Rive random test

Rive has a scripting feature that allows you to reach all the extent of randomness you could ever need, but scripting can be a bit of a hassle. it's easier and quicker to set something up with the tools provided to you by default. Luckily, Rive also has a "randomize exit" feature in its' statemachine that allows you to get seemingly random results when it's played, the thing is: basically all random functions in software use a random seed, sometimes it's explicit, sometimes implicit. As you may know, if the same random seed is used multiple times, the output will be the same, pseudo-random.


Fearing I would not be able to get random looking results if I duplicated elements with a randomize exit setup, I wanted to know a little more about how the feature functioned, so a little experiment was in order (reading the documentation would probably also reveal this info, but that's far more boring). I wanted to create a grid of animation, duplicating the same node, and see if it would return random results per node, or the same random result on all the nodes.

1.


The original test which randomizes the exit between 3 timelines, 1 that does nothing, 1 that shrinks, and 1 that grows back up


The timeline that does nothing is of the same length as the looping pulse timeline, which is why it always syncs up.

2.


A simple iteration where instead of 1 empty timeline that serves as a delay, there are 5 with randomly chosen values, since every node will flow into them randomly, the offset in timing between nodes becomes (pseudo) random as well.

As you can see, I'm happy to say randomize exit functions as I hoped it would. Although this animation is incredibly simple and might as well be a video, it enables a lot of possibilities, offsetting the timing like in example 2 is only the very tippy top.