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.
Only Part of Timeline Animation Plays on Trigger with Exit Time Set to 100%
I have a trigger input – with a listener for pointer down – to trigger a timeline animation. The exit time is set to 100%. For some reason, only a little bit of the animation will play on the timeline. I have a rigged character with controllers that moves when triggered. The only thing that actually moves when triggered is the inverse direction of an IK constraint on one arm. The rest of the animation of the character rigged just stays put.
I took this same timeline animation and tested it on a boolean input with the "pointer enter" property. It will work as expected for the boolean input. But it will only play that small inverse direction flip on the IK constraint of one arm when it is using the trigger property.
For continued testing, I did add a couple rectangle shapes with bones and controller (to mimic an arm) to the same timeline not animating in its entirety using the trigger input. I put these testing shapes with bones in the same group holding the rigged character. These shapes with bones and controller DID animate as expected on the same timeline as the rigged character using the trigger input but the rigged character remained motionless.
Again, the exit time is set to 100%.
Any suggestions? Thank you.
Developer having trouble implementing Rive file - says file may be corrupt
Hi there,
I'm a motion designer working on a product team at my company. We've just begun to implement rive to our workflow, and it's been a learning curve for our whole team. I recently created a file for them to implement on web, but they haven't been able to load it on their end.
My questions:
- is the issue on the developper's end or is there something wrong with my Rive file?
- If so, what can we do to fix this so the developpers can load the file on their end?
Appreciate any help or guidance we can get on this! Our team is also happy to connect with any developpers or experienced Rive users. We would appreciate any help.
Here is the rive file:
Here is the messaging the developpers are getting on their console when trying to load my Rive file:
Here are more specs from the developpers:
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.
iOS input not triggering correct animation
Hi 👋🏻 I'm using a Rive file in an iOS app in SwiftUI and I can't get the inputs to work correctly. It's a simple animation that should show a player's score - either +5 or +10. The file has an input called Points
and I'm setting the numeric value to either 5.0
or 10.0
.
I'm using RiveRuntime 6.0.7.
I can send my code, the .riv
file and a screenshot from our designer (once I figure out how to add it here 😂)
When calling setInput("Points", value: 10.0)
the animation for the value of 5.0
plays but I'm expecting the animation for 10.0
to play 🤔
Any help would be greatly appreciated! 🙏🏻
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"
WHAT HAPPEN IF I CANCEL MY PAID PLAN?
I was planning to use paid plan for a short project and it's already finished. Since it's automatically renewed in the next month I wonder whether I still have access to the paid features if i canceled my plan?
Panel Collapse
How to collapse my Rive property panel in the inspector?
Non-exported effect reporting and exported not reporting
So my game has an effect animation that plays when a character attacks another. I added hit animations for the characters but I was triggering them on the animation finish event. I changed this to a non-exported event and added another one for when the effect should hit.
When I exported my riv though, only the non-exported event name is reported.
This is the WebGL2 Advanced library.
Here's my rev file from the latest version of the editor.
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!
Rive -- Wordpress
Hey there!
I'm trying to connect my animation to my Wordpress website
https://rive.app/s/zQPttSGL6ECITT1skwOJSQ/
This is my hover animation .
I'm trying to do like at the home page, combination of Hover and clickable link that I try to add through the html.
There is any solution for this?
Target:
Hover+Click and going to other domain/link
Rive community lag
Hey there! Is it just me, or has the Rive community become super laggy and unstable over the past couple of weeks?
Chinese font support
Currently, Rive seems to have some issues displaying Chinese fonts correctly, particularly in artboard names and text elements. Could you please prioritize adding support for proper Chinese font rendering in Rive? Thank you.
Background color appears
Regarding this file, although the background is transparent in Rive, it appears with a background color when implemented in the app. Do you know what might be causing this?
https://rive.app/s/RnCFuy-fYEeGAa5l_AQMBg/
Easing to Blend states
Quick question. I've set a 1000ms transition to a blend state animation. It does linear transition. Is there a way I can add easing to it?
Units wrong when animation length set to minutes
Steps:
set animation duration to an hour
notice that every minute is marked with
s
Rive widget works in Flutter Web, same Rive file gets exception on Flutter iOS
Rive widget works perfectly in Flutter Web deployment,
the exact same Rive file on Flutter iOS gets
Exception caught by rendering library
type 'double' is not a subtype of type 'int'
Flutter 3.24.2 • channel stable • https://github.com/flutter/flutter.git
Framework • revision 4cf269e36d (4 weeks ago) • 2024-09-03 14:30:00 -0700
Engine • revision a6bd3f1de1
Tools • Dart 3.5.2 • DevTools 2.37.2
iOS simulator iOS 18.0 on iPad Air 11 inch (M2)
Embed Flutter app as a module inside iOS blocked by Rive error
I'm exporting my Flutter app as a module to be able to embed in iOS. All the Rive animation is loading properly when I launch the Flutter app in iPhone simulator or chrome. But once I launch the app as a module in iOS i'm getting this error:
[ERROR:flutter/runtime/dart_vm_initializer.cc(41)] Unhandled Exception: Invalid argument(s): Failed to lookup symbol 'init': dlsym(RTLD_DEFAULT, init): symbol not found #0 DynamicLibrary.lookup (dart:ffi-patch/ffi_dynamic_library_patch.dart:33:70) #1 init (package:rive_common/src/rive_text_ffi.dart:493:16) #2 init (package:rive_common/src/rive_text_ffi.dart) #3 initFont (package:rive_common/src/rive_text_ffi.dart:810:3) #4 Font.initialize (package:rive_common/rive_text.dart:461:7) #5 RiveFile.initialize (package:rive/src/rive_file.dart:392:33) #6 RiveFile._initTextAndImport (package:rive/src/rive_file.dart:414:13) #7 RiveFile.asset (package:rive/src/rive_file.dart:444:12) <asynchronous suspension> #8 riveFileProvider.<anonymous closure> (package:replay_gaming_module/ui/rive/rive_providers.dart:5:16) <asynchronous suspension> #9 FutureHandlerProviderElementMixin.handleFuture.<anonymous closure>.<anonymous closure> (package:riverpod/src/async_notifier/base.dart:348:9) <asynchronous suspension>
Nested Artboard Audio Levels
I can adjust the audio levels of an artboard and that works fine. Once I Place that artboard inside another, however, the audio plays back at 100% of the volume instead of the adjustments I made.
I am using the MacOS app.