Donnie the Dino! Animate with Groups, Draw Order, and Constraints.

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
[Music] hey everyone in this video i'll show you how to animate donnie breaking out of his egg we'll create all the animations with groups a scale constraint and some custom draw orders after that we'll tie it all together with the state machine there's a link to the source file in the video description if you'd like to follow along with that being said let's get cracking so before we start diving too deep into the hierarchy i want to show you the sketch first so that when we're talking about the hierarchy you understand how i came to the idea of creating things the way that i did so here's a sketch and obviously it's it's relatively rough but it gives me all the pieces that i need so here's our character and as i drew the character it started informing me about some of the pieces that i needed to make and uh it allowed me to ask some questions like how am i going to get the character into this position so underneath the character i started sketching out some of the um main poses that i wanted to create so i know that i need a full egg because i want the full egg to squash and stretch and i want it to break open later so i'm going to need a full egg i'm going to need to allow it to squash and stretch i'm going to need a broken egg so that i can have donnie push the egg off of himself and obviously that's what's going to be cracking the egg open is he's going to kick it off of himself so we need we need to make a back for the character that we can slide up and down we need his feet front and back and you can see his head's poking out here so this is the first main pose in the egg breaking animation and then we'll want the character to slide into position um so i know that this is going to move down and then his body is going to slide up and then obviously his legs will be visible as well as his hand so now that we've looked at the sketch and we've sort of seen the pieces that i need to create let's hop in the editor and look at the hierarchy and all of the different pieces okay so here we are in the editor and as you can see all of my groups are nested under a root group as always now below that we have a couple different groups here we've got the full egg group which is what's displayed on screen right now and that's just the artwork for the egg in its full state and then we have a cracked egg group and if we expand that um you can see that we have an egg top and an egg bottom so the egg top is the top of the egg obviously and it's going to be the piece that flies off and the egg bottom if we expand that contains all the artwork for donny so we've got his back here and this is the piece that's going to actually push the egg off the top of him and we've got his feet we've got donnie the character so this is his head and a little bit of his body here and then if you expand that we have his eyes open and closed okay so we'll use that for a blinking animation we've got his hand and um so that's it for the character artwork now we also have a couple other groups here we've got the back shadow which is going to be the shadow for this piece of the egg as it flies over and drops down to the ground we have a shadow group and then we have this scale target now what the scale target is is it is the target for my scale constraints which i've put on um the full egg group and the egg top and egg bottom group and that's so i can scale all of those pieces at the same time so when we're squashing and stretching the egg and it's together i don't have to make three separate keys i can just make keys with the scale target using scale constraints and i only need one key instead of the three like i said before now there's one other thing i want to take a look at and that is on the egg top now for this i've added a custom draw order and i i intend to animate with this so the normal draw roll has this egg top in front of the character now when it flies above the character i want to be able to change the draw rule so to my custom draw role here and you can see that now the top of the egg is actually behind the character now i may do a video on how to set that up later but we won't go into that in this video so now that we've looked at the um the hierarchy if you're not quite understanding the hierarchy and how it works i would recommend downloading the file playing around with it for yourself and um looking into the help center documentation on uh parent child relationships and i'll link that document in the video description so now that we've gone over the hierarchy let's hop into animate mode and get this guy animated okay so here we are in animate mode and what we're going to be doing is making three separate animations we're going to make an intro idle animation where the egg is sort of twitching and it's sort of preparing you for the next animation where that egg actually cracks open and that'll be the second animation where we crack the egg open and don is exposed and he comes down and sort of rocks into position and then the third animation that we're gonna be making is an um egg open animation where the egg continues to rock back and forth as if donnie's sort of sitting in a rocking chair and rocking back and forth so let's start with the um intro idol so i'm just gonna rename the animation intro idol and because it's an idle animation i'm going to set it to loop and i'm going to give myself a little bit of extra room so instead of one second we'll give ourselves let's say three seconds maybe if we need some more time later we can do that and the first thing i'm going to do for this animation is go through and set up opacity keys so that the artwork looks how i want it so we don't need the cracked egg group in this initial animation so i'm going to turn its opacity down to zero we don't need the back shadow so i'm going to turn its opacity down to zero and the full egg i'm going to go ahead and set its opacity to 100 now the reason i'm setting an opacity key for the cracked egg is if we ever wanted to make a resetting state where the um state machine goes back to this original state um it will make sure that um the the the full egg can return to 100 opacity so now that we have all the opacity set up let's go ahead and start animating um the egg moving so what we're going to do is we're going to create a squash and stretch animation so i'm just going to go ahead and set um the initial uh not on the full egg i'm actually going to use the scale target here and set an initial scale so the 100 percent and move it forward probably 30 f here and squash it out squash down now one thing to keep in mind when you're making squashing and stretching animations or you're squashing and stretching anything is that you want to keep the volume of the artwork the same so if i stretch it out 20 in the wide or the x direction i want to squash it 20 in the y i'm gonna do the same thing uh move it forward here and now i'm going to stretch it upwards i think we're only going to go 10 there okay and then i'm gonna return it to its original scale just like so all right i'm gonna set cubic easing on that let's see what that looks like all right it's a little too slow so i'm going to actually um change this to where each key falls on a 15 here let's look at that okay that looks pretty good and it's gonna go to three and then come back perfect all right so instead of just having it squash and stretch let's also have it shake back and forth so instead of setting it on the scale target now we're going to grab the full egg set the initial rotation value and then we can go let's see we'll go one direction with it this way this way and then let's go back to [Music] the initial rotation value here apply easing to all of that and let's take a look that looks okay maybe we just offset these keys just a little bit more all right i'm just adjusting the timing just a little bit and that looks pretty good so now that we have um this animation let's go ahead and add a new animation and start uh getting donnie out of his egg so i'm going to add a new animation and we'll call this animation um egg open all right and let's do the same thing we did before let's go through and set all of our opacity keys get the artwork looking right so we want this at 100 the cracked egg we don't need quite yet and there we go okay so now what we're going to we're going to start this animation break it down into a couple different pieces so the egg is going to squash and stretch and rotate um we won't add the rotation in yet but it'll start by squashing and stretching and it'll continuously get faster until it finally pops that egg piece off donnie's gonna slide into position so the egg popping and donnie sliding into position is the second part of the animation and then the final bit of the animation is actually having the egg rock back and forth until it starts rocking at a constant pace so let's start by uh squashing and stretching the um egg first now um we don't have quite enough time on the timeline so i'm gonna go ahead and stretch this out and give it i'm gonna give myself six seconds to work with now instead of instead of having it start um as fast as we did with the intro idol i'm gonna actually have it start by squashing and stretching every one second so i'm going to just squash it down really quickly like so nope i need to set an initial scale key let me go back to the beginning of the timeline and do that okay all right let's have it stretch up so 90 and 110 here all right make sure that's actually at two and one of the problems with working with the timeline zoomed out that far is you can't it's sometimes hard to get your keys in the exact position in time that you want okay that's looking pretty good we'll add easing in a second all right now let's cut this time in half have it squash down at 30. i'm just going to copy and paste that and then at three seconds copy and paste the stretch up key and then we'll do it every 15 here after that and uh we need to go to 30 here i believe yeah okay so now that we have the squashing and stretching going let's add easing to that so i'm just gonna select them all and apply cubic easing and take a look okay that's pretty good the only thing that i don't like is that this motion right here is not quite explosive enough because that egg is going to pop open so we want to change the easing on that before we do that i'm going to return the egg to its original um it's original scale let's see what that looks like really quickly and doesn't quite happen fast enough and it doesn't it's not quite squash no so let's we're stretched enough i'm going to stretch it a little bit more for this pose here so that that's a bit more noticeable okay so let's have this be a little bit more explosive so i'm gonna just go ahead and give it a lot more ease in and a lot more ease out so that the change is almost instantaneous yeah you see how much more explosive that looks all right and instead of it uh using the the standard easing curve on the next key let me give it some more ease in so that it lingers in this position a little bit longer and maybe too much yeah this is just taking too long to come back so let me scoot this down a little bit all right now we can give this key a little more ease in okay that looks pretty decent actually instead of just having it returned to its in its original um scale i'm gonna scale it out or squash it just a little bit and then return it to its original scale and we'll see if that makes it look a little bit better okay okay so that's pretty nice now what we want to do is identify where we want to change this full egg out for the cracked egg and by by that i mean just turning the opacity for the full egg off and the crack dug on so i think right about here where it's really stretched up is where we want to do that so i'm going to set a opacity key here for zero go to the cracked egg set an opacity key for 100 and let's take a look at that really quick now you can see that the artwork is slowly changing and we don't want that to happen what we want is both of these to hold their value until here and then instantly switch so what we're going to do is open up the cracked egg in full egg select the opacity keys and change the interpolation from linear to hold now what hold is going to do is hold those initial values until the next value so right here and then it switches and you can see that that is an instantaneous switch and it doesn't even look like um there's no fading or anything so it looks like it's the same egg it's just now cracked okay so now that we have that what we can do is start by animating the um top of the egg to go flying off now obviously uh the artwork for donnie is not right but i'm gonna start by animating this piece and then we'll go in and get donnie so let's just focus on one thing at a time so let me grab the egg top group here and where it switches over i'm going to go ahead and just position that in the correct spot so right there and now where it's stretched up to its highest point let's have it fly up into the air and we can have it leave the artboard if we want we could expand the artboard to show this but i think it's okay all right and then it's going to come down and hit the ground like so and then bounce a little bit just come right off the ground and then go back down to the original spot like so all right and then i'm going to give it all cubic or cubic easing and right now i'm just focusing on the y and then we can focus on the x later okay so that's happening a little this actually needs to move a little quicker we might be able to drag these out just a hair we want to keep this bounce kind of short all right let's take a look at that i'm not quite moving as quickly as i'd want it to okay that looks pretty good now i want it to linger in the air just a little bit longer so i'm going to give this second y key here just a little more ease in okay that looks pretty good now that we have the y position figured out let's get the x going so i'm going to key the initial initial x value pan over here to where it hits the ground move it off to the side like so and now let's adjust the curve on that and give it cubic at first it looks okay let's see what happens if i take the ease in out all right that looks okay and now what we want to do is uh animate the rotation of it so i'm gonna and key the initial rotation value go to where the x finishes flip it upside down you can see that it's sort of messed up our y keys but that's okay we can fix that in a minute let's see what that looks like so linear interpretation interpolation on that looks pretty good but i'm gonna change it to cubic yeah and just have it sort of ease out of the ana or ease out of that key here okay that looks pretty good all right let's fix these y keys we need to scoot it up and then it's gonna bounce and then return to the ground make sure i got that okay that looks pretty good now you can see that the egg is still in front of the character so let's animate the draw order so at the highest point let's just hit this draw rule button here and that will automatically set a key for draw rule for the for the custom draw rule and when it's here uh at the initial point of its movement we'll set or we'll select the normal draw rule and um that'll set another keeper here and those by default are already set to hold interpolation so we don't need to add any interpolation to that when it gets up here drops down behind the character okay so that looks pretty good the next thing we can do is animate the scale of this object because it's going behind the character so it'll be a little bit smaller now if i try to set or change the scale of this if you remember i have a scale constraint on here so the way that we're going to actually be able to animate this is by opening up the scale constraint options here for the egg top group and you can see this strength value now the strength value is how much the constraint is going to affect the group so right now it's set to a hundred percent which is good because we want it to be a hundred percent at least through that initial part of the animation so i'm gonna go ahead and key the strength here at the initial um the initial um motion the point of the initial motion there and then when it gets to the top i'm gonna go ahead and set a scale or set the strength to zero and now we have complete control of the the shape here or the group so i'm going to scale it down when it gets over here okay and once again we're probably going to need to fix those x values but to get it in the right spot we're going to need that back shadow so let's go ahead and animate that so the back shadow we've already set an opacity key for so let me select that and where does the egg turn over and start coming down so probably about here i can turn the opacity up a bit i'm going to set a hold key or set the interpolation for the initial back shadow opacity to hold so that it doesn't get any opacity until here boom and then when it hits the ground we want to turn the opacity all the way up and then it's going to bounce let's turn the opacity down a bit and when it hits the ground again go back up to full and we'll set these to cubic interpolation okay so you can see that the egg is a little bit off from the shadows so that's no big deal let's just go here to where the initial x value is oops wrong thing let me grab the egg top here all right let's scoot it over on the x i don't know why there's another x there and delete that and i'm going to bring the y down and then the bounce might be bouncing a little too high now copy and paste that y key on to the end and then let's take a look okay so that looks pretty good um for the sake of time i won't animate any squash and stretch with this bit of the egg but if you wanted to make it look better you would want to squash it when it hits the ground here and maybe give it a little stretch here and then go back to its initial scale at the end okay so now that we have this let's start getting donnie actually pushing the top of the egg off so let's start here or actually let's go a little bit more forward where the egg's actually off the character so we can see and we'll start setting keys here so let me go into the egg bottom group and grab um donnie and what i'm gonna do is go ahead and scale him down rotate him and i'm just trying to position him in that initial pose so about right here that looks pretty good and then i'm just gonna drag that back to where the egg the full egg and the cracked egg sort of um switch out now i can sort of see him back here so i'm just going to move it down a little bit let's go forward move this key forward again because i do kind of want to make sure that he's leaned up against the back of that egg and this this stuff is going to happen so fast that it's not necessarily um crucial that you get it perfect but um you know i like to try and make my animations look as good as possible okay so that looks pretty good and now it's just poking out just a little bit no big deal okay so let's go to here or actually where the egg is stretched up the most all right and i'm gonna set a key for um his back being in the highest position because this is where he's actually kicking the egg off all right and then we'll go back to the initial motion here drag it down so i can't see it behind the egg anymore okay it's going up and then where it squashes out which is about i mean it squashes out quite a bit of the time right here we'll just drag his back down i think we're going to need to create an initial scale key here yeah we'll set an initial scale key here where he's at the highest point and then here we're going to need to scale this down all right looks pretty good we can even set a rotation key so maybe we'll set an initial one here we'll rotate it up here just a little bit so it's kind of following the curvature of the egg there and then we'll set another rotation key here rotate it forward like that okay so that looks pretty good but what we need to do now is adjust the timing and easing okay so i'm gonna take the ease in out of this first key all right and it seems like we need that back to stay up just a little bit longer let's see if we can fix it with um easing first just give it some more ease in a little bit more ease out too a little more explosive okay that looks pretty good now the next thing we can do is animate the um we can animate the feet so let's go to the highest position here which is this and let's grab the we'll start with the front foot just going to position it in the right spot set initial rotation and then grab the back foot and do the same thing here and here all right go to the start of the motion here drag these feet down maybe rotate them out a little bit okay and then let's see what that looks like that looks pretty good all right now let's go to where the character has slid down which is there and let's position the feet in their final spot here which is going to sort of rest on the curves of the egg so we'll go there and then this one's going to kind of be behind it here rotate it out all right let's see what that looks like okay obviously we need to add some easing so i'm just going to select all of the front feet keys and all the back feet keys and remember if you just hold shift and marquee select you can add your selection there okay that looks pretty good now let's have donny's body actually slide into place so let's go to the highest point here um actually before we do that let me i think we've already set a key for donnie we have all right perfect so let's go to the highest point now as the back is pushing up we remember the the body should be following the curvature of the egg so this part of them should actually slide down and rotate just a little bit so we'll slide them down this way and rotate it back like that now you can see that gives it a little bit of extra movement so it actually looks like he's pushing up there and then let's have him slide into place here so i'm gonna go ahead and change the scale um actually increase the scale just a little bit i think he can be a little bit bigger all right so we've got a 105 there rotate him and just get him in position like so okay all right let's match up the curves here so we grab the donny back curve for this spot and paste it on to here now that looks pretty good but instead of actually having him come to rest in this next key right here let's actually give it some follow-through motion and have him swing forward just a little bit so instead of being in his final spot i'm gonna rock him forward probably even scoot him back a little bit like that yep okay and then we can have him maybe when the egg goes back to it's uh it's next scale key here which is here we can have him come back to rest in the final position now the feet are kind of in the way of the the tooth there so what i'm going to do is do the same thing with the feet i'm going to rock the foot forward and actually i'm going to scoot the foot up just a little bit to there all right so now we can see that tooth um it's just an extra part of the character you want to be able to see that all right let me do the same thing with the back foot i'm going to rock it forward because remember we're going past the final um pose here and then we'll bring everything back the next key just like this and like this that looks pretty good all right let's make sure we've got cubic on these oops um let me cubic there and all right let's see what that looks like okay that looks pretty good now what we're gonna do is add that um rocking into the egg like i talked about at the beginning of the animation the reason i didn't do it at first was because i wanted to get this character motion down here and this will kind of inform the rocking of the egg so let's start with the full egg here i'm going to grab the full egg and egg bottom group sit set an initial scale and then just i'm going to start rotating the egg back and forth here get a little bit quicker shake there here and then let's go back to the original rotation here right where the egg's starting to crack all right let's take a look at that and just make sure we're happy with it i want to make sure that i'm just putting this cubic curve on the rotation keys that we just set okay now let's take a look at that and see if we like it okay so i do like that motion now we want to add a little bit of extra rotation right here where the character is leaning back this way so it's going to rock the egg to the left like so oops i don't need the full egg i need to grab the egg bottom now rock it back this way we can probably actually scoot that out a little bit and control that with easing and then the character is going to start coming down here so we can rock the egg forward past zero degrees let's go with six degrees and how much did we go this way nine so nine to six and let's rock them back the other way let's go to maybe negative five let's see what that looks like okay so it's not rocking as much as i'd like so we'll rock them back even more this way let's try something extreme like that and then we'll rock him forward pretty extreme like that and then when he comes back this way we can probably go to let's go to nine and then let's have him just rock the rest of the way through the animation let me take a look at this i need a sec um you need to set the interpolation on these rotation keys really quickly okay like that now this probably isn't hanging on long enough i think we would probably want to ease into this just a little bit more so what we're gonna do is i'm gonna select all of these keys right here and scoot those forward actually let's avoid the egg top keys so i'm not going to grab those grab these scoot it forward all right let's see what that looks like okay that actually looks pretty good now let's finish him rocking out so we want to we want to gradually make the rocks take a little bit longer and get a little less extreme so actually bump this over to 30 just to give myself a little bit easier time to calculate stuff okay so it goes from 402 to 30. let's just go 30 more this way um make bottom all right so it's at nine degrees that way let's go with maybe nine degrees this way and then um actually let's let's not do nine let's do five and then go to the end of the animation so that it takes us a second to rock back the other way and go to negative five let's see what that looks like okay maybe that's a little too slow let's scoot this forward a little bit let's do let's make it take 45 to get here to the next key make sure i've got all my easing set up on these rotation keys i don't something here is linear okay okay so now we've sort of rocked him back and forth and he's slowly gotten to the point where he's just gonna be barely rocking now that's where we're gonna go into the next animation in a second but i think we've got a couple more things to do here it is rocking back far enough here right yep yep okay so now let's actually have the feet uh rock back and forth as well so let me grab the front foot and the back foot oops i don't mean to keep doing that there we go all right let's have the feet rock up this way oop nope i'm doing one at a time okay rock up this way rock back this way and then rock back the other way all right put cubic easing on those we do the same thing with the back foot i'm going to start here rock it up rock it forward and rock it back okay put the easing on that and let's preview it and see what that looks like okay so that actually looks pretty good now the last thing we need to do before we switch over the animation is you can see we've got the um the uh eye closed uh group here is still turned on so i'm gonna go to the beginning of the animation and go ahead and turn that off and that should fix everything okay so that looks pretty good now we can go into our last animation before um doing the state machine now instead of creating a new animation what i'm going to do is duplicate the egg open animation and i'm going to rename this let's call it open idle and now the next thing i'm going to do is go through and delete all of my keys that aren't the last key so for example i'm going to go through and delete all the keys here so that i just have these last two and then drag them to the front of the timeline and now the reason that i'm going to do that is because this egg open animation is the ending pose of this is going to be the start of the open idle animation now i could go through and try to copy all of the last keys here and paste them or drag them to the beginning of the timeline but instead of doing that like i said i've duplicated the animation and i'm just like i said going through deleting all the initial keys here and dragging to beginning of the timeline now i'm going to jump into a time lapse because this is going to take me a few minutes and just to save us a couple of minutes of time um i will uh i will see you on the other side of that and then we'll get into the animation okay so i've gone through and i've deleted out all the excess keys and left ourselves the last pose from the egg open animation you can see at the end of the timeline at the egg open animation we're in the same position as we are on the open idle animation okay so now because i know this is going to be an idle animation i'm going to change the animation type from one shot to loop and then change the duration because we don't need six seconds let's go with four seconds and that should give us enough time to uh create two loops of the character rocking back and forth so let's start with the egg bottom group and rotate that back and forth so i'm gonna go over to a second on the timeline and rotate them forward to five degrees because this is how much uh the character was rocking at the end of the egg open animation and then i'm gonna copy the first egg bottom key and paste that to two seconds on the timeline grab all the keys copy and paste to create a second loop and then just make sure that i have cubic interpolation on all of these keys alright so let's take a look at that and make sure it looks right okay so the rocking looks pretty good now what we can do is uh rock the feet um to give the egg momentum to keep rocking back and forth so let me select the feet really quickly all right front foot and back foot now they're already keyed here so i'm going to go over to one second rotate them forward and then grab the initial keys for both of the feet there and then paste those to two seconds select all of the feet keys and then just copy and paste those to get our second loop now i'm going to select all those keys and make sure that i have cubic interpolation on them some of them have linear and let's preview that and see if that looks good okay that looks pretty good um so now what we want to do uh the reason that i incorporated two loops instead of just one is i wanna i wanna add a blinking animation now i don't want the blink to happen um every single loop i want it to happen every other loop and we could we could extend this loop out and have three or four loops and have it somewhere in the middle um but i'm just going to put it right here in the middle and then we'll have a complete loop where he doesn't blink all right so to start the blinking what i'm going to do is find his open eye and close it so i'm going to do that by setting an initial scale key here and i'm just i've picked a random location on the timeline it doesn't it could be at the very beginning it could be in the middle it doesn't really matter i'm just going to stick it right here in the middle all right so we did that at 45 i'm going to go um five milliseconds ahead and squash it down like this and stretch it out a bit all right all right that looks pretty good let me add some curve to that all right so now what i'm going gonna do is copy these two scale keys here and paste them another um five milliseconds ahead so that it'll stay closed for a second and then we'll go back up to open let's put cubic on all that and see what that looks like okay that looks pretty good but this part right here i'm not in love with but that's why i made the eye closed group so that we can actually use that um to um replace this whenever the eye is closed so what we're gonna do is first set um some opacity keys here so i'm gonna set an opacity key for a hundred percent at the beginning of the motion and then when it gets to closed i'm gonna set it to zero make sure it stays zero to here and then return it to a hundred percent at the end of the animation just like that now we're gonna use um we're gonna use hold interpolation on a few of these so i'm gonna the first key i'm gonna set to hold so that it doesn't turn off until it gets to here and then it'll keep that and then let's once again use the hold key and we'll probably need to adjust the opacity here um backwards so i'm going to adjust that back like this okay okay so that looks pretty good now what we want to do is in this area where the eye is turned off we want to turn the eye closed group on so let's just go to the beginning of the motion here we'll set a i think we already have an opacity key we do we have a zero percent opacity key here and we want it to go to 100 here and it's already got hold on it and we'll keep that to here and then whenever this eye turns back on we'll turn the closed eye group back off just like that and we'll test that out and make some adjustments i'm sure we're going to need to okay that looks pretty good but we can make it look even better by adding some um stretch to this uh eye closed group here so that's what we're gonna do let's set an initial x scale here and then when it gets to here actually when it gets to here let's stretch it out so that it's stretching as the eye closes actually let's go here and then go back to the original scale here set cubic on those okay that looks pretty good um now we've got this final animation done so let's go through and set it up all in the state machine so i'm going to add a new state machine and i'm going to drag the animations in the order that they're going to play you don't necessarily need to do that but i like to keep them in order so let's go with intro idol which is our first animation then egg open and open idle all right so now that we have all of our animations on the graph what we need to do is add some transitions so that the state machine knows the order of the animations that need to play so i'm going to add a transition from entry to intro idle and remember entry is just basic it represents where the state machine is going to start and i've added that transition into intro idle and now i need to add a transition from intro idle to egg open and one from egg open to open idle just like that okay now when we we preview the state machine you can see that it goes all the way to the open idle and that's because we haven't set up any inputs or conditions to tell the state machine uh which animation should play when so let's go through and do that so i'm going to add an input and the inputs are going to be the controls that you use to control the state machine here in the editor but they're also going to be what's used to control the state machine at run time as well so we're we're gonna use a trigger and we'll rename this open okay so now that we have our input we need to um put the input under a condition so we don't want the egg to open until we've told it to so we're going to use this input here and go to this transition between intro idle and egg open add a condition and we're going to get set the condition to open so when we hit the open trigger it will finish playing this animation and go into the egg open animation so let's take a look at that okay so it's playing the intro idle animation and then when we hit open it still goes to open idle now the reason it's still going to open idle is we need to tell the state machine to play this entire animation the entire egg open animation before going to open idle so let's select the transition from egg open to open idle and set an exit time now the exit time is going to tell the state machine how much of the animation needs to play now there's a couple different ways you can do this you can add in milliseconds seconds or a percent um i'm just going to tell the state machine to to transition after playing a hundred percent of the animation so let's test the state machine out again and see if it actually works right this time okay so our intro idol is working i hit the open animation it's playing the egg open animation and it goes straight into the rocking animation and that's that's exactly what we want it to do okay so that's going to be it for this video um if you have any questions comments concerns feel free to leave a comment in the video and we'll try to address those as quickly as possible especially if it's something that you want to learn um you know we'd like to make sure that we're addressing all of y'all's questions um if you followed along with the video be sure to share your creation on the community because we'd love to see what you're working on um with that being said thanks for joining us and we'll see in the next one
Info
Channel: Rive
Views: 6,427
Rating: undefined out of 5
Keywords: Rive, Animation, Animation tutorial
Id: 4XQpkAdIkNQ
Channel Id: undefined
Length: 50min 41sec (3041 seconds)
Published: Wed Sep 15 2021
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.