Tech Art

#1 - From Dot to Character: Building Motion in Rive

Based on Alex Grigg's dot exercise, this thought explores extending simple dot motion principles to a full character rig using Rive. Since Rive is based on vector animation and not frame by frame drawing approach, it's an interesting exercise to recreate these exercises and problem solve the animation results.

The Basics: Animating the dot

4/9/2025

Single Dot

Using a randomly defined looping path, the dot is animated to follow along the path along with the radius changing at the same time as well.

Multiple Dots

The same principle is applied to multiple dots, each having it's own path to follow, and different radius constraints.

Connected Dots

Lines connecting each dot are connected to root bones. Each dot contains a bone, and each bone controls two vertices belonging to two different lines to achieve the result.

Building a Basic Rig in Rive

11/9/2025

Basic Rig

To control the rig, very slowly track the orange circles using the mouse without clicking. Move the pointer away quickly to detach the control.

Constructing the basic rig

The skeleton of the human character is visualized using simple shapes, and connected to a rig build using bones.

Control Dots:

  • Left Heel
  • Right Heel
  • Left Hand
  • Right Hand
  • Hip
  • Chest
  • Head

Joints:

  • Knees
  • Elbows

Building continuous actions by animating the dots along paths

15/9/2025

The points are animated approximately along ellipses interpolated on a cubic curve to roughly simulate the appropriate motion. Smoothness and accuracy are not a priority.

Walking

Swimming

Jumping

Boxing

Dancing

Running