Token导航 LogoToken导航

Agent Skill · 研究检索

rive(rive 搜索)

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。

rive 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证为 MIT,第三方扫描有提醒项,按安装量在研究检索类的 73,675 个 Skill 里排第 37,272。

总安装 1,764周安装 75GitHub Stars 10下载 618核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT

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

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

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。

来源仓库内路径:skills/rive

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/bowtiedswan/rive-skills --skill rive;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

rive 怎么安装?

在终端执行 npx skills add https://github.com/bowtiedswan/rive-skills --skill rive。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

rive 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

rive 需要什么权限?

权限级别是需要联网。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。

rive 是免费的吗?

来源标注的许可证是 MIT。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

rive 用的人多吗?

公开数据是累计安装 1,764 次,近一周安装 75 次,下载 618 次,GitHub 10 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

rive 安全吗?

第三方扫描有提醒项,说明存在需要人工确认的行为。安装前请打开源码看清它读了什么、联网到哪里。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 3 个目录同时收录,说明这个 Skill 流传比较广。
  • 许可证明确为 MIT,商用和分发边界好判断。

先想清楚的地方

  • 第三方扫描存在提醒项或未通过项,需要人工逐条确认。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
rive

rive 搜索 · 本页

1,76410需要联网MIT有提醒

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

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

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。来源安全扫描存在提醒或未通过项,安装前请自行复核。

继续浏览同类 Skills