Couldn't find a good way to skew and morph a grid, so I developed this to use in my game's intro sequence. Thought I would share it to see if anyone else had a use for it.
Grids are weird, and this one is created from a single line, and then every single edge point is hand tuned to be split between two bones. Animating is easy with just keying the corners.
Due to Rive not having enough fine control over the percentage splits between bone influence, there is a square mask over the top to keep the edges controlled. But there is still some artifacting on the edges when moving to extremes.
Bone influence is done in a positive direction towards where the point was initially bound to a bone, meaning bone rotations are not helpful. This means that any point that is outside of the intersecting line between two bones can't be controlled easily, and so the snaking connections between each grid line lays along the edge. The lack of resolution for the bone influence makes these move slightly inside or outside the direct line, hence the mask and artifacting.
Using an image also didn't work with the way meshes are triangulated. They are also for images only, so not vectors.
Using individual lines is also extremely irritating because the hundreds of paths required means going through each one and editing them.
This took ages to figure out, and hopefully I didn't miss an easier way to do it.
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