| 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
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',
});
const scrollInput = rive?.stateMachineInputs('State Machine 1')
?.find(i => i.name === 'scrollProgress');
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
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
return true
end
function update(self: MyNode)
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 Vec2D.xy(200, 100)
end
function resize(self: MyLayout, size: Vec2D)
print("New size:", size.x, size.y)
end
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()
for i = 1, #inPath do
local cmd = inPath[i]
end
return path
end
function advance(self: WaveEffect, seconds: number): boolean
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 = {
myNumber: Input<number>,
myColor: Input<Color>,
myString: string,
myViewModel: Input<Data.Character>,
enemyTemplate: Input<Artboard<Data.Enemy>>,
}
function init(self: MyNode): boolean
print("Number:", self.myNumber)
print("Color:", self.myColor)
print("ViewModel property:", self.myViewModel.health.value)
return true
end
function init(self: MyNode): boolean
self.myNumber:addListener(function()
print("myNumber changed!")
end)
return true
end
return function(): Node<MyNode>
return {
init = init,
myNumber = 0,
myColor = Color.rgba(255, 255, 255, 255),
myString = "default",
myViewModel = late(),
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)
event:hit()
end
function pointerMove(self: MyNode, event: PointerEvent)
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()
local score = vm:getNumber('score')
local name = vm:getString('playerName')
if score then
score.value = 100
end
if score then
score:addListener(function()
print("Score changed to:", score.value)
end)
end
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()
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()
path:reset()
local length = path:measure()
local contours = path:contours()
Paint Configuration
local paint = Paint.new()
paint.style = 'fill'
paint.color = Color.rgba(255, 128, 0, 255)
paint.thickness = 3
paint.cap = 'round'
paint.join = 'round'
paint.blendMode = 'srcOver'
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()
renderer:transform(Mat2D.fromScale(2, 2))
renderer:transform(Mat2D.fromRotation(math.pi / 4))
renderer:transform(Mat2D.fromTranslate(50, 50))
renderer:drawPath(self.path, self.paint)
renderer:drawImage(self.image, ImageSampler.linear, 'srcOver', 1.0)
renderer:clipPath(self.clipPath)
renderer:restore()
end
React/Next.js Runtime Reference
For detailed runtime API, see @references/rive-react-runtime.md.
Installation
npm install @rive-app/react-canvas
npm install @rive-app/react-canvas-lite
npm install @rive-app/react-webgl
npm install @rive-app/react-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,
}),
});
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');
const progress = inputs?.find(i => i.name === 'progress');
if (progress) progress.value = 50;
const isActive = inputs?.find(i => i.name === 'isActive');
if (isActive) isActive.value = true;
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;
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;
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')
anim:advance(0.016)
anim:setTime(1.5)
anim:setTimeFrames(30)
anim:setTimePercentage(0.5)
local duration = anim.duration
Artboard Object
local artboard = self.myArtboard:instance()
artboard.width = 400
artboard.height = 300
artboard.frameOrigin = true
artboard:advance(seconds)
artboard:draw(renderer)
local node = artboard:node('NodeName')
local minPt, maxPt = artboard:bounds()
artboard:pointerDown(event)
artboard:pointerUp(event)
artboard:pointerMove(event)
Best Practices
Performance
- Reuse paths and paints: Create in
init(), reuse in draw()
- 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
scrollProgress input: Map scroll position to 0-100 range
- Debounce scroll handlers: Prevent performance issues
- Use
sticky positioning: 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
autoplay and state machine name
- Inputs not updating: Ensure input names match exactly
- Performance issues: Check for excessive path resets or redraws
Debug Tools
print("Debug:", value)
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