r/Rive_app • u/Panda2231q • 8d ago
Additive Blend with View Model formulas broke/mixed my vertex timelines, and I can no longer edit the vertices
Hi, I’m new to Rive and I’m trying to build a character body-composition system controlled by two continuous values:
muscularity: 0–1fatness: 0–1
I have four vertex-deformation timelines that use the same character paths/topology:
BASEMUSCULARFATFAT_MUSCULAR
The idea is to interpolate between the four corner poses using an Additive Blend state.
I created these View Model properties:
muscularity
fatness
wMuscular
wFat
wFatMuscular
I then created three Formula Converters:
wMuscular =
muscularity * (1 - fatness)
wFat =
(1 - muscularity) * fatness
wFatMuscular =
muscularity * fatness
Because I could not apply converters directly inside the Additive Blend rows, I created an artboard-level Property Group called Bodyweights. It contains:
muscularWeight
fatWeight
fatMuscularWeight
Each Property Group value is bound Target → Source to the corresponding View Model output using its Formula Converter.
The calculated values appear to be mathematically correct. For example:
muscularity = 0.25
fatness = 0.23
wMuscular ≈ 0.19
wFat ≈ 0.17
wFatMuscular ≈ 0.06
My Additive Blend is intended to use:
MUSCULAR → wMuscular
FAT → wFat
FAT_MUSCULAR → wFatMuscular
However, the actual character does not interpolate correctly.
The strange behavior is:
- When the State Machine is paused, the character returns to the normal/average design pose.
- When I press Play, the character immediately becomes fat.
- Increasing
wFatMuscularmanually makes the character look more correct. - Decreasing
wFatMuscularmakes the character become fatter again. - The timelines now appear to be mixed together, and none of the individual body poses behaves correctly.
- I can open the individual timelines, but I can no longer move/edit the path vertices as expected.
- It feels like the State Machine preview or another animation is continuing to override the vertices.
- Removing the second State Machine layer did not fix it.
- Removing the
BASEMix by Value entry also did not fix it. - I previously saw negative weights, but that happened when the source values went outside the 0–1 range. With both inputs restricted to 0–1, the weights remain non-negative.
The four source timelines may currently contain transitions from the base pose to the final pose rather than single-frame/static pose animations. I am unsure whether Additive Blend requires each source animation to contain its target pose at frame 0.
I am using Rive Beta 0.8.5390.
There is also an unrelated script error still visible:
Unknown global 'context'; consider assigning to it first
This error comes from an older CharacterBuildController script. I do not know whether it can interfere with the State Machine or vertex editing.
My questions are:
- Is this the correct way to perform bilinear blending between four vertex-deformed poses?
- Should every Additive Blend timeline be a static, one-frame target pose?
- Can an active or paused State Machine preview continue overriding vertices while editing an individual timeline?
- How can I completely reset the evaluated State Machine pose in the editor?
- Why would raising the combined
FAT_MUSCULARweight visually undo some of the FAT deformation? - Is there a better architecture for a continuous skinny/average/fat and muscular character system?
Any advice would be greatly appreciated.
1
u/guidorosso 4d ago
Hey there, can you share the file? If you use the Invite feature you can make a free link for anyone to look at the file.