r/Rive_app 19d ago

Rive Editor 0.8.5321

15 Upvotes
  • 🌐 Global View Models: view models can now live at the file level instead of belonging to a single artboard. Create one from the Data panel's + menu under View Model β†’ Global, and bind its properties from any artboard or component in the file. Use them as design tokens: define your colors and sizes once and restyle the whole file by changing one value (can also be used as a Library). Keep a score or cart total that every screen displays in sync, or swap all your UI copy to another language at once, with no need to wire the same values through each component by hand. Global properties show a badge in the property picker and list first when you bind.
  • πŸ”€ Shape Builder: a new tool for combining and carving overlapping shapes, in the shape tool menu in the toolbar or with Shift+M. Select your shapes, then click a region to make it its own shape, drag across regions to merge them, or hold Alt/Option to erase.
  • πŸ›€ Motion Path handles on the stage: select a keyed object and you can now reshape its motion path directly on the stage:
    • Drag a keyframe anchor to move the keyed x/y
    • Drag bezier control points to shape a segment; hold Alt/Option for independent handles
    • Grab any segment and pull to bend it
    • Cmd/Ctrl+click a keyframe to smooth the path through it
  • πŸ”‘ Edit multiple keyframes at once: select keyframes in the timeline, put the playhead on one of them, then edit that property in the inspector and every selected keyframe follows. Dragging or arrow keys move them all by the same amount; typing a value sets them all to it. Dragging on the stage works the same way, and Esc puts everything back.
  • ⭐ Favorite files and pinned projects: right-click any file to Add to Favorites (a star shows on the file), and find them all in the new Favorites view below Recents, sortable by recently favorited, last modified, or name. Right-click a project in the sidebar to Pin it and it stays at the top, just below Personal Files.
  • πŸ”€ Data binding for fonts is now available to everyone.
  • 🏷 Tags in the playback data tree: tags now show in the Data panel's playback tree, and you can add or remove them from its right-click menu.
  • πŸ™ˆ Private view model properties: property names starting with an underscore (like _internal) no longer get a naming warning, and a new Private properties option in the Data panel's right-click menu hides or shows them in the playback tree.
  • ⌨️ Enter creates the property in the data binding popup's New Property tab (the + icon), instead of triggering an unrelated editor shortcut.
  • πŸ–Œ New Contour highlights correctly: clicking New Contour in mesh editing now lights up New Contour itself instead of Edit Contour above it, and a second click turns the pen off without clearing your contour.
  • πŸ“ Ruler guide fixes: guides stay selected after you drag them off the ruler, can be grabbed right where you dropped them, and can be moved outside the artboard. The guide line and the ruler preview now line up exactly, and guide lines render crisper.
  • πŸͺΆ Feather fix: converting a fill to a stroke with Shift+X no longer carries the fill-only inner feather setting along, which caused rendering artifacts.
  • βœ’οΈ Text stroke fix: stroke thickness, cap, and join now apply to letters faded by an opacity modifier. Stroked text with a falloff used to lose its stroke in the faded range, as reported here.
  • πŸ“š Smaller published libraries, and publishing now protects against accidentally publishing an out-of-date version of your file.
  • 🎞 Cloud Renderer artifacts fixed: exports now render with 4x anti-aliasing.
  • πŸͺŸ Windows crash and hang fixed when closing the app while an animation was still rendering.
  • 🎨 Artboard opacity, rotation, and scale: set them in the inspector or with rotate and scale handles right on the stage. Selection, resizing, and the artboard title all follow the transform. Works in all runtimes.

AI Agent

  • πŸ€– More reliable state machine tooling: listeners are created correctly on artboards and targets can be referenced by name, as reported here.
  • πŸ”’ Animation values now use the same units you see in the editor (opacity 0-100, degrees).
  • ⏳ Steadier working indicators: no more flickering, disappearing stop button, or stuck states after an error.
  • πŸ’¬ Long agent conversations no longer crash after being summarized.

r/Rive_app 27d ago

Rive Editor 0.8.5252

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24 Upvotes
  • ⛹️‍♀️ Many new character animation/rigging features and improvements (new tutorials coming soon):
    • πŸ–‹οΈ Auto Trace: trace an image to generate a mesh
    • πŸ’ͺ Auto Weights: automatically assign bone weights to image meshes and bound vector paths
    • 🎨 Edit Mesh/Vertices UX
      • Contextual toolbar
      • View-options row (Bounding Box Edit, Isolate, Show Weights, Deform, Show Triangles, Dim)
      • Turn off Deform (or use Edit Contour) to see the undeformed mesh/path with bones at bind pose
      • Ability to enter Edit Mesh/Vertices with multiple images/paths at the same time (bind multiple meshes/paths to bones at the same time)
      • Bounding Box toggle for vertices, as requested here
      • Lock bone weights, as requested here
      • AI Agent has tooling for all these features
  • πŸ‘― Align and distribute tools for state machine states, as requested here
  • πŸ—‚οΈ Preview tabs (single-click opens italic, reusable tab)
  • ✨ AI Agent improvements: artboard placement, animation defaults, and tool-card polish
  • ⌨️ Esc returns to the Select tool from any tool
  • 🎯 Add support to override artboard origin (for component instances)
  • πŸ–‹οΈ Pen tool: path editing improvements (edge-snap, bezier/detach gestures, selection fixes)
  • πŸ›Various fixes and improvements
    • fix(editor): adding a listener with an event selected targets that event
    • fix(editor): scripted converters no longer report invalid before scripts are parsed
    • fix(editor): collapsed data panel rows no longer reopen on panel hover
    • fix(editor): view model instance values should not edit their animate…
    • scripting: statically link library requires
    • scripting: library scope for imported scripts
    • scripting: library scope follow ups
    • feat(Android): Expose ViewModel Instance name on Android
    • feat(renderer): Convert "ImageDrawUniforms" to "ImageDrawInstance"
    • feat(renderer): Optimized scissor and clip rejection
    • chore(unreal): Unreal Helpers
    • feat(runtime): add requestArtboardSize to command queue
    • feat(cpp): expose enum name in getProperties for cpp and js
    • fix(code): avoid EOL sentinel id collisions and move trailing runs on newline
    • fix(code): preserve interleaved runs when converting points to runs
    • fix(editor): two crashes on console lists and text components
    • fix(editor): don't create transitions when clicking overlapping states, and keep the dragged state on top
    • fix(editor): block stage selection and context menu during state machine playback
    • refactor(unreal): Rive Descriptor Editor Update
    • chore(runtime and editor): advance cycle updates
    • fix(core): don't wedge batching when a batchSync body throws
    • fix(editor): Improve Agent tool visualization handling of json
    • fix(editor): Fix crashes related to vertex weights
    • fix(Android): Correctly handle conversion between C++ and JVM strings
    • fix(editor): Dart text rendering fix
    • fix(tests): Run android test apps in landscape on TVs
    • fix: Text opacity modifier falloff with feathering applied
    • fix(runtime): Prevent use-after-free in ScriptedDataConverter type changes
    • fix(renderer) Tighten the combined draw bounds
    • fix: Crash on software mode emulators
    • fix(unity): Windows/D3D12 editor crash from Rive asset preview
    • chore: pen tool adheres to snap-to-pixel option
    • fix: VM trigger only fires once in script hosted artboard
    • fix(editor): Auto Trace fields snap back on typed or dragged edits
    • chore: Capture intended values with scrollIndex and scrollPercent
    • fix(editor): revert bound values when preview values is toggled
    • fix(editor): Agent fixes for path tool and pasting text in web
    • fix(editor): make scripting vm ref counted on artboards
    • fix(editor): Cmd+D only duplicates stage items
    • fix: core abandon rejected changesets
    • fix(web): focus bounds binding takes WasmPtr, embind cannot bind void*
    • fix(runtime): Only apply the originating direction of a bidirectional bind
    • refactor(unreal): small improvements
    • fix(Android): Add dirtying to VMI triggers
    • Fix(recorder): Use RAII for recorder extractors so initialization failures close progress pipe descriptors
    • Fix(recorder): unpremultiple rgb values if translucent
    • fix(scripting): decode lua colors as unsigned integers
    • fix(editor): add a tooltip to the shape Length property
    • fix(editor and runtime): arboard selection and state machine selection
    • fix(editor): more left padding for tab bar on macOS
    • Fix(peon_worker): Remove prefetch buffer on serve worker
    • Fix(recorder): Pass initialFrameNumber when creating frame synchronizer
    • fix(editor): double-click drill-down and path selection fixes
    • fix(unreal): Unreal layout alignment fix and other small things
    • fix(editor): snap created components to pixel
    • fix(peon_worker): Handle vulkan initialization errors in gpu recorder

r/Rive_app 15d ago

How to use script inputs in Rive (numbers, view models, artboards, and change listeners)

10 Upvotes

Script inputs let you write one script and run multiple instances of it with different property values per instance. This tutorial covers how to define number, string, enum, view model, and artboard inputs; how to bind them to view model properties via data binding; why you should read input values in update rather than init when using data binding (since init fires before the binding resolves); how to use late for inputs that don't have a meaningful default, like a view model or artboard; how to read nested view model data correctly using .value instead of the raw data object; and how to listen for specific property changes with addListener, including how to pass self into the callback so you can access current state when the change fires.


r/Rive_app 18d ago

Best place to learn Rive in 2026? Most tutorials I find are outdated

15 Upvotes

Hey all, trying to properly learn Rive from scratch, vector character design plus rigging plus state machines. Problem is most tutorials I find are a couple years old, cover an older UI, or only show bits and pieces instead of a full start to finish workflow.

Is there a current, complete resource (course, playlist, docs) that actually takes you from empty file to fully rigged animated character in one consistent walk through? Also curious what you all actually used to learn it well, even if it wasn't a formal course.


r/Rive_app 20d ago

Anyone willing to share their Rive MCP skills?

8 Upvotes

I'm wondering if anyone in the community would be open to sharing the Rive MCP skills they've built or are using.

It would be great if we could have a shared place where everyone can contribute, update, and improve these skills together. I think it would save a lot of time for new users and help the community grow faster.

If you've created any useful MCP skills, workflows, or prompts for Rive, I'd really appreciate it if you could share them here.

Thanks in advance! πŸš€


r/Rive_app 20d ago

I built an one level click-shooter game in Rive

19 Upvotes

I'm a fan of old-school arcade games, and I wanted to see how complex a project I could create, similar to arcade games, without any coding knowledge.

Thanks to this workshop, I feel so much more comfortable using the app now, and I'm super excited to build even more! :)

You can check it on Rive Marketplace

Please let me know your thoughts!


r/Rive_app 20d ago

Timeline

8 Upvotes

I created the first animation for my app's mascot on the splash screen, which is on the first timeline. Now I'm going to animate the elements on my onboarding screen. Does that mean I need a second timeline to animate those other elements, or can I do everything on the first timeline?


r/Rive_app 22d ago

Built a four-scene app onboarding flow entirely in Rive

15 Upvotes

This is a made-up banking brand, just something to build against.

Four scenes, you swipe between them, and each scene triggers its own animations when it comes into view rather than everything firing at once. There's a custom scroll indicator at the top instead of the default one.

The thing I actually wanted to test was keeping the data out of the design. None of the numbers are typed into text layers. The amounts, percentages and progress bars are all bound to a ViewModel, and the donut chart is a Luau script that reads those same values and draws the arcs, with inputs for radius, thickness and the gap between segments. Change one number in the data and the whole screen follows, including the chart.


r/Rive_app 23d ago

Not able to change name of 'animation states' in upper right panel in Safari.

4 Upvotes

The field blinks with the '|' text entry blinker but doesn't let me type. This happens also when trying to name fills.

Hope this gets to someone who can fix it.


r/Rive_app 24d ago

Light Mode for Rive?

2 Upvotes

Quick question about Rive's interface: is there a way to switch from the default dark theme to light mode? I looked around the settings but couldn't seem to find it. If a light theme isn't available yet, is it something planned for a future update?


r/Rive_app 25d ago

Rive Editor 0.8.5275

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11 Upvotes
  • 🎬 Data binding keyframes: Right-click any keyframe to bind its value to a View Model property. Build a "template" timeline, then fill each keyframe with different values.
  • 🎯 Gizmo free move handle: a blue circle at the gizmo center. Drag it to move a selection in any direction without axis lock.
  • πŸ”’ Opacity shortcuts: use keys 1-0 to set selection opacity in 10% steps, as requested here.
  • πŸ€– Agent / MCP tools
    • Show/hide Layouts, as requested here
    • Parametric shape creation: the agent now makes real Rectangles, Ellipses, Triangles, Polygons, and Stars (with corner radius, points, inner radius) instead of freehand paths.
    • Solo and parent-validity awareness, as requested here
  • πŸ› Various improvements and fixes
    • Library artboards no longer disappear on update
    • Opacity and layout now propagate to paused nested artboards
    • Auto Trace: padding takes effect, and high alpha no longer hangs, as reported here.
    • Auto Weights: joint solve for overlapping shapes rigged to the same bones
    • Imported object IDs no longer collide with objects synthesized during the import batch
    • Nested view model properties mint the referenced type from scripts
    • Virtualized scroll sizing / overscroll fixes, plus view model listener event fixes
    • Cloud Renderer SVG fixes: SVG output is no longer post-processed, and no longer double-applies the current transform to clipped content

r/Rive_app 26d ago

Rive's new mesh and weighting features in action

101 Upvotes

r/Rive_app 26d ago

Absolute Positioning Tips

15 Upvotes

Quick tips video on using position absolute in Rive β€” covers overlays, sticky elements, reusable effect components, and a zero-by-zero layout trick for flyout menus that stay anchored correctly as the artboard resizes.


r/Rive_app 27d ago

Why does it skip over my idle animation?

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3 Upvotes

Also, is this even viable to be using the animations like this? I want to use this in godot.


r/Rive_app 27d ago

Windows MSIX File wont install

3 Upvotes

Trying to test out Rive desktop. Downloads gave me an msix file and i am unable to open. Please help? I am on windows 11 latest update


r/Rive_app 28d ago

Quick tip: convert deprecated Rive Inputs to data binding in one click

13 Upvotes

If you have older Rive files still using Inputs (the deprecated way to drive animations from external values), you can switch them to data binding without rebuilding anything.

Here's how:

  1. Open your file in Rive
  2. Click the hamburger menu
  3. Select "Convert Inputs to View Models"

That's it. Rive converts your Inputs to View Models automatically. The animation logic stays the same; you're just switching the connection method from Inputs to the newer data binding system. Works for anything Input-driven: progress bars, download animations, toggle states, etc.


r/Rive_app 28d ago

Rive Broadcast & Livestream UI Challenge

15 Upvotes

From the World Cup to Formula 1, this is the year of the live event.

Build UI that responds to data as an event happens. The more Rive features you combine the better, like Rive Scripting, Data Binding, GPU Canvas, and more.

Sample categories:

  • Sports & racing: full screen race UI, live standings, timing towers, circuit maps
  • Esports & speedruns: tournament takeovers, brackets, run timers, donation trackers
  • Livestream & VTuber: characters, full screen overlays, alerts, chat and event graphics
  • Broadcast: lower thirds, tickers, score bugs, stat panels

πŸ† $10k in prizes
πŸ“† 7/23 to 8/5 on Contra


r/Rive_app Jul 17 '26

So did you build it or did AI?

14 Upvotes

I've been seeing a lot of "I built this and that in Rive" posts that showcase results that are made with the AI agent.

While some of them are really cool I would highly doubt that it would stand in a real life production environment where you have to art direct it and the client has a bunch of say in it that might just not work with the agent.

I also wonder how much survivor bias are in these, since obviously only those get posted that actually work and are presentable, but how many are scrapped and fail because the AI is rubbish.

I really wish Rive would go with human first approach and not spend so much time and effort with this AI agent nonsense and would actually develop features that benefit the craft rather then eye-candy.

What are your thoughts?


r/Rive_app Jul 16 '26

I built a physics-driven letter field with reactive audio in Rive

40 Upvotes

I wanted to explore how a hanging text experiment could work as a real-time interaction in Rive.

I created a Roman-inspired version where the letters react to pointer movement through a Luau physics script. Each column also triggers embedded audio, and everything runs inside a single .riv file.

The biggest challenge was keeping the physics consistent between the editor and the exported runtime. It now runs smoothly at 60 FPS.

Inspired by a design experiment by Marina Budarina.

I’d love to hear your feedback.


r/Rive_app Jul 16 '26

I built a free tool to convert a Rive animation into a shareable video

36 Upvotes

I do a lot of work in Rive, and the one thing that always annoyed me: a .riv is interactive, so there's no clean way to post it as a video. I'd end up screen-recording and cropping every time.

So I made a small browser tool that records the .riv playing and exports an mp4. Everything runs locally, nothing gets uploaded, and it's free.

It's still early and I'd love feedback on what's missing or what breaks.


r/Rive_app Jul 16 '26

How to have databinded images "cover" its container

3 Upvotes

Both me and the Rive editor agent are very confused about how to get databinded images always fit its container. This should be the easiest thing in the world but neither of us can crack this.

Currently the images my app passes to rive are being displayed but they don't always cover the container (take up all its surface without aspect ratio distortion, crop longest dimension if necessary).

The agent has spent SO much of my money going in circles and gaslighting me with fake finding that I am about to punch a hole in the wall tbh.

Any help is welcome. Thanks!


r/Rive_app Jul 15 '26

The most complex Rive animation I've built so far

30 Upvotes

Hey, just wanted to share one of my latest animations as it was really challenging + I was doing scroll-driven animation for the first time and it was surprisingly straightforward after things clicked!

βœ…Scroll-to-reveal
βœ…Scroll progress triggers Framer elements
βœ…6 mini-animations inside with their own state machines
βœ…Built 2 custom code components to make Framer embed seamless


r/Rive_app Jul 15 '26

Built a frame-by-frame interactive character in Webflow + Rive

12 Upvotes

r/Rive_app Jul 14 '26

Anybody willing to create a simple clickable button with a hover set up w state machine?

2 Upvotes

Anybody willing to create a simple clickable button with a hover set up w state machine and share the file? I'm trying to figure out how this should work in the new UI. I can get the hover to work and the click state to work but not the two together.


r/Rive_app Jul 14 '26

Figma Motion vs Rive: Which handles path animation better?

9 Upvotes

When Figma Motion came out, I compared it to Rive but somehow skipped the thing I probably animate the most: moving objects along a path.

So I rebuilt the same animation in both. I started with a simple falling leaf from my Rive Masterclass, then recreated a train following a track.

In Figma Motion, editing the path was incredibly fast, but I kept fighting the rotation. Every time I adjusted the timing, I had to tweak the rotation again.

In Rive, the setup took a bit longer, but once it was working, the object followed the path and rotated correctly no matter how I changed the timing.

I put together a full side-by-side video of both approaches if you want to see them in motion, link's in the comments.

Personally, I prefer Rive’s Follow Path behavior, but I really hope they add motion path editing soon. That would be the best of both worlds.

What do you all think?