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Progress bar for .rev download
When clicking Export->For backup (.rev), nothing happens for a long time. It looks like there is an unreported error. Then suddenly after a while, a save file box (windows) pops up. I guess the reason this happens is that my file is quite big and the the server is too far away (I'm in Vietnam). This causes a big delay from user input to screen feedback. There should be a progress bar or at least some message like "please wait" while waiting for the file to become available.
Rive editor scripting support, visual, python, or otherwise.
I'm a game programmer and tool developer, and I don't use Rive directly, but its seems an incredibly powerful tool for artists to take control of their work. It puts a lot of power in their hands and I love it.
From what I can work out however, there are some limitations on what's possible within this framework, resulting in:
- Artists building overly complicated state machines and timelines, or having to duplicate them. To create behaviors mirroring loops, incrementing variables etc. (see the gif @ https://help.rive.app/editor/state-machine/inputs#number duplicating pepper functionality 5x as a simple example of this.)
- Artists having to ask us (programmers) to implement functionality in the runtime, to achieve the effect they want. (they don't want to ask us, and we don't want to do it... it slows both parties down.)
I'm sure the Rive developers have a clearer understanding of what's feasible... but I suspect to achieve Rive adoption similar to how flash was adopted back in the day, or to how AE has cemented itself as the only real tool for motion design, a scripting language (in the rive editor), or at least some kind of visual scripting is needed.
Frow my limited understanding, there are already functioning:
- state machines and events (sequencing)
- inputs (variables).
This is already halfway there but with the addition of:
- Instanced state machines/timelines (think prefabs, blueprints, class instances etc.)
- Loops to leverage instanced data.
- binary, float and integer arithmetic, linear algebra.
The rive editor becomes a fully functional interactive designer. And will (probably) take over the world.
Maybe creating a node of some kind you can embed python in, and an api that can communicate with. There seems to be some precedent for this in web apps such as jupyter notebooks, python is commonly understood by technical artists in maya/blender/houdini land. And with an api exposed it opens the possibility for third party plugins. (kinda essential, if you consider where AE would be without plugins)
I understand this is a cheeky feature request, If my understanding of Rive is flawed, please ignore (or correct) me. I've just seen how rive is empowering my artist/motion designer friends, how excited they are, and I really want to help the project grow!
Batch edit events on timelines and transitions
You are able to select conditions for multiple transitions at a time, but you're not able to select events in the same way. It would be very helpful to be able to have the same experience selecting events in these areas as choosing conditions. Right now, if you have a lot of transitions and timelines, you're out of luck and have to do it the long way.
Ability to Separate Out The Different Work Windows
Like in Maya and Adobe products, I would like to be able to move things like the bottom window containing the state machine/animation, inputs, etc, and be able to drag and drop them onto a separate screen so I can have more working space for both the state machine and the art board.
Currently they are fighting for the limited screen space on one.
More possibilities for "number"
When creating a listener that affects a number, we can only set the number to a specific one. It would help a lot if it was possible to do some operations like "add X" and "subtract x"
Align work area end point to the last keyframe automatically
This might be a niche ask, but trimming timelines to the perfect duration gets tedious in the way I work.
Having an option to align the work area end point to the last keyframe automatically would save me a lot of time!
Repeat timeline n times, n coming from the inputs
Or having variables in general in Rive. I would like an animation to be played n times, n being dynamic.
Example : In a game, a character gains +24 in health => then 24 hearts are accumulated in their gauge.
As a timeline can trigger an event, it could trigger a "-1", or "+1" to a variable "n" set by an input, and allow the user to play an animation until n reaches 0.
Flutter Render
Is Rive Render going to lunch in flutter soon?
Waveform in the timeline
It would be great to have a visual of the waveform of audio in the timeline so it is easier to coordinate visuals with the audio.
Percentage timeline
In addition to the time based timeline (Current 00:00:00), please also proved a percentage version (0-100%). This makes debugging runtime code a lot easier. This is because at runtime, a timeline is set with a percentage (via a blend node) but this number does not match up with how it is displayed in the Rive editor.
Alignment tools for state machine elements
The State Machine doesn't currently have any way to easily align things together. I'd like similar WASD controls in the State Machine that are available in the editor.
Origin align in freeze mode
It would be nice to move origin with the Align Buttons on the right panel's top. Now if i hit center vertically, it move the object to artboard's vertical center. It is okay when i'm not in freeze mode. Instead of this the origin could move with the buttons to the object's center.
Font preview in the drop down list
It would be very useful to see the exact font preview at the list, like in Adobe Illustrator.
Font management in Text tool
It would be nice to handle which fonts i want to use in a project. I don't want to see infinite variation of Noto Sans and other noname fonts.
Custom anchor points for flow lines in State Machine's flow editor
It would be nice to we can add additional anchor points to the states' connecting lines to create more understandable flows. Good example is: Miro, Unreal Engine (blueprint system), Rhino's Grasshopper editor
Expand State Machine's flow editor zoom range
Now it's only from 75% to 100%, it would be nice to expand this range to maybe 25% to 150%
Ability to disable click-through
Hello!
Would it be possible to implement a property for objects & nested artboards to disable their ability to be clicked (or to prevent clicking through them)?
I have a nav menu that stacks all the cards when clicked, placing the selected card on the top of the stack. To go back, the user would click the stack and the cards will fan back out. However, clicking the stack toggles click booleans for EVERY SINGLE CARD.
If there is an existing fix for this I have not been able to track it down, and it would help a ton if implemented!
Thanks!
Rive server status indicator
It might be good to have a page on rive.app that displays the status of Rive's servers. I know it's not down much at all but it's a nice thing to rule out whenever I'm having trouble with my connection.
Enums/Limited Numeric Range for Inputs
Numeric values are currently completely free. I would love to be able to limit them into a given range in their property area. I would expect as properties:
Minumum value/unlimited
Maximum value/unlimited
Stepping/Integer/Free (Where integer is a stepping of 1)
Sugar on the pie would be an option "Enum", where I can define a list of named values and which automatically sets:
Stepping to 1 (Integer)
Minimum value to the lowest value in the list
Maximum value to the highest value in the list
I often use numeric for different views/states and naming them would be great. But being able to be sure, that they are withing an expected range would be ok at least. Values set from the platform API are automatically truncated/rounded to the expected range, making especially the use of float/int more secure and predictable.