
Developer Relations at @rive_app. Opinions are my own.
Portland, OR
Joined September 2021
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Lance Snider 🇺🇦 retweeted
One of my favourite projects of the year!
The local producers behind a unique French restaurant, brought to life in @rive_app 🍷
Every hover or tap triggers motion and sound on the page. Sound on! 🔊
Link 👇🏻
The end of "hand chisled code" was emotional for me in a way that I had a hard time understanding. Finally felt better when I realized that I love coding bc I love the process of creative problem solving, which is not something AI can take away.
The closest thing AI has to creativity is unique combinations of existing ideas. The need for a creative mind with a strong vision isn't going anywhere any time soon.
Lance Snider 🇺🇦 retweeted
originally done in material maker but it doesnt really matter what you use, the same techniques still apply
Replying to @cmzw_
i desperately need to know if this is an after effects thing so i can try to recreate it
When you see the exact point at which a timeline loops, it’s hard to unsee. Layer animations at different speeds. Use constraints to allow elements to be controlled by multiple unsynced other elements. Get fancy - mix in some particle effects or user input. @rive_app
Lance Snider 🇺🇦 retweeted
I’ve been testing @rive_app's new Brush tool in a small animation project that took me back to my Flash days. Everything in the scene was created with the brush, characters, effects, backgrounds, and more.
For the animation, I used bones, but I also tried a few small frame-by-frame animations using solos, such as the dust when the character jumps and the start of the rainbow.
I added a shader to simulate water distortion. I think it looks really nice mixed with the hand dawn illustrations. Check my linktree for a working demo in @rive_app
Fog, rain, light - it all gives your scene atmosphere. It's one of my favorite parts of world building.
Layering the drips over the rain helps you notice neither, feel both.
The drips are a script, rather than a timeline animation. I define the number of drips. For each one, put a rectangle in a random spot along a line, make it grow till it falls, fade to zero opacity, start over. @rive_app
It's a small feature, but such a time saver! You can now convert objects into their own components with a shortcut.
I work from huge PSDs, and this saves me so much cutting, pasting, and replacing. @rive_app
Because I have so many background characters, I’ll do really quick and dirty mesh animations. I love when you get a happy accident from rushing. This “motion blur” is just me forgetting to select the wingtip vertices.











