So do not expect that there
would be a speed graph, there hasn't been any
confirmation, and basically, you can work around
value graph as well if you are a good
animator as well. So R actually currently only offers valegraph
instead of speed graph. So I hope that's enough
for you as well. Instead of working
in tools where you cannot actually
work around graphs, it really breaks my heart that you cannot adjust the easing. Okay, so let's go back to our timeline view
instead of graph view. And now let me just show
you something really nice. We have timeline options
where you can basically look at hierarchy or custom
and apply all to design mode. I'm not really
sure what it does. Applied current play
head values to design. Oh. So this is
something real nice. For example, if I
want this value to be at the start
of the animation. For example, I want this
to be here at the start. I think what I can
do is click here, apply all to design mode. And then, yes, our
ball is right here. So this is something
really cool. Now it is really surprising
that as I'm recording this, I'm also learning something new that I hadn't
explored actually, because these kind of things
are actually not really, you don't have to
explore these features because it doesn't come to your mind that,
oh, I have to use it. But if you have to use it, then definitely you
can find it actually. So my main focus is most of the time
entirely in animation. So I don't copy values from here to
design mode, actually. And one other reason
behind that is that I pre plan design actually, and then execute
the animation part. So also, this is something that will
take some time to learn. You know, you're going
to make a lot of these mistakes that you
have done a lot of editing, but it is done in animate mode. And when you press tab, you will end up in a horrible situation because the design is
entirely different. So in those cases, this tip can save you, right? Okay, another thing, which
is this work area. Okay? So this one basically allows you to handle the section
of the animation, and then you can
basically play that. And then it is
basically going to just export that part as
well of the timeline. And if you are exporting PFOe, then that will be
the case as well. And let me just make it full. Now my favorite feature is if you're familiar with
Late felt and after effects, you might know
actually that Late does not support time
remapping feature, which is basically used to slow down the
animation or speed it up. If a client requests for a 15 second animation
to be 20 seconds long, you have to go
ahead and manually basically adjust all
most every key frame. And if you are
creating something like a product UI animation, it is basically a nightmare, and it basically waste a lot
of time on the revisions. Now, something really
lovely about R is that now, I mean, I love this
kind of features. It basically saves
you a lot of time, and it also gives me that
perspective that this was actually kept in mind while
the tool was being built, that these type of features can also make a huge difference, and these type of features can also help you achieve different
results of animation. For example, if you're
creating animation, where a character is angry, and if you want to show that the character is moving fast, you not have to basically
do the entire animation. You just have to click
our hair on the head. You just have to make it to X. Okay. Now it is not working maybe because it does
not work that way. Yeah. But you can definitely decrease
down the speed as well. So I'm sure about that. And if you want to increase
the speed, by the way, you can do the same technique
in Alt click as well, by the way. So you
can do that as well. But let's just say
that you have animated 100 layers one after the other, and then one after that one
and one after that one, and you can't just all tap them. Because then the overlapping of the layers is going
to basically mess up. Then you can also come here and you can basically
drop down the speed. Now, you can do it
whatever you want, 0.1, let's just say. So let me just go
ahead and show you. See how beautiful this looks. Also, something really
interesting here happening, which is that the playhead speed is actually matching the
value over here as well. You know. This is also, I think, really nice if you are
experimenting around figuring out what should be the timing of the
animation should be. Then instead of dragging and dropping
different keyframes, what you can do is basically just readjust time from here. One really key element that you have to keep
in mind while animating is that RIV does not actually
work on 24 FPS or 60 FPS. It basically depends upon
the device of the user that how much keyframe it can possibly show to that device, and then it is
going to basically play back the animation
on that speed, which is quite interesting. So let's just say that if there is a device
which is really nice and it has
240 herds display, then it will show 240
frames on that device. If you are using
quantize feature, then it is going to limit your keyframes to actually
whatever you type here. Okay. So something really important to keep
in mind as well. So by the way, we can just
drop it down to lb as well. So we'll just have
a look at that. Okay, right? And the same thing happens. And let me just turn off the quantis and
let's just see it. See? We see 12 keyframes here, but the preview is
not 12 keyframes. The animation is
so smooth, right? So this is just something
that you can keep in mind. Let me just make it 60 again. And something really nice, another feature,
which is this loop Now, if you ideally work using let's say you have
worked before using Lotte, what you will know is that you have to create the
perfect loop animation, and then basically
the developer can basically make it
play on loop forever. That part can be handled
by the developer. But if you have created the
animation inside Drive, you can just make your
composition loop. And then the animation is going to basically loop forever. And the developer
does not have to attach any sort
of code for that. Something really
interesting again, and I think this type of feature are really something that really showcases you that. I mean, okay, nice. Great. Now, there's
one less headache for the developer to
handle, right? Okay. And now we have the ping pong. See? These are the type of
things that I is built for, and I hope that you
guys learn something. See? So these are the type of things
that RIV is built for. So interactive animation,
now, definitely, we haven't added any
interactivity to it because I want you to basically digest all the new information. And if you want to know what a single or a
particular feature does, then you can definitely
check out their so studies. You can go through their
YouTube channel as well. There is some really nice
stuff that they have uploaded. So let's just go ahead
and see RIV app, and let's just open the channel to show you something
really nice, okay? And basically, if you
go into the playlist, you're going to find
five plays, basically. So there is the stat machine where you can learn everything
about the state machine. There is R one oh one. There is the layout and
tips tips and tricks, and then there is
vector feathering. And let's just touch a little bit the vector feathering
as well so that we can really understand the
difference huge impact that the vector
feathering has added. And before I discuss
vector feathering, this is really important to mention that vector
feathering is a different technology
than any other blur. So basically this technology did not exist until
Rive invented it, so it does not
work the same way. The Gaussian blur,
for example, works. So it is a technology
that only works arrive and Rive has actually
developed it or invented it, which is really amazing and
very kind of shocking for me. So let's go ahead and let
me duplicate this one, or what you can basically do is you don't have
to duplicate it. You just have to delete it. A let me just go back into the design mode, just like we should
practice, add a fill. Okay, now you can see
we have a fill here. Let's just go ahead and
make it a radial gradient. By the way, you can add
gradients as well on the layers. Nothing too shocking, I
would say, pretty simple. And then what you
can do is you can basically go into this part, then basically make
it lighter, right? And then you're going to
go here, make it white, and then you can add
basically Inner glo as well, you can add out glo as well. So it depends upon
what kind of blood you want add completely up to you, completely your creative
freedom. That's it. And then, basically you can also duplicate
it, by the way. And then let's
just duplicate it. And then let's just
experiment around to show you what different types of results you can
achieve via this, okay. Um, yes, so a bit of purple
here would be nice, I think. And then let's just make
this one instead of green. Also pink, maybe or a bit blue. Yeah. Sounds good. Looks good. And let's just make it bounce. And let's just see
how it looks now. Okay. Now, definitely you
can improve the look of it, but the whole point
of showing you is how much you can
create with this. You can add a lot of depths into character as well and are really fantastic example by RF team is here, which
you can check out. Now, all of this
depth has been added by using the blurs only. So this is a two D vector
layer. Simple as that.