rive
Builds interactive animations and controls them with code in React apps or standalone.
Installation
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---
name: rive
description: |
Comprehensive Rive animation platform skill covering scripting (Luau), runtime integration (React/Next.js),
state machines, data binding, and the complete API. Use this skill when users need to create interactive
animations with Rive, integrate Rive into React/Next.js applications, write Rive scripts (Node, Layout,
Converter, PathEffect protocols), control animations via state machines, implement scroll-based animations,
or work with Rive's drawing API (Path, Paint, Renderer). Triggers on: "rive", "rive animation", "rive script",
"luau", "@rive-app/react-canvas", "state machine animation", "interactive animation", "scroll animation with 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
```tsx
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
```tsx
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
```lua
-- 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
```lua
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
```lua
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
```lua
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:
```lua
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:
```lua
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:
```lua
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:
```lua
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
```lua
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
```lua
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
```lua
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
```bash
# 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
```tsx
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
```tsx
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
```tsx
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
```tsx
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
```lua
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
```lua
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
1. **Reuse paths and paints**: Create in `init()`, reuse in `draw()`
2. **Use fixed timestep**: For consistent physics across devices
3. **Minimize state machine inputs**: Batch updates when possible
4. **Lazy load .riv files**: Especially for multiple animations
### Code Organization
1. **Separate concerns**: Use different scripts for different behaviors
2. **Use View Models**: For complex state management
3. **Type your scripts**: Leverage Luau's type system
### Scroll Animations
1. **Use `scrollProgress` input**: Map scroll position to 0-100 range
2. **Debounce scroll handlers**: Prevent performance issues
3. **Use `sticky` positioning**: For scroll-triggered scenes
4. **Consider Intersection Observer**: For triggering animations on visibility
## Troubleshooting
### Common Issues
1. **Script not in list**: Check Assets Panel and Problems Panel
2. **Animation not playing**: Verify `autoplay` and state machine name
3. **Inputs not updating**: Ensure input names match exactly
4. **Performance issues**: Check for excessive path resets or redraws
### Debug Tools
```lua
-- 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
Ships with 16 supporting files:
- references/rive-data-binding.md
- references/rive-editor-fundamentals.md
- references/rive-layouts.md
- references/rive-game-runtimes.md
- references/rive-events.md
- references/rive-constraints.md
- references/rive-manipulating-shapes.md
- references/rive-flutter-runtime.md
- README.md
- references/rive-animation-mode.md
- references/rive-web-runtime.md
- references/rive-text.md
- references/rive-react-runtime.md
- references/rive-state-machine.md
- references/rive-mobile-runtimes.md
- references/rive-scripting-api.md
Mirrored from the author's public source. Install counts from the open skills registry.