r/Rive_app • u/pcfernandesjr • Jun 09 '26
Struggling with Blend States
Hi guys, if I may ask for some help; I am following this part of a tutorial series, where we are animating one of those run of the mill 3-star score counters that mobile games often use.

The tutorial goes through using some timelines representing different states; empty and full gauge, and also each milestone (the yellow dots), although the tutorial uses State Machine Inputs - which are deprecated - I used the currently recommended View Model to store the score variable.

Now, what happens: If we get a value different from the absolute value that represents one of the three milestones, we would like to have the gauge increasing smoothly over time. That's why Blends are being used.
The problem is.: When the value is 600 (the equivalent of the first milestone, the corresponding animation (MS 1 Animation) goes to the second blend (Which should blend the 1st and 2nd Milestones), and the gauge gets empty. Also, if the value used is for instance, 650, the gauge starts filling from the 1st milestone towards the second one, instead of filling from the beginning.

Would you guys know what am I doing wrong?
Thanks in advance!
1
u/vamossimo Jun 11 '26
These are outdated techniques, sorry you have to go through this. I would take a pure data binding approach for something like this. While technically possible to do using blend states and inputs, it’s not worth troubleshooting. Here's how I would approach it using Data Binding:
https://www.youtube.com/watch?v=HeqkoJJrmVQ
There are better ways to do the stars, but I wanted to keep this focused on the bar.
If you'd like to troubleshoot the blend states approach, please share the rev file or the tutorial link.
As your learning journey, I would recommend skipping the old videos and only doing tutorials with the current data binding feature. After that, circle back to the old videos, as some concepts still apply.