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riverive 搜索

Agent Skill

rive 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

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1,764

周安装

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618
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

3

许可证

MIT

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:rive(rive 搜索)
来源仓库:https://github.com/bowtiedswan/rive-skills
仓库路径:skills/rive
安装命令:
npx skills add https://github.com/bowtiedswan/rive-skills --skill rive
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/bowtiedswan/rive-skills --skill rive

简介

用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。

  • 适用于信息检索、关键词搜索和结果筛选场景。
  • 通过 GitHub 仓库安装,使用 npx skills add 命令添加指定技能。
  • 需确认权限范围和维护状态,注意是否会触发联网、命令执行或文件读写操作。
  • rive 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Rive Animation Platform Skill

This skill provides comprehensive knowledge for working with Rive, an interactive animation platform that enables creating and running interactive graphics across web, mobile, and game platforms.

Overview

Rive is a design and animation tool that produces lightweight, interactive graphics with a powerful runtime. Key capabilities:

  • Scripting: Write Luau scripts directly in the Rive Editor to extend functionality
  • State Machines: Create complex interactive animations with states and transitions
  • Data Binding: Connect animations to dynamic data via View Models
  • Cross-Platform Runtimes: Deploy to Web (React/Next.js), iOS, Android, Flutter, Unity, Unreal

When to Use This Skill

Use this skill when:

  • Creating Rive scripts (Node, Layout, Converter, PathEffect protocols)
  • Integrating Rive animations into React or Next.js applications
  • Implementing scroll-based or parallax animations with Rive
  • Working with Rive state machines and inputs at runtime
  • Using Rive's drawing API for custom rendering
  • Building interactive animations with pointer events
  • Implementing data binding with View Models

Quick Start

React/Next.js Integration

import { useRive } from '@rive-app/react-canvas';

function MyAnimation() {
  const { rive, RiveComponent } = useRive({
    src: '/animation.riv',
    stateMachines: 'MainStateMachine',
    autoplay: true,
  });

  return <RiveComponent style={{ width: 400, height: 400 }} />;
}

Controlling State Machine Inputs

const { rive, RiveComponent } = useRive({
  src: '/animation.riv',
  stateMachines: 'State Machine 1',
});

// Get and set inputs
const scrollInput = rive?.stateMachineInputs('State Machine 1')
  ?.find(i => i.name === 'scrollProgress');

// Update on scroll (0-100 range example)
scrollInput?.value = scrollProgress * 100;

Rive Scripting (Luau)

Rive scripts use Luau (a Lua variant) and follow specific protocols. For detailed API reference, see @references/rive-scripting-api.md.

Script Protocols Overview

ProtocolPurposeKey Functions
NodeCustom drawing/renderinginit(), advance(seconds), draw(renderer)
LayoutCustom layout behaviorsmeasure(), resize(size) + Node functions
ConverterData transformationconvert(input), reverseConvert(input)
PathEffectPath modificationsinit(), update(pathData), advance(seconds)
TestTesting harnessesUnit testing scripts

Node Script Template

-- Define script data type with inputs
type MyNode = {
  color: Input<Color>,
  speed: Input<number>,
  path: Path,
  paint: Paint,
}

function init(self: MyNode): boolean
  self.path = Path.new()
  self.paint = Paint.new()
  self.paint.style = 'fill'
  return true
end

function advance(self: MyNode, seconds: number): boolean
  -- Animation logic here, called every frame
  return true -- Return true to keep receiving advance calls
end

function update(self: MyNode)
  -- Called when any input changes
end

function draw(self: MyNode, renderer: Renderer)
  renderer:drawPath(self.path, self.paint)
end

return function(): Node<MyNode>
  return {
    init = init,
    advance = advance,
    update = update,
    draw = draw,
    color = Color.rgba(255, 255, 255, 255),
    speed = 1.0,
    path = late(),
    paint = late(),
  }
end

Layout Script Template

type MyLayout = {
  spacing: Input<number>,
}

function measure(self: MyLayout): Vec2D
  -- Return desired size (used when Fit type is Hug)
  return Vec2D.xy(200, 100)
end

function resize(self: MyLayout, size: Vec2D)
  -- Called when layout receives new size
  print("New size:", size.x, size.y)
end

-- Include Node functions (init, advance, draw) as needed

return function(): Layout<MyLayout>
  return {
    measure = measure,
    resize = resize,
    spacing = 10,
  }
end

Converter Script Template

type NumberToString = {}

function convert(self: NumberToString, input: DataInputs): DataOutput
  local dv: DataValueString = DataValue.string()
  if input:isNumber() then
    dv.value = tostring((input :: DataValueNumber).value)
  else
    dv.value = ""
  end
  return dv
end

function reverseConvert(self: NumberToString, input: DataOutput): DataInputs
  local dv: DataValueNumber = DataValue.number()
  if input:isString() then
    dv.value = tonumber((input :: DataValueString).value) or 0
  end
  return dv
end

return function(): Converter<NumberToString, DataValueNumber, DataValueString>
  return {
    convert = convert,
    reverseConvert = reverseConvert,
  }
end

PathEffect Script Template

type WaveEffect = {
  amplitude: Input<number>,
  frequency: Input<number>,
  context: Context,
}

function init(self: WaveEffect, context: Context): boolean
  self.context = context
  return true
end

function update(self: WaveEffect, inPath: PathData): PathData
  local path = Path.new()
  -- Transform path geometry here
  for i = 1, #inPath do
    local cmd = inPath[i]
    -- Process each PathCommand
  end
  return path
end

function advance(self: WaveEffect, seconds: number): boolean
  -- Called each frame for animated effects
  return true
end

return function(): PathEffect<WaveEffect>
  return {
    init = init,
    update = update,
    advance = advance,
    amplitude = 10,
    frequency = 1,
    context = late(),
  }
end

Script Inputs

Define inputs to expose configurable properties in the Rive Editor:

type MyNode = {
  -- Basic inputs
  myNumber: Input<number>,
  myColor: Input<Color>,
  myString: string,  -- Non-input, internal use only

  -- View Model inputs
  myViewModel: Input<Data.Character>,

  -- Artboard inputs (for dynamic instantiation)
  enemyTemplate: Input<Artboard<Data.Enemy>>,
}

-- Access input values
function init(self: MyNode): boolean
  print("Number:", self.myNumber)
  print("Color:", self.myColor)
  print("ViewModel property:", self.myViewModel.health.value)
  return true
end

-- Listen for changes
function init(self: MyNode): boolean
  self.myNumber:addListener(function()
    print("myNumber changed!")
  end)
  return true
end

-- Mark inputs assigned at runtime
return function(): Node<MyNode>
  return {
    init = init,
    myNumber = 0,
    myColor = Color.rgba(255, 255, 255, 255),
    myString = "default",
    myViewModel = late(),  -- Assigned via Editor
    enemyTemplate = late(),
  }
end

Pointer Events

Handle touch/mouse interactions:

function pointerDown(self: MyNode, event: PointerEvent)
  print("Position:", event.position.x, event.position.y)
  print("Pointer ID:", event.id)  -- For multi-touch
  event:hit()  -- Mark as handled
end

function pointerMove(self: MyNode, event: PointerEvent)
  -- Handle drag
  event:hit()
end

function pointerUp(self: MyNode, event: PointerEvent)
  event:hit()
end

function pointerExit(self: MyNode, event: PointerEvent)
  event:hit()
end

return function(): Node<MyNode>
  return {
    pointerDown = pointerDown,
    pointerMove = pointerMove,
    pointerUp = pointerUp,
    pointerExit = pointerExit,
  }
end

Dynamic Component Instantiation

Create artboard instances at runtime:

type Enemy = {
  artboard: Artboard<Data.Enemy>,
  position: Vec2D,
}

type GameScene = {
  enemyTemplate: Input<Artboard<Data.Enemy>>,
  enemies: { Enemy },
}

function createEnemy(self: GameScene, x: number, y: number)
  local enemy = self.enemyTemplate:instance()
  local entry: Enemy = {
    artboard = enemy,
    position = Vec2D.xy(x, y),
  }
  table.insert(self.enemies, entry)
end

function advance(self: GameScene, seconds: number): boolean
  for _, enemy in self.enemies do
    enemy.artboard:advance(seconds)
  end
  return true
end

function draw(self: GameScene, renderer: Renderer)
  for _, enemy in self.enemies do
    renderer:save()
    renderer:transform(Mat2D.fromTranslate(enemy.position.x, enemy.position.y))
    enemy.artboard:draw(renderer)
    renderer:restore()
  end
end

Data Binding

Access View Model from scripts:

function init(self: MyNode, context: Context): boolean
  local vm = context:viewModel()

  -- Get properties
  local score = vm:getNumber('score')
  local name = vm:getString('playerName')

  -- Set values
  if score then
    score.value = 100
  end

  -- Listen for changes
  if score then
    score:addListener(function()
      print("Score changed to:", score.value)
    end)
  end

  -- Access nested view models
  local settings = vm:getViewModel('settings')
  local volume = settings:getNumber('volume')

  return true
end

Drawing API

For complete API reference, see @references/rive-scripting-api.md.

Path Operations

local path = Path.new()

-- Drawing commands
path:moveTo(Vec2D.xy(0, 0))
path:lineTo(Vec2D.xy(100, 0))
path:quadTo(Vec2D.xy(150, 50), Vec2D.xy(100, 100))
path:cubicTo(Vec2D.xy(75, 150), Vec2D.xy(25, 150), Vec2D.xy(0, 100))
path:close()

-- Reset path for reuse
path:reset()

-- Measure path
local length = path:measure()
local contours = path:contours()

Paint Configuration

local paint = Paint.new()
paint.style = 'fill'  -- or 'stroke'
paint.color = Color.rgba(255, 128, 0, 255)
paint.thickness = 3  -- For strokes
paint.cap = 'round'  -- 'butt', 'round', 'square'
paint.join = 'round' -- 'miter', 'round', 'bevel'
paint.blendMode = 'srcOver'

-- Gradient fills
paint.gradient = Gradient.linear(
  Vec2D.xy(0, 0),
  Vec2D.xy(100, 100),
  { GradientStop.new(0, Color.hex('#FF0000')),
    GradientStop.new(1, Color.hex('#0000FF')) }
)

Renderer Operations

function draw(self: MyNode, renderer: Renderer)
  renderer:save()

  -- Transform
  renderer:transform(Mat2D.fromScale(2, 2))
  renderer:transform(Mat2D.fromRotation(math.pi / 4))
  renderer:transform(Mat2D.fromTranslate(50, 50))

  -- Draw path
  renderer:drawPath(self.path, self.paint)

  -- Draw image
  renderer:drawImage(self.image, ImageSampler.linear, 'srcOver', 1.0)

  -- Clipping
  renderer:clipPath(self.clipPath)

  renderer:restore()
end

React/Next.js Runtime Reference

For detailed runtime API, see @references/rive-react-runtime.md.

Installation

# Recommended
npm install @rive-app/react-canvas

# Alternative options
npm install @rive-app/react-canvas-lite  # Smaller, no Rive Text
npm install @rive-app/react-webgl         # WebGL renderer
npm install @rive-app/react-webgl2        # Rive Renderer (WebGL2)

useRive Hook

import { useRive, useStateMachineInput } from '@rive-app/react-canvas';

function Animation() {
  const { rive, RiveComponent } = useRive({
    src: '/animation.riv',
    artboard: 'MainArtboard',
    stateMachines: 'StateMachine1',
    autoplay: true,
    layout: new Layout({
      fit: Fit.Contain,
      alignment: Alignment.Center,
    }),
  });

  // Playback control
  const play = () => rive?.play();
  const pause = () => rive?.pause();
  const stop = () => rive?.stop();

  return (
    <RiveComponent
      style={{ width: '100%', height: '100vh' }}
      onMouseEnter={() => rive?.play()}
    />
  );
}

State Machine Inputs

function InteractiveAnimation() {
  const { rive, RiveComponent } = useRive({
    src: '/interactive.riv',
    stateMachines: 'Controls',
    autoplay: true,
  });

  useEffect(() => {
    if (!rive) return;

    const inputs = rive.stateMachineInputs('Controls');

    // Number input
    const progress = inputs?.find(i => i.name === 'progress');
    if (progress) progress.value = 50;

    // Boolean input
    const isActive = inputs?.find(i => i.name === 'isActive');
    if (isActive) isActive.value = true;

    // Trigger input
    const onClick = inputs?.find(i => i.name === 'onClick');
    onClick?.fire();
  }, [rive]);

  return <RiveComponent />;
}

Scroll-Based Animation

function ScrollAnimation() {
  const { rive, RiveComponent } = useRive({
    src: '/scroll-animation.riv',
    stateMachines: 'ScrollMachine',
    autoplay: true,
  });
  const containerRef = useRef<HTMLDivElement>(null);

  useEffect(() => {
    if (!rive) return;

    const progressInput = rive.stateMachineInputs('ScrollMachine')
      ?.find(i => i.name === 'scrollProgress');

    const handleScroll = () => {
      if (!containerRef.current || !progressInput) return;

      const rect = containerRef.current.getBoundingClientRect();
      const windowHeight = window.innerHeight;

      // Calculate scroll progress (0-100)
      const progress = Math.max(0, Math.min(100,
        ((windowHeight - rect.top) / (windowHeight + rect.height)) * 100
      ));

      progressInput.value = progress;
    };

    window.addEventListener('scroll', handleScroll);
    return () => window.removeEventListener('scroll', handleScroll);
  }, [rive]);

  return (
    <div ref={containerRef} style={{ height: '200vh' }}>
      <div style={{ position: 'sticky', top: 0, height: '100vh' }}>
        <RiveComponent style={{ width: '100%', height: '100%' }} />
      </div>
    </div>
  );
}

Event Handling

function AnimationWithEvents() {
  const { rive, RiveComponent } = useRive({
    src: '/events.riv',
    stateMachines: 'Main',
    autoplay: true,
  });

  useEffect(() => {
    if (!rive) return;

    // Listen for Rive events
    rive.on('statechange', (event) => {
      console.log('State changed:', event.data);
    });

    rive.on('riveevent', (event) => {
      console.log('Rive event:', event.data.name);
    });
  }, [rive]);

  return <RiveComponent />;
}

Animation API Reference

Animation Object

local anim = artboard:animation('AnimationName')

-- Control
anim:advance(0.016)  -- Advance by time in seconds
anim:setTime(1.5)    -- Set time in seconds
anim:setTimeFrames(30)  -- Set time in frames
anim:setTimePercentage(0.5)  -- Set time as 0-1

-- Properties
local duration = anim.duration

Artboard Object

local artboard = self.myArtboard:instance()

-- Properties
artboard.width = 400
artboard.height = 300
artboard.frameOrigin = true

-- Control
artboard:advance(seconds)
artboard:draw(renderer)

-- Access nodes and bounds
local node = artboard:node('NodeName')
local minPt, maxPt = artboard:bounds()

-- Pointer events
artboard:pointerDown(event)
artboard:pointerUp(event)
artboard:pointerMove(event)

Best Practices

Performance

  1. Reuse paths and paints: Create in init(), reuse in draw()
  2. Use fixed timestep: For consistent physics across devices
  3. Minimize state machine inputs: Batch updates when possible
  4. Lazy load.riv files: Especially for multiple animations

Code Organization

  1. Separate concerns: Use different scripts for different behaviors
  2. Use View Models: For complex state management
  3. Type your scripts: Leverage Luau's type system

Scroll Animations

  1. Use scrollProgress input: Map scroll position to 0-100 range
  2. Debounce scroll handlers: Prevent performance issues
  3. Use sticky positioning: For scroll-triggered scenes
  4. Consider Intersection Observer: For triggering animations on visibility

Troubleshooting

Common Issues

  1. Script not in list: Check Assets Panel and Problems Panel
  2. Animation not playing: Verify autoplay and state machine name
  3. Inputs not updating: Ensure input names match exactly
  4. Performance issues: Check for excessive path resets or redraws

Debug Tools

-- In scripts
print("Debug:", value)

-- Check Problems Panel in Rive Editor
-- Use Debug Panel for runtime inspection

Additional Resources

Reference Documentation

For detailed API reference and guides, see:

Scripting & Core

  • @references/rive-scripting-api.md - Complete Luau scripting API

Editor Features

  • @references/rive-editor-fundamentals.md - Interface, artboards, shapes, components
  • @references/rive-animation-mode.md - Timeline, keyframes, easing, animation mixing
  • @references/rive-state-machine.md - States, inputs, transitions, listeners, layers
  • @references/rive-constraints.md - IK, Distance, Transform, Follow Path constraints
  • @references/rive-layouts.md - Flexbox-like layouts, N-Slicing, scrolling
  • @references/rive-manipulating-shapes.md - Bones, meshes, clipping, joysticks
  • @references/rive-text.md - Fonts, text runs, modifiers, styles
  • @references/rive-events.md - Rive events, audio events, runtime listening
  • @references/rive-data-binding.md - View Models, lists, runtime data binding

Web Runtimes

  • @references/rive-react-runtime.md - React/Next.js integration
  • @references/rive-web-runtime.md - Vanilla JS, Canvas, WebGL, WASM

Mobile Runtimes

  • @references/rive-flutter-runtime.md - Flutter widgets and controllers
  • @references/rive-mobile-runtimes.md - iOS (Swift), Android (Kotlin), React Native

Game Engine Runtimes

  • @references/rive-game-runtimes.md - Unity, Unreal Engine, Defold

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

04

需要参考平台分布和安装热度时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Claude Code

30.75%
按下载量换算190

Gemini CLI

20.03%
按下载量换算124

OpenCode

16.73%
按下载量换算103

Cursor

11.9%
按下载量换算74

Codex

7.69%
按下载量换算48

Antigravity

3.56%
按下载量换算22

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

可疑

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。来源安全扫描存在 warning/failed 结果,不能写成本站确认安全。

来源信息

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