rive
Rive Animation Platform Skill
This skill provides comprehensive knowledge for working with Rive, an interactive animation platform that enables creating and running interactive graphics across web, mobile, and game platforms.
Overview
Rive is a design and animation tool that produces lightweight, interactive graphics with a powerful runtime. Key capabilities:
- Scripting: Write Luau scripts directly in the Rive Editor to extend functionality
- State Machines: Create complex interactive animations with states and transitions
- Data Binding: Connect animations to dynamic data via View Models
- Cross-Platform Runtimes: Deploy to Web (React/Next.js), iOS, Android, Flutter, Unity, Unreal
When to Use This Skill
Use this skill when:
- Creating Rive scripts (Node, Layout, Converter, PathEffect protocols)
- Integrating Rive animations into React or Next.js applications
- Implementing scroll-based or parallax animations with Rive
- Working with Rive state machines and inputs at runtime
- Using Rive's drawing API for custom rendering
- Building interactive animations with pointer events
- Implementing data binding with View Models
Quick Start
React/Next.js Integration
import { useRive } from '@rive-app/react-canvas';
function MyAnimation() {
const { rive, RiveComponent } = useRive({
src: '/animation.riv',
stateMachines: 'MainStateMachine',
autoplay: true,
});
return <RiveComponent style={{ width: 400, height: 400 }} />;
}
Controlling State Machine Inputs
const { rive, RiveComponent } = useRive({
src: '/animation.riv',
stateMachines: 'State Machine 1',
});
// Get and set inputs
const scrollInput = rive?.stateMachineInputs('State Machine 1')
?.find(i => i.name === 'scrollProgress');
// Update on scroll (0-100 range example)
scrollInput?.value = scrollProgress * 100;
Rive Scripting (Luau)
Rive scripts use Luau (a Lua variant) and follow specific protocols. For detailed API reference, see @references/rive-scripting-api.md.
Script Protocols Overview
| Protocol | Purpose | Key Functions |
|---|---|---|
| Node | Custom drawing/rendering | init(), advance(seconds), draw(renderer) |
| Layout | Custom layout behaviors | measure(), resize(size) + Node functions |
| Converter | Data transformation | convert(input), reverseConvert(input) |
| PathEffect | Path modifications | init(), update(pathData), advance(seconds) |
| Test | Testing harnesses | Unit testing scripts |
Node Script Template
-- Define script data type with inputs
type MyNode = {
color: Input<Color>,
speed: Input<number>,
path: Path,
paint: Paint,
}
function init(self: MyNode): boolean
self.path = Path.new()
self.paint = Paint.new()
self.paint.style = 'fill'
return true
end
function advance(self: MyNode, seconds: number): boolean
-- Animation logic here, called every frame
return true -- Return true to keep receiving advance calls
end
function update(self: MyNode)
-- Called when any input changes
end
function draw(self: MyNode, renderer: Renderer)
renderer:drawPath(self.path, self.paint)
end
return function(): Node<MyNode>
return {
init = init,
advance = advance,
update = update,
draw = draw,
color = Color.rgba(255, 255, 255, 255),
speed = 1.0,
path = late(),
paint = late(),
}
end
Layout Script Template
type MyLayout = {
spacing: Input<number>,
}
function measure(self: MyLayout): Vec2D
-- Return desired size (used when Fit type is Hug)
return Vec2D.xy(200, 100)
end
function resize(self: MyLayout, size: Vec2D)
-- Called when layout receives new size
print("New size:", size.x, size.y)
end
-- Include Node functions (init, advance, draw) as needed
return function(): Layout<MyLayout>
return {
measure = measure,
resize = resize,
spacing = 10,
}
end
Converter Script Template
type NumberToString = {}
function convert(self: NumberToString, input: DataInputs): DataOutput
local dv: DataValueString = DataValue.string()
if input:isNumber() then
dv.value = tostring((input :: DataValueNumber).value)
else
dv.value = ""
end
return dv
end
function reverseConvert(self: NumberToString, input: DataOutput): DataInputs
local dv: DataValueNumber = DataValue.number()
if input:isString() then
dv.value = tonumber((input :: DataValueString).value) or 0
end
return dv
end
return function(): Converter<NumberToString, DataValueNumber, DataValueString>
return {
convert = convert,
reverseConvert = reverseConvert,
}
end
PathEffect Script Template
type WaveEffect = {
amplitude: Input<number>,
frequency: Input<number>,
context: Context,
}
function init(self: WaveEffect, context: Context): boolean
self.context = context
return true
end
function update(self: WaveEffect, inPath: PathData): PathData
local path = Path.new()
-- Transform path geometry here
for i = 1, #inPath do
local cmd = inPath[i]
-- Process each PathCommand
end
return path
end
function advance(self: WaveEffect, seconds: number): boolean
-- Called each frame for animated effects
return true
end
return function(): PathEffect<WaveEffect>
return {
init = init,
update = update,
advance = advance,
amplitude = 10,
frequency = 1,
context = late(),
}
end
Script Inputs
Define inputs to expose configurable properties in the Rive Editor:
type MyNode = {
-- Basic inputs
myNumber: Input<number>,
myColor: Input<Color>,
myString: string, -- Non-input, internal use only
-- View Model inputs
myViewModel: Input<Data.Character>,
-- Artboard inputs (for dynamic instantiation)
enemyTemplate: Input<Artboard<Data.Enemy>>,
}
-- Access input values
function init(self: MyNode): boolean
print("Number:", self.myNumber)
print("Color:", self.myColor)
print("ViewModel property:", self.myViewModel.health.value)
return true
end
-- Listen for changes
function init(self: MyNode): boolean
self.myNumber:addListener(function()
print("myNumber changed!")
end)
return true
end
-- Mark inputs assigned at runtime
return function(): Node<MyNode>
return {
init = init,
myNumber = 0,
myColor = Color.rgba(255, 255, 255, 255),
myString = "default",
myViewModel = late(), -- Assigned via Editor
enemyTemplate = late(),
}
end
Pointer Events
Handle touch/mouse interactions:
function pointerDown(self: MyNode, event: PointerEvent)
print("Position:", event.position.x, event.position.y)
print("Pointer ID:", event.id) -- For multi-touch
event:hit() -- Mark as handled
end
function pointerMove(self: MyNode, event: PointerEvent)
-- Handle drag
event:hit()
end
function pointerUp(self: MyNode, event: PointerEvent)
event:hit()
end
function pointerExit(self: MyNode, event: PointerEvent)
event:hit()
end
return function(): Node<MyNode>
return {
pointerDown = pointerDown,
pointerMove = pointerMove,
pointerUp = pointerUp,
pointerExit = pointerExit,
}
end
Dynamic Component Instantiation
Create artboard instances at runtime:
type Enemy = {
artboard: Artboard<Data.Enemy>,
position: Vec2D,
}
type GameScene = {
enemyTemplate: Input<Artboard<Data.Enemy>>,
enemies: { Enemy },
}
function createEnemy(self: GameScene, x: number, y: number)
local enemy = self.enemyTemplate:instance()
local entry: Enemy = {
artboard = enemy,
position = Vec2D.xy(x, y),
}
table.insert(self.enemies, entry)
end
function advance(self: GameScene, seconds: number): boolean
for _, enemy in self.enemies do
enemy.artboard:advance(seconds)
end
return true
end
function draw(self: GameScene, renderer: Renderer)
for _, enemy in self.enemies do
renderer:save()
renderer:transform(Mat2D.fromTranslate(enemy.position.x, enemy.position.y))
enemy.artboard:draw(renderer)
renderer:restore()
end
end
Data Binding
Access View Model from scripts:
function init(self: MyNode, context: Context): boolean
local vm = context:viewModel()
-- Get properties
local score = vm:getNumber('score')
local name = vm:getString('playerName')
-- Set values
if score then
score.value = 100
end
-- Listen for changes
if score then
score:addListener(function()
print("Score changed to:", score.value)
end)
end
-- Access nested view models
local settings = vm:getViewModel('settings')
local volume = settings:getNumber('volume')
return true
end
Drawing API
For complete API reference, see @references/rive-scripting-api.md.
Path Operations
local path = Path.new()
-- Drawing commands
path:moveTo(Vec2D.xy(0, 0))
path:lineTo(Vec2D.xy(100, 0))
path:quadTo(Vec2D.xy(150, 50), Vec2D.xy(100, 100))
path:cubicTo(Vec2D.xy(75, 150), Vec2D.xy(25, 150), Vec2D.xy(0, 100))
path:close()
-- Reset path for reuse
path:reset()
-- Measure path
local length = path:measure()
local contours = path:contours()
Paint Configuration
local paint = Paint.new()
paint.style = 'fill' -- or 'stroke'
paint.color = Color.rgba(255, 128, 0, 255)
paint.thickness = 3 -- For strokes
paint.cap = 'round' -- 'butt', 'round', 'square'
paint.join = 'round' -- 'miter', 'round', 'bevel'
paint.blendMode = 'srcOver'
-- Gradient fills
paint.gradient = Gradient.linear(
Vec2D.xy(0, 0),
Vec2D.xy(100, 100),
{ GradientStop.new(0, Color.hex('#FF0000')),
GradientStop.new(1, Color.hex('#0000FF')) }
)
Renderer Operations
function draw(self: MyNode, renderer: Renderer)
renderer:save()
-- Transform
renderer:transform(Mat2D.fromScale(2, 2))
renderer:transform(Mat2D.fromRotation(math.pi / 4))
renderer:transform(Mat2D.fromTranslate(50, 50))
-- Draw path
renderer:drawPath(self.path, self.paint)
-- Draw image
renderer:drawImage(self.image, ImageSampler.linear, 'srcOver', 1.0)
-- Clipping
renderer:clipPath(self.clipPath)
renderer:restore()
end
React/Next.js Runtime Reference
For detailed runtime API, see @references/rive-react-runtime.md.
Installation
# Recommended
npm install @rive-app/react-canvas
# Alternative options
npm install @rive-app/react-canvas-lite # Smaller, no Rive Text
npm install @rive-app/react-webgl # WebGL renderer
npm install @rive-app/react-webgl2 # Rive Renderer (WebGL2)
useRive Hook
import { useRive, useStateMachineInput } from '@rive-app/react-canvas';
function Animation() {
const { rive, RiveComponent } = useRive({
src: '/animation.riv',
artboard: 'MainArtboard',
stateMachines: 'StateMachine1',
autoplay: true,
layout: new Layout({
fit: Fit.Contain,
alignment: Alignment.Center,
}),
});
// Playback control
const play = () => rive?.play();
const pause = () => rive?.pause();
const stop = () => rive?.stop();
return (
<RiveComponent
style={{ width: '100%', height: '100vh' }}
onMouseEnter={() => rive?.play()}
/>
);
}
State Machine Inputs
function InteractiveAnimation() {
const { rive, RiveComponent } = useRive({
src: '/interactive.riv',
stateMachines: 'Controls',
autoplay: true,
});
useEffect(() => {
if (!rive) return;
const inputs = rive.stateMachineInputs('Controls');
// Number input
const progress = inputs?.find(i => i.name === 'progress');
if (progress) progress.value = 50;
// Boolean input
const isActive = inputs?.find(i => i.name === 'isActive');
if (isActive) isActive.value = true;
// Trigger input
const onClick = inputs?.find(i => i.name === 'onClick');
onClick?.fire();
}, [rive]);
return <RiveComponent />;
}
Scroll-Based Animation
function ScrollAnimation() {
const { rive, RiveComponent } = useRive({
src: '/scroll-animation.riv',
stateMachines: 'ScrollMachine',
autoplay: true,
});
const containerRef = useRef<HTMLDivElement>(null);
useEffect(() => {
if (!rive) return;
const progressInput = rive.stateMachineInputs('ScrollMachine')
?.find(i => i.name === 'scrollProgress');
const handleScroll = () => {
if (!containerRef.current || !progressInput) return;
const rect = containerRef.current.getBoundingClientRect();
const windowHeight = window.innerHeight;
// Calculate scroll progress (0-100)
const progress = Math.max(0, Math.min(100,
((windowHeight - rect.top) / (windowHeight + rect.height)) * 100
));
progressInput.value = progress;
};
window.addEventListener('scroll', handleScroll);
return () => window.removeEventListener('scroll', handleScroll);
}, [rive]);
return (
<div ref={containerRef} style={{ height: '200vh' }}>
<div style={{ position: 'sticky', top: 0, height: '100vh' }}>
<RiveComponent style={{ width: '100%', height: '100%' }} />
</div>
</div>
);
}
Event Handling
function AnimationWithEvents() {
const { rive, RiveComponent } = useRive({
src: '/events.riv',
stateMachines: 'Main',
autoplay: true,
});
useEffect(() => {
if (!rive) return;
// Listen for Rive events
rive.on('statechange', (event) => {
console.log('State changed:', event.data);
});
rive.on('riveevent', (event) => {
console.log('Rive event:', event.data.name);
});
}, [rive]);
return <RiveComponent />;
}
Animation API Reference
Animation Object
local anim = artboard:animation('AnimationName')
-- Control
anim:advance(0.016) -- Advance by time in seconds
anim:setTime(1.5) -- Set time in seconds
anim:setTimeFrames(30) -- Set time in frames
anim:setTimePercentage(0.5) -- Set time as 0-1
-- Properties
local duration = anim.duration
Artboard Object
local artboard = self.myArtboard:instance()
-- Properties
artboard.width = 400
artboard.height = 300
artboard.frameOrigin = true
-- Control
artboard:advance(seconds)
artboard:draw(renderer)
-- Access nodes and bounds
local node = artboard:node('NodeName')
local minPt, maxPt = artboard:bounds()
-- Pointer events
artboard:pointerDown(event)
artboard:pointerUp(event)
artboard:pointerMove(event)
Best Practices
Performance
- Reuse paths and paints: Create in
init(), reuse indraw() - Use fixed timestep: For consistent physics across devices
- Minimize state machine inputs: Batch updates when possible
- Lazy load .riv files: Especially for multiple animations
Code Organization
- Separate concerns: Use different scripts for different behaviors
- Use View Models: For complex state management
- Type your scripts: Leverage Luau's type system
Scroll Animations
- Use
scrollProgressinput: Map scroll position to 0-100 range - Debounce scroll handlers: Prevent performance issues
- Use
stickypositioning: For scroll-triggered scenes - Consider Intersection Observer: For triggering animations on visibility
Troubleshooting
Common Issues
- Script not in list: Check Assets Panel and Problems Panel
- Animation not playing: Verify
autoplayand state machine name - Inputs not updating: Ensure input names match exactly
- Performance issues: Check for excessive path resets or redraws
Debug Tools
-- In scripts
print("Debug:", value)
-- Check Problems Panel in Rive Editor
-- Use Debug Panel for runtime inspection
Additional Resources
- Official Docs: https://rive.app/docs
- React Runtime: https://github.com/rive-app/rive-react
- Community: https://community.rive.app
- Discord: https://discord.com/invite/FGjmaTr
Reference Documentation
For detailed API reference and guides, see:
Scripting & Core
@references/rive-scripting-api.md- Complete Luau scripting API
Editor Features
@references/rive-editor-fundamentals.md- Interface, artboards, shapes, components@references/rive-animation-mode.md- Timeline, keyframes, easing, animation mixing@references/rive-state-machine.md- States, inputs, transitions, listeners, layers@references/rive-constraints.md- IK, Distance, Transform, Follow Path constraints@references/rive-layouts.md- Flexbox-like layouts, N-Slicing, scrolling@references/rive-manipulating-shapes.md- Bones, meshes, clipping, joysticks@references/rive-text.md- Fonts, text runs, modifiers, styles@references/rive-events.md- Rive events, audio events, runtime listening@references/rive-data-binding.md- View Models, lists, runtime data binding
Web Runtimes
@references/rive-react-runtime.md- React/Next.js integration@references/rive-web-runtime.md- Vanilla JS, Canvas, WebGL, WASM
Mobile Runtimes
@references/rive-flutter-runtime.md- Flutter widgets and controllers@references/rive-mobile-runtimes.md- iOS (Swift), Android (Kotlin), React Native
Game Engine Runtimes
@references/rive-game-runtimes.md- Unity, Unreal Engine, Defold