rive-animations
Use when implementing Disney's 12 animation principles with Rive interactive animations
What this skill does
# Rive Animation Principles
Implement all 12 Disney animation principles using Rive's state machine and interactive animations.
## 1. Squash and Stretch
In Rive Editor:
- Create shape with bones
- Animate scale X/Y with inverse relationship
- Key: `scaleX: 1.2` when `scaleY: 0.8`
```javascript
// Trigger from code
rive.play('squash_stretch');
```
## 2. Anticipation
State Machine Setup:
1. Create "Idle" state
2. Create "Anticipate" state (wind-up pose)
3. Create "Action" state
4. Connect: Idle → Anticipate → Action
```javascript
const inputs = rive.stateMachineInputs('State Machine');
const trigger = inputs.find(i => i.name === 'jump');
trigger.fire(); // Plays anticipate → action sequence
```
## 3. Staging
In Rive:
- Use artboard layers for depth
- Apply blur/opacity to background layers
- Use nested artboards for complex scenes
```javascript
// Control visibility
const bgOpacity = inputs.find(i => i.name === 'bgOpacity');
bgOpacity.value = 0.6;
```
## 4. Straight Ahead / Pose to Pose
Pose to Pose in Rive:
- Set key poses on timeline
- Rive interpolates between
- Use easing curves in Graph Editor
## 5. Follow Through and Overlapping Action
In Rive Editor:
- Use bone hierarchy with constraints
- Apply "delay" or "lag" to child bones
- Or offset keyframes by 2-4 frames
- Use spring constraints for natural follow-through
## 6. Slow In and Slow Out
In Rive Graph Editor:
- Select keyframes
- Apply easing: Cubic, Quad, Bounce
- Adjust bezier handles for custom curves
```javascript
// Runtime speed control
rive.play('animation', { speed: 0.5 });
```
## 7. Arc
In Rive:
- Use IK (Inverse Kinematics) for natural arcs
- Apply path constraints
- Animate position with curved interpolation
## 8. Secondary Action
State Machine approach:
```javascript
// Listen for state changes
rive.on('statechange', (event) => {
if (event.data.includes('button_press')) {
// Secondary animations auto-trigger via state machine
}
});
// Or blend multiple animations
rive.play(['main_action', 'secondary_particles']);
```
## 9. Timing
```javascript
// Fast - snappy feedback
rive.play('click', { speed: 1.5 });
// Normal
rive.play('hover');
// Slow - dramatic reveal
rive.play('reveal', { speed: 0.5 });
```
In Rive Editor:
- Adjust animation duration
- Use work area to fine-tune timing
- Graph Editor for precise control
## 10. Exaggeration
In Rive:
- Push bone rotations beyond natural limits
- Exaggerate scale transformations
- Use elastic/bounce interpolation
- Overshoot in Graph Editor curves
## 11. Solid Drawing
In Rive:
- Use multiple bones for volume preservation
- Apply constraints to maintain form
- Use clipping for depth illusion
- Layer shapes for 3D effect
## 12. Appeal
Design in Rive:
- Smooth bezier curves on shapes
- Consistent stroke weights
- Pleasing color palette
- Clean bone structure
```javascript
// Smooth hover interactions
const hover = inputs.find(i => i.name === 'isHovering');
element.addEventListener('mouseenter', () => hover.value = true);
element.addEventListener('mouseleave', () => hover.value = false);
```
## React Implementation
```jsx
import { useRive, useStateMachineInput } from '@rive-app/react-canvas';
function AnimatedButton() {
const { rive, RiveComponent } = useRive({
src: 'button.riv',
stateMachines: 'Button',
autoplay: true
});
const hoverInput = useStateMachineInput(rive, 'Button', 'isHovering');
return (
<RiveComponent
onMouseEnter={() => hoverInput.value = true}
onMouseLeave={() => hoverInput.value = false}
/>
);
}
```
## Key Rive Features
- **State Machines** - Logic-driven animation flow
- **Inputs** - Boolean, Number, Trigger types
- **Blend States** - Mix multiple animations
- **Listeners** - Pointer events in editor
- **Constraints** - IK, path, distance, rotation
- **Bones & Meshes** - Skeletal animation
- **Runtime API** - Full control from code
- **Tiny file size** - Optimized binary format
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