Rive AI Avatar Tutorial
โ–ฒ 1 r/Rive_app

Rive AI Avatar Tutorial

In this full-project tutorial we'll be creating an AI powered avatar. We'll cover a range of features including: design, animation, data binding, the state machine, and a whole bunch of vibe coding.

youtube.com
u/guidorosso โ€” 5 hours ago
โ–ฒ 7 r/Rive_app

Rive Editor 0.8.5520

  • ๐Ÿ“ย Guides and Guide Components: add grid, column, and row guides to any artboard, then save a set as a reusable asset and apply it anywhere.
    • Adding guides: select an artboard and aย Guidesย section appears in the Inspector. The plus button adds one, and each row has a color swatch, a type dropdown (Grid,ย Columns,ย Rows), and a flyout for that type's settings. Drag rows to reorder them.
    • Making a reusable guide: next to the plus button, a second button opens a menu listing your existing Guide Components plusย Create Guide Component, which moves that artboard's guides into an asset.
    • Applying one: pick it from that same menu, drag the asset onto an artboard, or useย Apply to All Artboardsย from its right-click menu in the Assets panel.
    • One component, any artboard size: applied guides evaluate against each artboard's own size, so a single component fits artboards of different dimensions. Editing the component updates every artboard using it.
    • Guides never export.
  • ๐Ÿ“ˆย Speed Graph: the Graph Editor's second mode plots how fast a property is moving instead of what its value is. Switch with theย Value | Speedย picker or by cycling withย Shift+G. Set keyframes toย Cubic Valueย to edit in either graph mode.
  • ๐ŸŽ›๏ธย Graph Editor options moved into a floating cluster: the mode picker, tangent handle fields, andย Auto-Zoomย /ย Fitย buttons now live in one compact pill centered above the base of the graph.
  • โœ‹ย Multi-select and group-drag tangent handles: tangent handles in the Graph Editor are selectable in their own right, in both graph modes. Marquee or shift-click to compose a group, then drag any member to move all of them, or type an exact speed and ease into the fields that appear beside the graph. Shift-click that adds a handle keeps dragging, so composing and moving happen in one motion. On the Speed Graph, handles snap to zero so a curve can be brought to a standstill without hitting the line by eye, and Cmd defeats the snap.ย Escapeย cancels a handle drag and puts every tangent back exactly.
  • ๐Ÿ”„ย Transform a layout: layouts now rotate, scale, and take an origin like any other object. Drag the rotate and scale gizmo handles on stage, or setย Originย X and Y in the Inspector's layout section. Transform and Scale constraints can now be added to a layout too. A layout's stored X and Y also offset the position the layout engine solved for it, so an absolute layout can be nudged off its slot, and its origin acts as a real anchor that every constraint positioning it respects.
  • ๐ŸŽฏย Align and quick-set origin fixes: quick-set origin (hold Option/Alt over the alignment inspector) put the origin in the wrong place for anything nested inside a group or a transformed parent, placed it off the object entirely on rotated items, and did nothing at all on Components. All three now work, and have been extended to layout objects.
  • ๐Ÿ”€ย Mirrored vertex handles point the right way: switching a corner vertex to Mirrored produced an inverted handle you had to rotate 180 degrees to fix. Interior vertices now bisect their neighboring segments, and open endpoints use their single adjacent segment. Converting a 2000-vertex path also got faster, 425ms down to 192ms.
  • ๐Ÿ”ทย Shape Builder keeps its place in the hierarchy: results were appended to the bottom of the artboard, so every build dropped the new shape at the bottom of the layer list and pulled it out of any group its sources lived in. The result now slots directly above its frontmost source, inside that shape's parent,ย as reported here.
  • โŒจ๏ธย Shortcuts require an exact match: an unmatched modifier no longer falls through to the plain key, so Ctrl+A on macOS stops activating the Artboard tool.
  • ๐ŸŽจย Gradient shapes select properly: selecting a gradient-filled shape from the timeline or hierarchy left the Fills and Strokes group missing entirely, so the color panel could not be opened.
  • ๐Ÿ–Œ๏ธย Feather on text style backgrounds: a feather on a text background did nothing, and setting it to inner corrupted the rest of the frame. Inner feather also now follows text modifiers that move glyphs, instead of holding the glyph positions from whenever the text last moved.
  • ๐ŸŽš๏ธย Corner row on text backgroundsย matches rectangles and layouts, readingย Cornerย with the corners icon instead of a wrapped two-line label.
  • ๐Ÿงฉย Constraint options open on add: adding any of the eight constraint types opens its options flyout immediately, instead of leaving you to hunt for it.
  • โœ๏ธย Rename a script by double-clicking its tab, the way animation timelines already work.
  • โ˜๏ธย Cloud Renderer download progress: a progress indicator while a render downloads, so it is clear something is happening before the save dialog appears.
  • ๐Ÿงทย Hierarchy scrolls to the stage selection: selecting something on stage did not scroll the hierarchy panel to that row when the tree had been rebuilt or filtered.
  • ๐Ÿ“œย Inspector no longer scrolls with a text run field: scrolling over an overflowing text run box moved both the field and the whole inspector panel.
  • ๐Ÿ”—ย Bind button on narrow fields: the data binding button sat on top of the value in very narrow fields, most visibly stroke width. Fields under 80px wide now go without it.
  • ๐Ÿฆดย Constraints survive IK rebuilds: any constraint positioning or scaling a bone above an IK tip, distance, translation, follow-path, transform, or scale, was silently dropped and the bone snapped back to its FK pose.
  • ๐Ÿ›ย Crash fixes: deleting a selected state machine state or transition, editing a path with a detached vertex, opening the hamburger menu after a panel was disposed, dragging the work area with theย Interpolation Panelย open, and switching files while hovering the timeline.

AI Agent / MCP

  • ๐Ÿ–‡๏ธย SVG import: the agent can upload an .svg and place it in a file as an editable shape hierarchy, rather than a flat image,ย as requested here.
  • โœ‚๏ธย Trim path access: the agent can add trim to a fill or stroke and read existing path effects, so it can build draw-on reveals. Trims default to 100% end rather than core's 0, which would hide the shape completely,ย as requested here.
  • ๐Ÿ”€ย Edit and delete transition conditions: the agent can change a condition's operation, compared value, or view model property, and delete conditions, warning when a transition is left unconditional,ย as requested here.
  • ๐Ÿ“คย export_file: agents on the local MCP server can export the open document to disk,ย For Runtimeย as a .riv orย For Backupย as a .rev.
  • ๐Ÿ“‚ย getCurrentFile: the agent can identify the file it is working in, its Workspace, project, and folder, its editor url, and every open tab, so an external client can tell which document it is looking at.
  • ๐Ÿ”ย Recursive view model references rejected: asked to give several placements of one Component their own data, the agent could add a view model reference to itself, a cycle that nests forever and crashes the editor. Those writes are now refused with the reason, and the agent is steered to the right verb.

Scripting

  • ๐ŸŒย Global View Models in Lua:ย context:globalViewModel(name)ย fetches a global view model by name, andย context:globalViewModelNames()ย lists what is available.
  • ๐ŸŽจย Shader bake failures in the Problems panel: shader variants that fail to bake are reported with their diagnostics instead of failing quietly, and aย requireย written in a form the static linker cannot see now warns.
  • ๐Ÿ“šย Docs: examples forย getBlobย andย getFont.

Deferred Rendering

  • ๐Ÿงตย Rive draws on its own thread: instead of issuing GPU work inline on the app's UI thread, each frame is recorded as a compact command stream during build and replayed on a dedicated render thread, so frame N+1 is being recorded while frame N is being drawn. This is now the only native rendering path, with no immediate mode toggle.
    • Fixes the Android performance regression caused by Flutter merging its UI and platform threads, which could block the raster thread while Rive rendered.
    • Fixes the OpenGL context corruption that could happen when Rive rendered alongside another native rendering library.
    • Enables GPU Canvas at runtime, so scripted GPU work reaches the screen on every host rather than in the editor alone.
    • Rendering output is unchanged for typical widget and file based usage, and recorded frames are now byte-for-byte deterministic between runs.
    • One recording session per render context, so many textures can replay from one session and decoded images are shared automatically.

Runtime

  • ๐ŸŽฌย Data bound keyframes resolve on every playback path: bound keyframe values only resolved when a state machine drove the animation. Joystick-driven animations, nested simple animations, and standalone animation playback showed the authored value instead of the bound one.
  • ๐Ÿ”คย Fit font size scales the whole layout: line height, letter spacing, and paragraph spacing now scale with the font when text shrinks to fit its box, instead of keeping their authored values.
  • ๐Ÿง ย Smaller objects: rarely-set properties move out of every core object into a lazily allocated sidecar, so an object only pays for the fields it actually uses. Layout style writes also go straight into the layout node, removing around 220 bytes per node and a full style copy every sync.

Renderer and Performance

  • ๐Ÿ–ผย Images in RenderPaint: any paint can carry an image modulated with its color or gradient, rather than image being a separate paint type.
  • ๐Ÿ”บย Interior triangulation for MSAA, carried by the existing curve patches so it needs no separate draw. Around +3.6% on a scene with heavy depth occlusion and +8.8% with all transparent content.
  • ๐Ÿ’พย Triangulation cache and budget: a path's interior triangulation is kept and reused on second sighting, with a 2ms per frame budget that prioritizes the highest value work, so a heavy frame cannot spend itself on triangulation.
  • ๐Ÿงต Retrofitted curve triangles are emitted as strips of up to three, roughly halving the patch count.
  • ๐Ÿ›Ÿย Graceful Vulkan fallback: a driver that fails to create our startup pipelines used to abort the process. Rive now falls back to GL.
  • ๐Ÿšซย Empty segments droppedย from recorded and scripted geometry, so a shape whose points all coincide, or a path built by a Lua script, cannot take the renderer down.

Export

  • ๐ŸŽฏย WGSL shader variants ship in exported files, so wgpu backends can load them. The checkbox is on by default in the inspector; older files need WGSL checked on for WebGPU support. Shader compilation errors are surfaced to the Problems tab.
u/guidorosso โ€” 1 day ago
โ–ฒ 1 r/Lofree

Hyzen NotAllowedError: Failed to open the device

I consistently get this error when trying to connect to the Lofree Hyzen software hub to update my firmware. I'm getting a lot of ghost keypresses and hoping to either change my settings or update the firmware, but I can't do either of those things.

The device correctly shows up but then it always has this error when I click on it. I'm connected with wired, directly to a Macbook Pro, and I also have the wireless dongle plugged in. Using Chrome.

Anybody know how to get around this?

u/guidorosso โ€” 7 days ago
โ–ฒ 21 r/Rive_app

Rive tutorial: new mesh and weighting features

JC demonstrates the new Auto Trace and Auto Weight/Smooth features designed to speed up vertex weighting and the mesh-and-bone workflow in Rive

u/guidorosso โ€” 14 days ago
โ–ฒ 14 r/Rive_app

Rive Editor 0.8.5376 โ€” Speed Graph in Early Access

  • ๐ŸŽจย Text style backgrounds: add a background behind any text style, with fills, strokes, and rounded corners. Add Background Fill or Background Stroke from the text style's add popup, drag to reorder them, and set Corner Radius in the same panel. The background draws as one joined shape behind every run using that style and merges wrapped lines, and the radius is animatable and bindable. A hover effect is just a run listener keying the background color.
  • โœ‚๏ธย Clip to shapes with path effects: clipping to a shape whose fill uses trim, dash, or a scripted effect now uses the modified path instead of the original one. Strokes don't contribute, and an effect that resolves to nothing, like a trim at 0, clips to nothing.
  • โš™๏ธย Workspace Options: a new Options tab in Workspace Admin (Workspace Switcher โ†’ Admin) sets policy for everyone in the Workspace. Pick a naming convention for view models and for their properties (PascalCase, camelCase, snake_case, SCREAMING_SNAKE_CASE, kebab-case, or none), and choose whether new data binds default to relative. Conventions feed the Data Panel's warning badges and the Problems tab, which now name the expected style and show an example. Admins can change them, and everyone else sees the policy they're working under.
  • ๐Ÿ”—ย The bind button is a toggle: clicking the data binding button in an inspector field now closes the popup if it is already open, and the button tints while the popup is up. It also stops blinking out when a property gets bound, and an empty bind left behind by opening and closing the popup is cleaned up.
  • โœ‹ย Free move on the vertex gizmo: the free translation circle now appears on the multi-vertex gizmo in Edit Vertices and Edit Mesh, matching the transform gizmo everywhere else, as requested here.
  • ๐Ÿ–ผ Auto Trace stays inside the image: with Padding set, a traced mesh contour could push past the image bounds. Padding also now stops before two sections facing each other across a narrow gap overlap. Existing meshes update on the next Generate.
  • ๐Ÿ”ทย Shape Builder unites tiny overlaps: dragging to merge shapes that overlap by only a pixel or two excluded the overlap instead of uniting it,ย as reported here.
  • ๐ŸŽฏย No transform gizmo on artboards: selecting an artboard no longer summons the translate, rotate, and scale gizmo meant for the objects inside it. Artboard resize edges and dragging an artboard directly are unchanged.
  • ๐Ÿท Consistent state names: the Randomize Exit panel and a transition's Events panel now show a state's own name, falling back to its timeline name, instead of ignoring the name you set or showing a question mark.
  • โ†”๏ธ Transition pills stay put: pills on transitions between states with long names no longer disappear or flip direction when the two states are close, and they now center correctly.
  • ๐Ÿ“‹ Cmd+D inside a layout: duplicating an item in a layout compounded the layout slot offset into its position, so each copy drifted further with inconsistent gaps.
  • โŒจ๏ธ Typed values are no longer clamped to the drag range: typing a value like -100 into a constraint's Strength field no longer snaps to 0. Dragging and nudging still clamp.
  • ๐ŸŒ Global View Models: instances now advance in the editor, and view model properties can no longer be set on a global view model.

Early Access

  • ๐Ÿ“ˆ Speed Graph: a second mode for the Graph Editor that plots how fast a property is moving instead of what its value is. Two curves that look nearly identical in value space can feel completely different in motion, and that difference only shows up here. Switch with the Value | Speed picker in the graph HUD next to Auto-Zoom and Fit, from the โ‹ฏ Timeline Options menu, or by cycling with Shift+G. Shift+F3 still toggles the graph and remembers your last mode. No new keyframe data, so files play back identically on every runtime.

AI Agent / MCP

  • ๐ŸŒˆ Gradients: the agent can now create linear and radial gradients on any fill or stroke, convert a solid color to a gradient and back, and add or remove stops. Works on shapes, layout and artboard backgrounds, and text runs. Stop positions are percentages, the same as the inspector.
  • ๐Ÿงฉ Component data context: the agent can set a component placement's Model and Path, bind several placements in one step, or clear them back to Inherit, as requested here.
  • ๐Ÿ”€ Relative data binding and source paths: the agent can set the relative toggle on a bind and bind a property on a nested or referenced view model through its route, and a new command lists existing binds with their targets and paths. Requested by the community.
  • ๐Ÿ“„ upload_rev: agents on the local MCP server can bring a .rev document into Rive, either importing it into the open empty file or creating a new file in the current project.

Scripting

  • ๐Ÿ“ File formats from scripts: scripts can claim a file extension and drive highlighting, diagnostics, completions, formatting, and a live preview pane for those documents, with text, preview, or split layouts per tab. Markdown ships built in, so every .md file gets a preview. Previews follow the editor's fonts and metrics and can embed artboards from the host file.
  • ๐Ÿ” Stable identity for asset reads: reading a blob, image, or font property value returned a new wrapper every time, so a comparison against the previous read always reported a change.

Runtime

  • ๐Ÿฆด IK pose pop fixed: an IK chain with strength below 1 could snap to a different pose when a parent moved, because the solve reused the previous frame's blended rotation as its starting point instead of the authored one.
  • ๐Ÿ’ฅ Text run listener crash fixed: data bound list remaps left stale listener properties pointing at freed values, which corrupted memory and crashed on teardown.
  • ๐Ÿ“ฆ Layouts use 45% less memory: every layout carried a full Rectangle just to build its background path. That is 2128 bytes down to 1168 per layout, around 192 KB on a 200 layout file and more once component instances multiply it.

Renderer and Performance

  • ๐ŸŽž No dithering at zero alpha: fully transparent draws were adding noise straight into the framebuffer, and it accumulated with overdraw instead of averaging out.
  • ๐Ÿงฎ Interior triangulations are always cacheable, now independent of resolution, fill rule, and left-hand view matrices.
u/guidorosso โ€” 16 days ago
โ–ฒ 14 r/Rive_app

Rive Editor 0.8.5321

  • ๐ŸŒ Global View Models: view models can now live at the file level instead of belonging to a single artboard. Create one from the Data panel's + menu under View Model โ†’ Global, and bind its properties from any artboard or component in the file. Use them as design tokens: define your colors and sizes once and restyle the whole file by changing one value (can also be used as a Library). Keep a score or cart total that every screen displays in sync, or swap all your UI copy to another language at once, with no need to wire the same values through each component by hand. Global properties show a badge in the property picker and list first when you bind.
  • ๐Ÿ”€ Shape Builder: a new tool for combining and carving overlapping shapes, in the shape tool menu in the toolbar or with Shift+M. Select your shapes, then click a region to make it its own shape, drag across regions to merge them, or hold Alt/Option to erase.
  • ๐Ÿ›ค Motion Path handles on the stage: select a keyed object and you can now reshape its motion path directly on the stage:
    • Drag a keyframe anchor to move the keyed x/y
    • Drag bezier control points to shape a segment; hold Alt/Option for independent handles
    • Grab any segment and pull to bend it
    • Cmd/Ctrl+click a keyframe to smooth the path through it
  • ๐Ÿ”‘ Edit multiple keyframes at once: select keyframes in the timeline, put the playhead on one of them, then edit that property in the inspector and every selected keyframe follows. Dragging or arrow keys move them all by the same amount; typing a value sets them all to it. Dragging on the stage works the same way, and Esc puts everything back.
  • โญ Favorite files and pinned projects: right-click any file to Add to Favorites (a star shows on the file), and find them all in the new Favorites view below Recents, sortable by recently favorited, last modified, or name. Right-click a project in the sidebar to Pin it and it stays at the top, just below Personal Files.
  • ๐Ÿ”ค Data binding for fonts is now available to everyone.
  • ๐Ÿท Tags in the playback data tree: tags now show in the Data panel's playback tree, and you can add or remove them from its right-click menu.
  • ๐Ÿ™ˆ Private view model properties: property names starting with an underscore (like _internal) no longer get a naming warning, and a new Private properties option in the Data panel's right-click menu hides or shows them in the playback tree.
  • โŒจ๏ธ Enter creates the property in the data binding popup's New Property tab (the + icon), instead of triggering an unrelated editor shortcut.
  • ๐Ÿ–Œ New Contour highlights correctly: clicking New Contour in mesh editing now lights up New Contour itself instead of Edit Contour above it, and a second click turns the pen off without clearing your contour.
  • ๐Ÿ“ Ruler guide fixes: guides stay selected after you drag them off the ruler, can be grabbed right where you dropped them, and can be moved outside the artboard. The guide line and the ruler preview now line up exactly, and guide lines render crisper.
  • ๐Ÿชถ Feather fix: converting a fill to a stroke with Shift+X no longer carries the fill-only inner feather setting along, which caused rendering artifacts.
  • โœ’๏ธ Text stroke fix: stroke thickness, cap, and join now apply to letters faded by an opacity modifier. Stroked text with a falloff used to lose its stroke in the faded range, as reported here.
  • ๐Ÿ“š Smaller published libraries, and publishing now protects against accidentally publishing an out-of-date version of your file.
  • ๐ŸŽž Cloud Renderer artifacts fixed: exports now render with 4x anti-aliasing.
  • ๐ŸชŸ Windows crash and hang fixed when closing the app while an animation was still rendering.
  • ๐ŸŽจ Artboard opacity, rotation, and scale: set them in the inspector or with rotate and scale handles right on the stage. Selection, resizing, and the artboard title all follow the transform. Works in all runtimes.

AI Agent

  • ๐Ÿค– More reliable state machine tooling: listeners are created correctly on artboards and targets can be referenced by name, as reported here.
  • ๐Ÿ”ข Animation values now use the same units you see in the editor (opacity 0-100, degrees).
  • โณ Steadier working indicators: no more flickering, disappearing stop button, or stuck states after an error.
  • ๐Ÿ’ฌ Long agent conversations no longer crash after being summarized.
u/guidorosso โ€” 22 days ago
โ–ฒ 11 r/Rive_app

Rive Editor 0.8.5275

  • ๐ŸŽฌ Data binding keyframes: Right-click any keyframe to bind its value to a View Model property. Build a "template" timeline, then fill each keyframe with different values.
  • ๐ŸŽฏ Gizmo free move handle: a blue circle at the gizmo center. Drag it to move a selection in any direction without axis lock.
  • ๐Ÿ”ข Opacity shortcuts: use keys 1-0 to set selection opacity in 10% steps, as requested here.
  • ๐Ÿค– Agent / MCP tools
    • Show/hide Layouts, as requested here
    • Parametric shape creation: the agent now makes real Rectangles, Ellipses, Triangles, Polygons, and Stars (with corner radius, points, inner radius) instead of freehand paths.
    • Solo and parent-validity awareness, as requested here
  • ๐Ÿ› Various improvements and fixes
    • Library artboards no longer disappear on update
    • Opacity and layout now propagate to paused nested artboards
    • Auto Trace: padding takes effect, and high alpha no longer hangs, as reported here.
    • Auto Weights: joint solve for overlapping shapes rigged to the same bones
    • Imported object IDs no longer collide with objects synthesized during the import batch
    • Nested view model properties mint the referenced type from scripts
    • Virtualized scroll sizing / overscroll fixes, plus view model listener event fixes
    • Cloud Renderer SVG fixes: SVG output is no longer post-processed, and no longer double-applies the current transform to clipped content
u/guidorosso โ€” 28 days ago
โ–ฒ 140 r/Rive_app+1 crossposts

Rive's new mesh and weighting features in action

u/guidorosso โ€” 29 days ago
โ–ฒ 23 r/Rive_app

Rive Editor 0.8.5252

  • โ›น๏ธโ€โ™€๏ธ Many new character animation/rigging features and improvements (new tutorials coming soon):
    • ๐Ÿ–‹๏ธ Auto Trace: trace an image to generate a mesh
    • ๐Ÿ’ช Auto Weights: automatically assign bone weights to image meshes and bound vector paths
    • ๐ŸŽจ Edit Mesh/Vertices UX
      • Contextual toolbar
      • View-options row (Bounding Box Edit, Isolate, Show Weights, Deform, Show Triangles, Dim)
      • Turn off Deform (or use Edit Contour) to see the undeformed mesh/path with bones at bind pose
      • Ability to enter Edit Mesh/Vertices with multiple images/paths at the same time (bind multiple meshes/paths to bones at the same time)
      • Bounding Box toggle for vertices, as requested here
      • Lock bone weights, as requested here
      • AI Agent has tooling for all these features
  • ๐Ÿ‘ฏ Align and distribute tools for state machine states, as requested here
  • ๐Ÿ—‚๏ธ Preview tabs (single-click opens italic, reusable tab)
  • โœจ AI Agent improvements: artboard placement, animation defaults, and tool-card polish
  • โŒจ๏ธ Esc returns to the Select tool from any tool
  • ๐ŸŽฏ Add support to override artboard origin (for component instances)
  • ๐Ÿ–‹๏ธ Pen tool: path editing improvements (edge-snap, bezier/detach gestures, selection fixes)
  • ๐Ÿ›Various fixes and improvements
    • fix(editor): adding a listener with an event selected targets that event
    • fix(editor): scripted converters no longer report invalid before scripts are parsed
    • fix(editor): collapsed data panel rows no longer reopen on panel hover
    • fix(editor): view model instance values should not edit their animateโ€ฆ
    • scripting: statically link library requires
    • scripting: library scope for imported scripts
    • scripting: library scope follow ups
    • feat(Android): Expose ViewModel Instance name on Android
    • feat(renderer): Convert "ImageDrawUniforms" to "ImageDrawInstance"
    • feat(renderer): Optimized scissor and clip rejection
    • chore(unreal): Unreal Helpers
    • feat(runtime): add requestArtboardSize to command queue
    • feat(cpp): expose enum name in getProperties for cpp and js
    • fix(code): avoid EOL sentinel id collisions and move trailing runs on newline
    • fix(code): preserve interleaved runs when converting points to runs
    • fix(editor): two crashes on console lists and text components
    • fix(editor): don't create transitions when clicking overlapping states, and keep the dragged state on top
    • fix(editor): block stage selection and context menu during state machine playback
    • refactor(unreal): Rive Descriptor Editor Update
    • chore(runtime and editor): advance cycle updates
    • fix(core): don't wedge batching when a batchSync body throws
    • fix(editor): Improve Agent tool visualization handling of json
    • fix(editor): Fix crashes related to vertex weights
    • fix(Android): Correctly handle conversion between C++ and JVM strings
    • fix(editor): Dart text rendering fix
    • fix(tests): Run android test apps in landscape on TVs
    • fix: Text opacity modifier falloff with feathering applied
    • fix(runtime): Prevent use-after-free in ScriptedDataConverter type changes
    • fix(renderer) Tighten the combined draw bounds
    • fix: Crash on software mode emulators
    • fix(unity): Windows/D3D12 editor crash from Rive asset preview
    • chore: pen tool adheres to snap-to-pixel option
    • fix: VM trigger only fires once in script hosted artboard
    • fix(editor): Auto Trace fields snap back on typed or dragged edits
    • chore: Capture intended values with scrollIndex and scrollPercent
    • fix(editor): revert bound values when preview values is toggled
    • fix(editor): Agent fixes for path tool and pasting text in web
    • fix(editor): make scripting vm ref counted on artboards
    • fix(editor): Cmd+D only duplicates stage items
    • fix: core abandon rejected changesets
    • fix(web): focus bounds binding takes WasmPtr, embind cannot bind void*
    • fix(runtime): Only apply the originating direction of a bidirectional bind
    • refactor(unreal): small improvements
    • fix(Android): Add dirtying to VMI triggers
    • Fix(recorder): Use RAII for recorder extractors so initialization failures close progress pipe descriptors
    • Fix(recorder): unpremultiple rgb values if translucent
    • fix(scripting): decode lua colors as unsigned integers
    • fix(editor): add a tooltip to the shape Length property
    • fix(editor and runtime): arboard selection and state machine selection
    • fix(editor): more left padding for tab bar on macOS
    • Fix(peon_worker): Remove prefetch buffer on serve worker
    • Fix(recorder): Pass initialFrameNumber when creating frame synchronizer
    • fix(editor): double-click drill-down and path selection fixes
    • fix(unreal): Unreal layout alignment fix and other small things
    • fix(editor): snap created components to pixel
    • fix(peon_worker): Handle vulkan initialization errors in gpu recorder
u/guidorosso โ€” 1 month ago
โ–ฒ 22 r/Rive_app

A few of our favorite submissions from the Interactive Character Animation Challenge ๐Ÿ‘‡ Winners revealed live Thursday, July 16 at 9:30 AM PT

u/guidorosso โ€” 1 month ago
โ–ฒ 5 r/Rive_app

Rive Editor 0.8.5134

  • ๐Ÿž๏ธ Images can now be scaled inside a layout, even after they've been positioned. Similar to transforms in CSS.
  • ๐Ÿฆด Cmd+G positions group at bone origin, as requested here
  • ๐Ÿ‘๏ธ You can now override visibility on children of a hidden parent. Click the visibility icon to toggle.
  • ๐Ÿ› Various fixes and improvements
    • fix(editor): Fixed component updates not pulling in new exposed properties when importing an updated library version
    • chore(Editor): export view models with incomplete property references
    • feat: visibility inheritance override
    • feat(apple): add artboard volume support
    • feat(apple): add semantics support
    • chore(editor): Prevent multiple runtime generation while libraries load
    • fix(editor): repaint inspector radio stroke on data bind state change
    • fix(editor): anchor Cmd+G group at bone origin for single-bone selection
u/guidorosso โ€” 2 months ago
โ–ฒ 129 r/Rive_app+1 crossposts

Add volume to your Rive characters with Vector Feathering

Tutorial by JC on the Rive team!

u/guidorosso โ€” 2 months ago
โ–ฒ 4 r/Rive_app

The Rive Agent now supports Quiver illustrations on Voyager plans

u/guidorosso โ€” 2 months ago
โ–ฒ 26 r/Rive_app

Week 1 highlights: Rive Interactive Character Animation Challenge

A week into the Interactive Character Animation Challenge. A few favorites so far.

Still open through July 2. $10K in prizes.

u/guidorosso โ€” 2 months ago
โ–ฒ 6 r/Rive_app

Rive Editor 0.8.5113

  • ๐Ÿ”€ Dependencies panel (D shortcut) now shows View Model properties
  • ๐Ÿ‘๏ธ Drag to hide now works across Hierarchy, Inspector, and Timeline lists
  • ๐Ÿคธ Interpolation panel can now be toggled on in the Timeline
  • ๐Ÿ› Various fixes and improvements
    • fix(editor): transfer events and actions when the state type changes
    • fix(editor): Pickwhip scroll, state machine layer reorder, color picker grid fix
    • feat(editor): state machine zoom popup menu
    • fix(editor): Reconcile Library ScriptAsset generator refs
    • fix(Android): Serialize touch-triggered advances
    • fix(Android): Generate missing mipmaps for decoded images
u/guidorosso โ€” 2 months ago
โ–ฒ 18 r/Rive_app

Rive Editor 0.8.5103 โ€” Timeline QOL

  • โณ Timeline QOL
    • Work Area can now be dragged as a single unit
    • Switch the Timeline between Time and Frame view
    • Clearer Timeline unit ticks
  • ๐Ÿ› Various fixes and improvements
    • Fix(editor): ruler guide dragging and make guides grabbable over objects
    • fix(Android): Stabilize instrumentation tests
    • fix(runtime): bidirectional data bind with source preference does not overwrite target
    • feat(renderer): Add scissor support to more backends
u/guidorosso โ€” 2 months ago
โ–ฒ 25 r/Rive_app

Rive transform vertex selection with bounding box

Position, rotate, and scale selected vertices, also works with Freeze (Y shortcut) to reposition origin

u/guidorosso โ€” 2 months ago