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Using design system tokens in a .riv animation
Does anyone have experience using design systems tokens in an animation? It seems like the app doesn't have any support for token use, but has anyone used their company tokens once in code? I'd like to set color, timing, and easing standards at the system level.
Export the state machine group for a single animation
Can someone help me? I’m confused here. I have my animations: layer1
for jumping, layer2
for walking, and layer3
for blinking. I’ve placed them all in a group (State Machine). When I hit play, all the animations execute perfectly. However, when I try to export to .mp4
, I can only select a single timeline. How can I export the entire group (State Machine) as a single animation? Is there a way to do this? Can someone assist me with this?
How to expose events of Nested Artboards?
Folks, is there a way to expose events of Nested Artboards?
Failure to import Rive artboard to Framer
I'm getting an error message in framer after pasting in the Framer code to a new code component. Here is the code:
import React, { useEffect } from "react"
import { addPropertyControls } from "framer"
import _ from "@rive-app/react-canvas"
import RiveComponent, {
componentName, propertyControls
} from "https://rive.app/api/s/o_mamCFRNkm_A-YWCQlRFA/framer/"
/**
* @framerSupportedLayoutWidth any-prefer-fixed
* @framerSupportedLayoutHeight any-prefer-fixed
*/
export default RiveComponent as React.ComponentType
RiveComponent.displayName = componentName
addPropertyControls(RiveComponent, propertyControls)
Here is the console output from Framer:
T20:01:59.313Z warn: [modules-runtime] Error in 'codeFile/Hero_Rive.tsx': Error: Unable to resolve specifier '@rive-app/react-canvas' imported from https://rive.app/api/s/o_mamCFRNkm_A-YWCQlRFA/framer/ at a0 (https://app.framerstatic.com/es-module-shims-U3QXTE66.js:4:534) at Re (https://app.framerstatic.com/es-module-shims-U3QXTE66.js:4:503) at resolveHook (https://app.framerstatic.com/chunk-ZZP2CTCY.js:1:4091) at resolve (https://project-a4zcyjyyaw6ch3aqaooc.framercanvas.com/s/app.a4439fa23b28fcd421eb703f8344773e3f81ed5a/preview-next.html?target=code-editor-preview-web&mode=dark:222:33) at i0 (https://app.framerstatic.com/es-module-shims-U3QXTE66.js:4:130) at https://app.framerstatic.com/es-module-shims-U3QXTE66.js:9:1364 at Array.map (<anonymous>) at https://app.framerstatic.com/es-module-shims-U3QXTE66.js:9:1266
Please help me! This is for an urgent project
Multi-touch/Polyphonic playback... Is this possible?
Hi!
I am just experimenting with using the new sound feature - but is there any way to make it polyphonic at runtime so two or more triggered items could be played simultaneously. For example, if it was a piano then multiple notes could be played simultaneously by touch.
Of course this would not be possible on a desktop/laptop computer (with a cursor), but on a smart phone or iPad when separate fingers can touch different keys at the same time - is there a way that both events could trigger together?
I'm trying to come up with a way to do this but so far no luck, so was just wondering if you can steer me in the right direction - or just tell me that it's not actually possible then I can stop wasting my time ;)
Thanks,
Ryan
Browser render glitching or popping. Different from in-app playback.
I've got popping or some kind of gitching when viewing playback on any browser.
Rive Version 0.8.1317
Mac Ventura 13.0
When the animations flip from default state to animated state and back there is glitching in/around the shoulder area on the character. Not visible in-app. Arms are made up of Main controllers and multiple solo's.
Is there a way to restart an animation from Nested artboard?
Hello!
If I key an animation (is playing) from a nested artboard, and it plays once, is there a way to restart again the same animation wihout stop/play the state machine?
I'm trying to create a "Retry" button for my mini game and was able to Reset everything beside the animations from nested artbords was invisible.
I tried to solve this by creating a new timeline where I play the animations backward to reset them, somehow it works only for the first animation but not the rest.
Browser render is different from the in-app playback
Hi,
i'm using Rive 0.8.13.17 on a mac running sonoma 14.4.1 and i used chrome Version 124.0.6367.92 and safari 17.4.1 to view an animation i made in Rive.
Animation doesn't render as expected in the viewport.
I used a share link to test the animation in a browser and the result is very different from the actual animation you can see when you play the default state machine inside the rive desktop app.
See screenchots attached and .riv file. Any ideas about what i should do?
Thank you very much for your support
How to use audio with low-level js API?
I have an artboard where audio plays as soon as the screen loads. It works in Rive, but not when I load the artboard with the low-level js api. I'm assuming there's some setup to enable events using the low-level js runtime. Thanks.
How can I add rive animation to Cocos Creator
I need to add rive animation to cocos creator. How can I do it?
Randomizer not working when nested
Randomizing not working when nested on parent artboard? I'm getting all the time the same result from a nested artboard although it works well when played on its own artboard.
Struggling connecting nested artboards/state machines
I have a fairly simple project and am just losing my mind a bit on connecting a few nested artboards into something cohesive. I have a looping background animation, a logo build, and a hover state/click animation. The background is working fine, however the transition from the logo build to the hover state/click just doesn't work right. I have that animation as a nested artboard that I would like to transition to after you hover over the logo, but it skips the first bit of animation/is not playing the nested state machine correctly.
If I set the nested artboard to play specific animation instead of the state machine and use the remap function (because "simple" doesn't appear to work at all) it does work, but then it doesn't respond to the listener/input to activate the click animation.
This is all just in the editor on a Mac.
Display content outside the canvas
Hi all, stuck on something so simple. driving me nuts... I have a canvas 500x500... I have elements that display outside the canvas. I uncheck the Clip option on the artboard. When I export and view on a website the elements are clipped inside 500x500. I need to display these elements outside the canvas, like css overflow visible, Am I stupid or is this simply not possible? Thanks
rive-unity libraries not producable from rive-cpp
I am looking to expand on the capabilities provided by the rive-unity
package, however the binaries which are provided in the rive-unity
package are not producible from the rive-cpp
repo, as the native bindings present in the rive-unity
package do not exist in built libraries.
An example of one of the native bindings would be:
rive-unity/package/Runtime/SMIInput.cs at f76a495e59ce19dca0cae1216108968c6cb2d2a4 · rive-app/rive-unity (github.com)
Right now it is impossible to change or make contributions to expand upon simple functionality such as exposing values. The rive-unity
github is also unfortunately not at all managed with issue count growing.
Can we please have instructions, if my assessment is correct, on how to produce the binaries so functionality can be expanded for rive-unity
Animate path of logo
I want to animate the path of my logo
I removed a 350kb PSD, replaced it with 70kb vector and my .riv file got over 100kb bigger
I added a duckhunt2.psd to my Rive file and added its layers to my artboard. According to the assets panel, the PSD was 350kb.
I removed the relevant elements from my artboard and deleted the PSD from my assets. In its place I added a 70kb vector. My .riv file went from the mid 400's to over 600kb.
Is it possible that the PSD only got removed from the assets panel, but is still being bundled with the .riv? Rev and Riv attached.
Javascript detect screen size then pass numeric input to Rive.
Can I use javascript to detect the browser size. For example, if the browser is smaller than 560 then I want to pass the number '2' to Rive. In Rive if the number 2 is passed then show a mobile version of my animation. If browser is bigger than 960 then I pass the number 1 to show the desktop version of my animation.
How to detect device viewport size? (Responsive breakpoints)
Is there a way to detect the device viewport size in Rive? For example, if its less then 560 wide then show a mobile version of animation. Thanks.
Asset Randomizer for NFT projects
New to rive, How would creating permutations with Rive be possible? Similar to this: