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Flags within timelines (with a property panel) - to reference a point within in the state machine
A bit like a goto and play (Flag Name) much like Macromedia Director did back in the day
Colour Coding Groups within the Layer Panel
I find it hard to find the group I am looking for in the layers panel > to name them appropriately; also, maybe a better way of showing what is in the group could work > when you mouse over an element
Rive App for iPad
Tablet-Optimized Drawing Interface:
Develop an intuitive, touch-friendly interface optimized for drawing and animation setup using the Apple Pencil.
Advanced pen pressure and tilt sensitivity for precise control over line thickness, opacity, and effects.
Real-Time Desktop Sync:
Implement cloud-based syncing to ensure that any assets or animations created on the iPad automatically sync to the desktop version of Rive in real time.
Allow users to toggle between devices without losing progress or needing manual file transfers.
Seamless Workflow Integration:Ability to start a project on the iPad and continue refining it on the desktop with all layers, assets, and animation timelines intact.
Include version control for projects to ensure edits on one device do not overwrite critical work on another.
Quick Animation Tools:
Provide pre-built animation templates or rigs optimized for touch controls.
Allow drag-and-drop functionality to quickly arrange assets and apply basic animations on the go.
Add a dropdown for draw order in the timeline
When you have properties animated, usually you can see the value in the timeline.
With draw order, you need to look at the righthand column to keyframe.
It would be ideal if, when key framed, there was a dropdown in the timeline to expedite control of this property for the layer, similar to how solos work.
Square bounds, width & height property, or some way to access transform constraint x & y in low level api
Not having access to a basic bounding box, width, height, or corner points is making it very difficult for me to place artboard instances where the content size is based on a text run that is set at runtime, some solution to this would be awesome!
Clip Multiple Layers Simultaneously
When you select a layer, you can apply a clipping property.
If you select multiple layers, the clipping property disappears.
I'd like to be able to select several layers and apply the same clipping property to them.
Please add entire audio clip to timelines and not only keyframes
I love the audio events feature in RIVE!
I would like to suggest that if a user is going to trigger an audio clip which is imported into the assets panel, and then is added to an event, which is then triggered by creating a keyframe on a timeline, that the entire audio clip be able to be added to the timeline is in visual form. Keyframes can be shown below the visual waveform. What problems would this solve?
The audio clip would be visible as a waveform across the entire duration of the timeline.
The user could place the playhead at any point on the timeline and the audio clip would play at that point point in the clip... which could mean that the user could play audio from anywhere in the clip depending on where the playhead was.
The user could use the visual aspects as well as the audio sound within the clip of the waveform to visually reference when a a different object needs to "do something". In other words, its easier to sync animations of other objects to a full visual waveform.
Currently... the user has to bring the playhead back to 0 or wherever the play audio keyframe is in order to trigger the audio. But the audio can not be trigger from the middle of the clip via keyframe. If the playhead starts playing at a point beyond the keyframe, the audio is silent.
Thank you and keep up the great work!
Please make frame 1 of a timeline, when triggered by a state machine NOT be the state of the object pulled through from design mode.
Hello team... great new features!
I looked to see if this was already posted, but I could not find it. Apologies if it is.
I think it is very confusing when the following happens:
In design mode, user designs his/her screen the way they want it. In this example, lets say that the user is creating a button and it is fully designed and at 100% opacity in design mode.
the user switches over to animate mode,and wants to the button to fade from 0% opacity to 100% full opacity, and so they set key frames to achieve this on a timeline 1.
The user sets up a state machine to trigger the button fade in from 1 to 100... yet... when the timeline is triggered... it is still showing the exact same state the button was in over in design mode.... and is using that state as the first frame of the animation timeline. This does not make sense.
Change request: Please make the first frame of the object's timeline only relevant to what is tweaked in animate mode. If the object is at 0% opacity in animate mode for example, it should look like that once the state machine is run, which triggers the timeline. It should not pull through the state of the object as the first frame from design mode. This is very confusing and it creates the following problem:
if the user needs to edit the look of an object over in design mode, and the object is at 0% opacity in animate mode, they have to either drag the playhead to the point in the timeline where the object IS NOT at 0%, then jump over to design mode to make the edits. Because in this example... the user would have already changed the opacity from 100 to 0 in design mode... because they needed that as their starting point in the animate mode timeline. OR
The user needs to jump over to design mode, change the opacity back to 100%... then make their visual edits... then change it back to 0% again so the object will be at 0 for the first frame of the timeline.
This is very counterintuitive and requires a lot of steps in order to set things up right. I would suggest having animate mode be its own silo, and design mode be its own separate solo. With frame 1 not being the state the object is in... in design mode.
Please let me know of there an alternative or work around to this.
Thank you
Export Selected Artboard
Whether creating/iterating on similar project animations that reuse nested artboards, I prefer to keep these projects contained within a single file--not to mention for streamlined revisions.
Currently, there doesn't seem to be a way to export a specified artboard and thus I get a bloated export with animations and assets I don't need. Especially when testing iterations within a single file, it would be helpful to export only the selected artboard and it's necessary nested artboards and relevant assets.
Configurable shortcuts
Having user configurable shortcuts is not only industry standard, it also greatly improves the user experience. Imagine if all apps use different shortcuts for basic features like undo and redo. It would be very difficult to remember all shortcuts for all individual apps. Therefore, user a configurable shortcuts feature is a must.
Set colors at runtime
I'd love to be able to set custom colors at runtime.
Being able to assign RGB values for colors in the editor to Number inputs would be interesting, too.
Drag and drop inputs on conditions
I have a very large list of inputs. Finding the right one is time consuming, even when typing in the search box. Drag and dropping an input onto a slot would be easier. Drag and drop to replace would also be very handy.
Replace objects in timeline
I have a lot of timelines which I need to duplicate and they need to be applied to other objects. It would be nice if you can drag and drop an object from the hierarchy onto an existing timeline and it automatically replaces it (with the applicable keys also remapped to the other object).
Layout hug for a group
If you have a group which contains some shapes, clicking "layout selection" will create a layout which hugs the bounding box of the shapes group. However, once it is created, you have to manually change the layout if the arrangement of the shape in the group is changed. There is no automatic hug feature for a group of shapes. This feature would be very handy.
Place objects in group like with a layout
The layout system has tools to automatically place objects in the layout container like the "layout selection" button, drag a layout around objects, etc. It would be handy if the same can be done to make a group, for example "wrap in group" context menu if selected, drag a group over objects, etc.
Option to export animation as .mov file with an alpha channel
A lot of the time when I use Rive, I am exporting the animation as H264 (MP4) files but majority of the time I really want the animation to have a transparent background which H264 cannot do.
Thanks!
Text stroke width
The ability to set the text stroke width will be handy. This way you can add a stroke around text without making the text stroke itself less wide. Currently if you add a thick text stroke, it will make the inner color thinner, which is limiting artistic expression.
Pendulum (return to origin) property on joysticks
Would be nice to have the ability to give joysticks properties that'll enable physics behavior
-isPendulum? [checkbox]
-duration/speed it takes to return to norm
-how much overshoot/dampening when returning
etc.
Applications could include creating more natural animations when interacting with characters,
like in the case of a face following a cursor, the hair and any accessories would behave more realistically/dynamically instead of being limited to pre-baked animations. or gravity for a flavorful drag and drop menu
Layout Effector
It would rock to have an layout effector object that could manipulate the properties of every child layout.
Here's a visual draft of what I mean.