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t
10m ago

Problem adding the Rive Plugin folder to UE5.3

When I add the Rive plugin folder to my unreal engine project directory I get this message:

The following modules are missing or built with a different engine version:

Rive

RiveRenderer

RiveEditor

RiveCore

Engine modules cannot be compiled at runtime. Please build through your IDE.

Anyone had this message before?

0 replies
3h ago

How to attach a Jpeg image to a Thread?

Hello, I need support but I didn't find a way to attach my image reference to the thread -.-'

0 replies
T
5h ago

Rive Editor no longer display on mobile (ipad)

This happen around April 10th, i had tried on Safari (my default “desktop” version on ipad) for Rive. But now it no longer display anything

0 replies
15h ago

Space Pizza

WIP. Spending Saturday afternoon with this idea.

0 replies
B
19h ago

Mouse Enter/Exit Animation Help

I'm new to Rive and have wondered if there is a way to make my "pointer enter" animations stop playing when my mouse exits but make it stop playing like "a pause" on that exact frame and once the mouse enters it resumes playing again. Thank you for the help!

2 replies
E
1d ago

Add an option to not snap to anchor during `Align Target` listener response

Currently, when using Align Target in a listener, the target gets snapped to the pointer by its anchor point.
I suggest adding a checkbox that would allow for its movement to begin at a relative offset from the pointers original position at the beginning of the listener trigger.

With target not snapping to the pointer to the anchor would allow for realistic panning/dragging experience that is expected in UI/UX interactions.

I understand this isn't a trivial matter, since it has some other implications, like how to manage when object goes out of bounds of the artboard. However, relative dragging/panning is a needed thing if Rive is to be used for more complex UI element production.

0 replies
1d ago

Listeners: Allowing ++ and -- when setting a Number Input.

I'm making some navigation where you push an arrow to go up and down a navigation list.

When an arrow is pushed (Pointer Down) it would be great to increase a Number Input by adding in ++ instead of declaring a number. Then even time that button is pushed it would increase in the number value.

Example

Navigation Number = 1
Button is pushed: Set Navigation number ++
Navigation Number is now = 2
Button is pushed again.
Navigation Number is now = 3
Etc...

0 replies
E
2d ago

Give gizmo handles priority over target layers when clicking

If one of the gizmo's controls (say the X axis handle) overlaps the icon for a target layer, Rive will prioritise the target layer when clicking - this can make it a little bit fiddly to move things around! Would it be possible to give the gizmo handles priority over any nearby target icons?

Maybe any targets within a small radius of the gizmo could be ignored (scaling with the level of zoom, like the gizmo itself)? If the user really did want to select the overlapping target, they could then just click off of the current layer to hide the active gizmo, and click back on the target.

0 replies
E
2d ago

Allow "Cubic value" interpolation type to be clicked when the list of selected keyframes contains a Solo layer's "active" property

When animating in Rive I often want to adjust the interpolation of a large selection of keyframes simultaneously, frequently picking the "cubic value" button to flatten the tangents. Unfortunately, if the set of selected keyframes contains an attribute that can't have the "cubic value" interpolation type applied to it (like Solo layers' "active" property), then you can't click the "cubic value" button. So, you have to first go digging through your selection to deselect any Solo layers, which is a bit cumbersome.

Would it be possible to make the "cubic value" interpolation button clickable in that situation, applying it to all valid keyframes while skipping over properties it can't be applied to?

0 replies
E
2d ago

Rive editor VSCode/IDE integration

A big ask here, but it'd be unbelievably helpful if all the basic actions in Rive's editor could be controlled using something like VS Code - creating layers, hierarchy management, getting/setting/keying layer attributes, creating constraints, etc.

Character riggers could then write scripts that quickly build the latest version of a project's base character rig (tweaking parameters like limb positions/proportions as needed), or retarget an older animation onto an updated rig, etc. It'd be a massive help in cutting down tedious error-prone tasks! TDs could even write scripts that remove any hierarchy objects that are only there to facilitate animation production, so it's easy to nicely optimise a file once animation's complete.

0 replies
E
2d ago

Prevent layer deletion in Animate mode

When animating in Rive, it's relatively easy to misclick and accidentally delete an entire layer when you intended to delete a keyframe. Most of the time you'll immediately notice what you've done and undo it, but if an animator were to miss this mistake it could potentially cause significant production headaches.

Maybe it'd be helpful to only allow layer deletion while in Design mode, or to have a setting for that?

0 replies
E
2d ago

Individually lock/unlock a layer's transform attributes

When rigging characters for animation, it'd be really helpful to be able to right-click and lock/unlock individual transform attributes in the Transform panel (e.g. positionX, positionY, scaleX, scaleY, rotate)! Maybe this could be extended to other keyable properties too, like constraint strengths etc.

This would help prevent an animator from accidentally keying parts of a rig that were never intended to be animated (since they would break the rig).

0 replies
B
2d ago

Del key vs context menu delete

Animations have to be deleted by right click-> delete. Items in the hierarchy have to be deleted using the Del key. If you mix it up and you press the Del key trying to delete an animation, you end up deleting the item which happens to be selected in the hierarchy instead, sometimes without noticing.

A similar issue exists for duplicating: Ctrl-D vs right click-> duplicate.

Very annoying. Please change.

0 replies
B
2d ago

Scroll bars are nearly invisible

All scroll bars are almost impossible to see. Please increase the contrast.

0 replies
H
2d ago

Exporting timeline animations to JSON?

Hi, would it be any way to export timeline animations to json/code so I can send to my client to implement with lottie?

I understand the interactions rive does (state machine) are proprietary, but could simple timelines be exported as code? Bodymovin can only export specific after effects layers (shapes, etc) - so it would be useful if Rive could export some animations?

I've made some simple button animation on Rive (Hover/ pressed) and I would like to export the two timelines as code, so my client can implement with lottie. I had a better experience animating on Rive as it's all vector and a natural way to preview with mouse clicks, so now I will have to re-create the animations on after effects. Ideally I would like to export the timelines to JSON so they can make the interactivity on their side.

Thanks!

1 reply
B
3d ago

Forum media issues

It is not that straightforward to add an image to a forum post. There is no button where you can add an attachment or inline picture. The only way I found to add a picture to a post is to drag and drop it to the text field. It should have more standard (add picture button) UI design.

Also, it is not possible to add a short video like you can with Discord. One step back unfortunately. If you can fix this issues, it would help a lot, especially in the bug report and support sections.

2 replies
3d ago

Squash & Stretch Keyboard Shortcut/Modifier

When modifying scale of assets in the artboard with the gizmo, I'd love to be able to hold down a modifier button that automatically adjusts the unselected axis in an equal but inverse amount, ie. if you're scaling down the X to 80%, the Y automatically "maintains volume" by scaling up to 120%.

I'm still getting my bearings with Rive by watching as many tutorials as I can, and everyone is keying squash and stretch by manipulating one axis and then the other in an equal but inverse amount, even double-checking and adjusting the amounts in the Property panel to make sure they're equalized after dragging in the Artboard – wouldn't it be cool if you could just do both at the same time? 😁

0 replies
M
3d ago

Dash Stroke

Currently working on a project that use many dash lines as key visual. Many type of stroke would really help diversify the visual output from Rive. It's quite a basic feature so hopefully we will soon get an update on this

1 reply
T
3d ago

Scoll animation loop

Hey. I have an character jumping up and down in a loop. Have a number input and blended animations and i want to play the animation when user scroll down on a framer site. Have pasted this into framer, but it doen't seems to work probably.

import React, { useState } from "react"
import { addPropertyControls } from "framer"
import RiveComponent, {
    componentName,
    propertyControls,
} from "https://rive.app/api/s/-nDwES5_dEeOt7ZvOtV7dg/framer/"
import { useScroll, useMotionValueEvent } from "framer-motion"
function App(props) {
    const { scrollYProgress } = useScroll()
    const [scrollPct, setScrollPct] = useState(0)
    useMotionValueEvent(scrollYProgress, "change", (latest) => {
        setScrollPct(latest * 200)
    })
    return <RiveComponent {...props} number1={scrollPct} number2={scrollPct} />
}
/**
@framerSupportedLayoutWidth any-prefer-fixed
@framerSupportedLayoutHeight any-prefer-fixed
*/
export default App as React.ComponentType
App.displayName = componentName
addPropertyControls(App, propertyControls)
0 replies