RiveMascot / rive animation

One character.
A whole system of reactions.

Design, rigging and motion need to work together. Build a reusable character system whose transitions are as carefully considered as its individual poses.

The production layers

Build expression into the structure.

01

Design & preparation

Approve the silhouette, face, colour and expression range. Separate parts for deformation, rotation and layering before rigging.

02

Rigging & motion

Choose bones, meshes, constraints and shape changes where appropriate. Test extreme poses so the rig behaves across its intended range.

03

Behaviour & delivery

Connect resting states and actions through deliberate transitions. Document the application interface and test agreed journeys in the target runtime.

State machines

Make transitions part of the design.

State machines describe when animation changes. A persistent condition can keep a character attentive; a one-off event can begin a celebration; a numeric value can blend a range of expressions.

Define exit conditions, interruption rules and default values. A reaction that looks good alone can still fail if the user taps twice or changes screens halfway through.

Review beyond the happy path

  • Repeated triggers during a running action
  • Fast changes between persistent states
  • Progress values outside the expected range
  • Screen removal, resume and a new session
  • Pause and reduced-motion behaviour

Ready for development

Agree on the handoff contract.

A typical handoff

character.rivRuntime asset
controls.mdInput contract
behaviours.mdStates & transitions
integration.mdPlatform notes
source artworkWhen included

Editable character artwork, source access, licensing and revision rounds are agreed in the project scope. Third-party fonts, sounds or artwork require appropriate rights.

Your product has a purpose.
Let’s give it a personality.

Bring an idea, a character or a product moment.

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