home / skills / dylantarre / animation-principles / rive-animations
This skill helps you implement Disney's 12 animation principles in Rive with interactive state machines and scalable animations.
npx playbooks add skill dylantarre/animation-principles --skill rive-animationsReview the files below or copy the command above to add this skill to your agents.
---
name: rive-animations
description: Use when implementing Disney's 12 animation principles with Rive interactive animations
---
# 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
This skill teaches how to implement Disney's 12 principles of animation using Rive interactive animations and state machines. It provides practical patterns for squash & stretch, anticipation, timing, arcs, secondary actions, and other principles adapted to Rive’s tools. The guidance covers editor techniques, state machine setups, inputs, and runtime API snippets for web and React integrations.
The skill maps each animation principle to concrete Rive workflows: building bone rigs and meshes for squash & stretch, using state machines and triggers for anticipation and secondary actions, and applying Graph Editor easing for slow in/slow out and timing. It explains how to combine constraints (IK, spring, path) with layered artboards and blend states for staging, follow-through, and appeal. Example runtime calls and React patterns show how to wire inputs and control playback programmatically.
Can I trigger animations from JavaScript or React?
Yes. Use the Rive runtime API to play animations and control state machine inputs; React bindings provide useRive and useStateMachineInput hooks for clean integration.
How do I preserve volume during squash and stretch?
Animate inverse scale on orthogonal axes and use bones/meshes with constraints so overall mass and silhouette read correctly.