Drum View source art ↗

Rive master foundation

A character system, not another animation experiment.

We now have one clear rule: Drum’s drawing quality leads. The Rive rig exists to protect the drawing through motion, while authored correctives take over whenever the silhouette truly needs to change.

Approved neutral Drum source art Face controls Local breath only Root + shadow
The base is sealed.The neutral identity and high-V drawing are now stored as exact 1254px locked imports with checksum verification. Nothing gets “improved” on the way into Rive.

The production stack

Four layers of protection for Drum’s quality.

This is how the asset becomes scalable without letting a new action silently drift away from the character you approved.

01

Source lock

Exact approved idle and high-V files, fixed artboard, verified alpha and hash.

Built
02

Safe rig zone

Breath, tiny settle, blink, gaze, root, and shadow live in bounded controls.

Specified
03

Corrective vault

New thumbs, palms, and extreme outlines are authored drawings — never stretchy arm blobs.

Next craft gate
04

Semantic runtime

The app asks for a feeling or action; it never drives individual pixels or vertices.

Mapped

Rig behavior

What Rive is allowed to do.

Small natural life belongs in the rig. Large changes in Drum’s drawing belong to genuine drawings. This is the guardrail that prevents the mushy arms and rough contour changes we rejected.

  • Use bones, image-mesh weighting, and IK for bounded local movement — not for inventing hands.
  • Use a Rive Solo for a real alternate silhouette, with enough authored in-betweens around it to make the action continuous.
  • Keep face, idle body, action, and confetti on separate timelines so they can overlap without fighting.
  • Build and rig in Design Mode; animate only after the artboard is structurally clean.

Drum_Master

00_shadow
10_identity_base
  idle_locked
  body_safe_mesh
  face_overlay
20_corrective_vault (Solo)
  celebrate_high_v_locked
  future_approved_inbetweens
30_rig_controls
  root · breath · head · shoulders · gaze
40_effects
90_reference_only (hidden)

The work sequence

We earn the celebration, frame by frame.

There will be no attempt to polish timing over broken drawings. The actual action starts only after each visual layer clears its own proof.

  1. 1
    Idle masterExact base, safe breathing, and separate face behavior.
  2. 2
    Stepped acting blockClear anticipations, launch, passing arcs, high-V, landing, and settle — with effects hidden.
  3. 3
    Clean corrective artOnly the poses where a palm, thumb, or exterior contour genuinely changes get new authored drawings.
  4. 4
    Rive polish + runtimeCubic timing, follow-through, state logic, reduced-motion behavior, then effects last.
See the sealed-art verification basis

Idle SHA-256: 1b78a8335ea9cb3a5d573fdb2dd40b72af8ceae40c94b0f6e934eaf730146b68
High-V SHA-256: 3a6aee7eba8f91b046fa16cd3e1cee8b7fabe3fd6f837171eeca9d433e254436
Both assets: RGBA, 1254 × 1254. Review-site copies are checked byte-for-byte against the sealed import bundle.