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4mo ago

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0 replies
J
5h ago

Loading canvas image dynamically in Javascript

Hi,

In my game, I use a canvas to create an image. Now I'm wanting to load it into my rive instance. Here's a quick example of how I'm creating my image:

var canvas = document.createElement('canvas'); canvas.width = 100; canvas.height = 150; var context = canvas.getContext('2d'); context.imageSmoothingEnabled = true; context.imageSmoothingQuality = "high"; context.scale(.5,.5); CharacterCreation.drawCharacter(-410,-90,context); var portraitImage = canvas.toDataURL("image/png");

Then I tried setting it to the asset:

assetLoader: (asset, bytes) => {
                        if(asset.name == "PlayerPortrait") {
                            this.loadPlayerImage(asset, card.character);
                            return true;
                        }
                        return false;
                    }
static async loadPlayerImage(asset, character) {
        console.log("Replacing Player Portrait");
        // replace the player portrait with the customized one
        var image = await rive.decodeImage(character.portraitSmall.image.bytes);
        asset.setRenderImage(image);
        return true;
    }

But this just results in a blank image where it should be and no error

I've also tried submitting the image directly but I get the same result.

I've also tried setting the export option for the image to Referenced instead of embedded but this results in a lot of errors. I'd like to have the embedded image as a placeholder anyway until the image is loaded.

Thank you!

0 replies
14h ago

Rendering Issue with Unity-Rive Package in URP Project on Android

I attempted to build a URP project using the latest Unity-Rive package (v0.1.133), but the Rive screen isn't rendering. However, the same build functions correctly on iOS devices. I have configured OpenGL as the graphics API and enabled ARM64 support. Any assistance would be greatly appreciated.

0 replies
19h ago

Did I oversee something when importing PSD?

Hi,

I tried to import a PSD for testing purpose, but it seems to behave differently to the tutorial. I followed the video in the documentation https://help.rive.app/editor/fundamentals/importing-assets, but after imported the PSD, I get no layers listed and no representation of the canvas in the artboard as well. Only in the asset preview.

Is there something I missed when imported the PSD or is it a bug? Thanks for helping.

macOS Sonoma 14.4.1 | Rive version 0.8.1335 (free account)

7 replies
R
4d ago

Unreal Engine dynamic assets

I'm using the Unreal Engine runtime to create a button that can support dynamic text and a button mapping icon. For example, I have a confirm button and would like to display either the enter key if a keyboard is being used or a gamepad start button if a controller is being used.

Setting text at runtime is easy enough but I don't see a way to set the input mapping button image at runtime. The features page calls out being able to set these at runtime so if somebody could let me know if this is just not possible in the Unreal runtime or if it is and could point me in the right direction I'd appreciate it.

0 replies
4d ago

Preview Error in SwiftUI

I'm getting a error on preview and not able to get a solution.

0 replies
5d ago

Best Approach for rendering similar characters?

Hi there! We're using Rive to build emotes for our app. It's such a delight! :)

I have four emotes, Happy, Love, Mad, Sad. They're all the same base character with different things popping out of their heads.

My initial approach was to create a single art board and draw the character once. Then, I would make a timeline for each of the four characters to initialize their colors and face shapes. These four timelines would be the base layer of the state machine, and we would create facial and movement animations on other layers.

A few issues with this approach: Each of the "initialization timelines" have a ton of keys that touch pretty much each part of the character (colors, vertices for mouth shape, various opacities to show and hide gfx, etc) It feels like it gets hard to manage. On top of that, when creating timelines to animate the characters' movements, I think you'll be working with the general design that was build in Design mode, rather than the specific character that you're animating for.

So I've decided to go with a different approach. I'm making four individual art boards, one for each emote. I think this will make it easier for the animator to reason about the timelines, and it will simplify the state machine logic. However, it does increase the file size, and in some ways I have to four times the work. Like, if I need to change the base shape of the character, then I have to do it on all four art boards, and that makes the programmer in me sad.

Does that all make sense? Am I heading in the right direction? Are there any workflows that I'm missing?

3 replies
J
6d ago

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.

1 reply
7d ago

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?

2 replies
7d ago

How to expose events of Nested Artboards?

Folks, is there a way to expose events of Nested Artboards?

2 replies
I
7d ago

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

5 replies
r
8d ago

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

2 replies
8d ago

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.

2 replies
11d ago

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.

2 replies
11d ago

How can I add rive animation to Cocos Creator

I need to add rive animation to cocos creator. How can I do it?

0 replies
E
11d ago

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.

1 reply