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/rive-interactive

State machine-based vector animation with runtime interactivity and web integration. Use this skill when creating interactive animations, state-driven UI, animated components with logic, or designer-created animations with runtime control. Triggers on tasks involving Rive, state

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$ npx -y skills add freshtechbro/claudedesignskills --skill rive-interactive --agent claude-code

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How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/rive-interactive

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State machine-based vector animation with runtime interactivity and web integration. Use this skill when creating interactive animations, state-driven UI, animated components with logic, or designer-created animations with runtime control. Triggers on tasks involving Rive, state

SKILL.md

rive-interactive.SKILL.md
name: rive-interactive
description: State machine-based vector animation with runtime interactivity and web integration. Use this skill when creating interactive animations, state-driven UI, animated components with logic, or designer-created animations with runtime control. Triggers on tasks involving Rive, state machines, interactive vector animations, animation with input handling, ViewModel data binding, or React Rive integration. Alternative to Lottie for animations requiring state machines and two-way interactivity.

Rive Interactive - State Machine-Based Vector Animation

Overview

Rive is a state machine-based animation platform that enables designers to create interactive vector animations with complex logic and runtime interactivity. Unlike timeline-only animation tools (like Lottie), Rive supports state machines, input handling, and two-way data binding between application code and animations.

**Key Features**:

  • State machine system for complex interactive logic
  • ViewModel API for two-way data binding
  • Input handling (boolean, number, trigger inputs)
  • Custom events for animation-to-code communication
  • Runtime property control (colors, strings, numbers, enums)
  • Cross-platform support (Web, React, React Native, iOS, Android, Flutter)
  • Small file sizes with vector graphics

**When to Use This Skill**:

  • Creating UI animations with complex state transitions
  • Building interactive animated components (buttons, toggles, loaders)
  • Implementing game-like UI with state-driven animations
  • Binding real-time data to animated visualizations
  • Creating animations that respond to user input
  • Working with designer-created animations requiring runtime control

**Alternatives**:

  • **Lottie** (lottie-animations): For simpler timeline-based animations without state machines
  • **Framer Motion** (motion-framer): For code-first React animations with spring physics
  • **GSAP** (gsap-scrolltrigger): For timeline-based web animations with precise control

Core Concepts

1. State Machines

State machines define animation behavior with states and transitions:

  • **States**: Different animation states (e.g., idle, hover, pressed)
  • **Inputs**: Variables that control transitions (boolean, number, trigger)
  • **Transitions**: Rules for moving between states
  • **Listeners**: React hooks to respond to state changes

2. Inputs

Three input types control state machine behavior:

  • **Boolean**: On/off states (e.g., isHovered, isActive)
  • **Number**: Numeric values (e.g., progress, volume)
  • **Trigger**: One-time events (e.g., click, submit)

3. ViewModels

Data binding system for dynamic properties:

  • **String Properties**: Text content (e.g., username, title)
  • **Number Properties**: Numeric data (e.g., stock price, score)
  • **Color Properties**: Dynamic colors (hex values)
  • **Enum Properties**: Selection from predefined options
  • **Trigger Properties**: Animation events

4. Events

Custom events emitted from animations:

  • **General Events**: Custom named events
  • **Event Properties**: Data attached to events
  • **Event Listeners**: React hooks to handle events

Common Patterns

Pattern 1: Basic Rive Animation

**Use Case**: Display a simple Rive animation in React

**Implementation**:

# Installation
npm install rive-react
import Rive from 'rive-react';

export default function SimpleAnimation() {
  return (
    <Rive
      src="animation.riv"
      artboard="Main"
      animations="idle"
      layout={{ fit: "contain", alignment: "center" }}
      style={{ width: '400px', height: '400px' }}
    />
  );
}

**Key Points**:

  • `src`: Path to .riv file
  • `artboard`: Which artboard to display
  • `animations`: Which animation timeline to play
  • `layout`: How animation fits in container

Pattern 2: State Machine Control with Inputs

**Use Case**: Control animation states based on user interaction

**Implementation**:

import { useRive, useStateMachineInput } from 'rive-react';

export default function InteractiveButton() {
  const { rive, RiveComponent } = useRive({
    src: 'button.riv',
    stateMachines: 'Button State Machine',
    autoplay: true,
  });

  // Get state machine inputs
  const hoverInput = useStateMachineInput(
    rive,
    'Button State Machine',
    'isHovered',
    false
  );

  const clickInput = useStateMachineInput(
    rive,
    'Button State Machine',
    'isClicked',
    false
  );

  return (
    <div
      onMouseEnter={() => hoverInput && (hoverInput.value = true)}
      onMouseLeave={() => hoverInput && (hoverInput.value = false)}
      onClick={() => clickInput && clickInput.fire()} // Trigger input
      style={{ cursor: 'pointer' }}
    >
      <RiveComponent style={{ width: '200px', height: '100px' }} />
    </div>
  );
}

**Input Types**:

  • Boolean: `input.value = true/false`
  • Number: `input.value = 50`
  • Trigger: `input.fire()`

Pattern 3: ViewModel Data Binding

**Use Case**: Bind application data to animation properties

**Implementation**:

import { useRive, useViewModel, useViewModelInstance,
         useViewModelInstanceString, useViewModelInstanceNumber } from 'rive-react';
import { useEffect, useState } from 'react';

export default function Dashboard() {
  const [stockPrice, setStockPrice] = useState(150.0);

  const { rive, RiveComponent } = useRive({
    src: 'dashboard.riv',
    autoplay: true,
    autoBind: false, // Manual binding for ViewModels
  });

  // Get ViewModel and instance
  const viewModel = useViewModel(rive, { name: 'Dashboard' });
  const viewModelInstance = useViewModelInstance(viewModel, { rive });

  // Bind properties
  const { setValue: setTitle } = useViewModelInstanceString(
    'title',
    viewModelInstance
  );

  const { setValue: setPrice } = useViewModelInstanceNumber(
    'stockPrice',
    viewModelInstance
  );

  useEffect(() => {
    if (setTitle) setTitle('Stock Dashboard');
  }, [setTitle]);

  useEffect(() => {
    if (setPrice) setPrice(
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