rive

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".

Safety Notice

This listing is imported from skills.sh public index metadata. Review upstream SKILL.md and repository scripts before running.

Copy this and send it to your AI assistant to learn

Install skill "rive" with this command: npx skills add bowtiedswan/rive-skills/bowtiedswan-rive-skills-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

ProtocolPurposeKey Functions
NodeCustom drawing/renderinginit(), advance(seconds), draw(renderer)
LayoutCustom layout behaviorsmeasure(), resize(size) + Node functions
ConverterData transformationconvert(input), reverseConvert(input)
PathEffectPath modificationsinit(), update(pathData), advance(seconds)
TestTesting harnessesUnit 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

  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

-- In scripts
print("Debug:", value)

-- Check Problems Panel in Rive Editor
-- Use Debug Panel for runtime inspection

Additional Resources

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

Source Transparency

This detail page is rendered from real SKILL.md content. Trust labels are metadata-based hints, not a safety guarantee.

Related Skills

Related by shared tags or category signals.

General

animejs

No summary provided by upstream source.

Repository SourceNeeds Review
General

solodit

No summary provided by upstream source.

Repository SourceNeeds Review
General

rive-react

No summary provided by upstream source.

Repository SourceNeeds Review
General

rive-scripting

No summary provided by upstream source.

Repository SourceNeeds Review