Rive Guide
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Animation Playback
Playing and pausing animations
Rive lets you specify what artboard to use, what animations and state machines to mix and play and control the play/pause state of each animation.
The term animations may collectively refer to both animations and state machines. In this section, we explore how to deal with specific animation playback, rather than state machines.
If you are trying to coordinate multiple animations' playback at runtime, consider using a state machine instead to do this for you!

When a Rive object is instantiated, the artboard to use can be specified. If no artboard is given, the default artboard is used. Only one artboard can be used at a time.
Web
React
Angular
React Native
Flutter
iOS
Android
new rive.Rive({
src: 'https://cdn.rive.app/animations/vehicles.riv',
canvas: document.getElementById('canvas'),
artboard: 'Truck',
autoplay: true
});
export const Simple = () => (
<Rive src="https://cdn.rive.app/animations/vehicles.riv" artboard="Truck" />
);
// With `useRive` Hook:
export default function Simple() {
const { RiveComponent } = useRive({
src: 'https://cdn.rive.app/animations/vehicles.riv',
artboard: 'Truck',
autoplay: true,
});
return <RiveComponent />;
}
<canvas riv="vehicles" width="500" height="500" artboard="Truck">
</canvas>
If no artboard name is provided, the default artboard is used.
export default function App() {
return (
<View>
<Rive resourceName="truck_v7" artboardName="Jeep" autoplay />
</View>
);
}
RiveAnimation.network(
'https://cdn.rive.app/animations/vehicles.riv',
artboard: 'Truck'
);

struct AnimationView: View {
var body: some View {
RiveViewModel(
fileName: "dancing_banana",
artboardName: "Banana"
).view()
}
}

class AnimationViewController: UIViewController {
@IBOutlet weak var riveView: RiveView!
var bananaVM = RiveViewModel(
fileName: "dancing_banana",
artboardName: "Banana",
)
override func viewDidLoad() {
bananaVM.setView(riveView)
}
}

<app.rive.runtime.kotlin.RiveAnimationView
app:riveAutoPlay="true"
app:riveArtboard="Square"
app:riveResource="@raw/artboard_animations" />

animationView.setRiveResource(
R.raw.artboard_animations,
artboardName = "Square",
autoplay = true
)

Starting animations can also be chosen when Rive is instantiated. The first animation on the artboard may play if one is not provided, or a state machine is not set.
Web
React
Angular
React Native
Flutter
iOS
Android
// Play the idle animation
new rive.Rive({
src: 'https://cdn.rive.app/animations/vehicles.riv',
canvas: document.getElementById('canvas'),
animations: 'idle',
autoplay: true
});
// Play the idle animation
export const Simple = () => (
<Rive src="https://cdn.rive.app/animations/vehicles.riv" animations="idle" />
);
// With `useRive` Hook:
export default function Simple() {
const { RiveComponent } = useRive({
src: 'https://cdn.rive.app/animations/vehicles.riv',
animations:{['idle']},
autoplay: true,
});
return <RiveComponent />;
}
<!-- Play the curves animation -->
<canvas riv="vehicles" width="500" height="500">
<riv-animation name="curves" play></riv-animation>
</canvas>
<!-- Play and mix both the idle and curves animations -->
<canvas riv="vehicles" width="500" height="500">
<riv-animation name="idle" play></riv-animation>
<riv-animation name="curves" play></riv-animation>
</canvas>
Currently, with the React Native runtime, you can set one animation to autoplay at the start. Despite this, see below in the playback sections to see how you can mix multiple animations on playback functions.
export default function App() {
return (
<View>
<Rive
resourceName="truck_v7"
artboardName="Jeep"
autoplay
animationName="idle"
/>
</View>
);
}
// Play the curves animation
RiveAnimation.network(
'https://cdn.rive.app/animations/vehicles.riv',
animations: ['curves'],
);
// Play and mix both the idle and curves animations
RiveAnimation.network(
'https://cdn.rive.app/animations/vehicles.riv',
animations: ['idle', 'curves'],
),
By default RiveViewModel will automatically play the animation or state machine you've given it.

struct AnimationView: View {
var body: some View {
RiveViewModel(
fileName: "dancing_banana",
animationName: "Charleston",
artboardName: "Banana"
).view()
}
}

class AnimationViewController: UIViewController {
@IBOutlet weak var riveView: RiveView!
var bananaVM = RiveViewModel(
fileName: "dancing_banana",
animationName: "Charleston",
artboardName: "Banana"
)
override func viewDidLoad() {
bananaVM.setView(riveView)
}
}
With the Android runtime, specify one animation with the riveAnimation property
<app.rive.runtime.kotlin.RiveAnimationView
app:riveAutoPlay="true"
app:riveArtboard="Square"
app:riveAnimation="rollaround"
app:riveResource="@raw/artboard_animations" />
Or
animationView.setRiveResource(
R.raw.artboard_animations,
artboardName = "Square",
animationName = "rollaround",
autoplay = true
)

Playback of each animation and state machine can be separately controlled. You can play and pause playback using the play , pause and stop methods, either passing in the names of the animations you want to affect or passing in nothing which will affect all instanced animations.
Web
React
Angular
React Native
Flutter
iOS
Android

With the web runtime, you can provide callback functions to receive notification when certain animation events have occurred:
  • onLoad when a rive file has been loaded and initialized; it's now ready for playback
  • onPlay when one or more animations play; provides a list of animations
  • onPause when one or more animations pause; provides a list of animations
  • onStop when one or more animations are stopped; provides a list of animations
  • onLoop when an animation loops; provides the animation name
See the following codepen link to try out the below code: https://codepen.io/zplata/pen/yLPqLRa
const idleButton = document.getElementById("idle");
const wipersButton = document.getElementById("wipers");
const loopDiv = document.getElementById("loop");
const truck = new rive.Rive({
src: "https://cdn.rive.app/animations/vehicles.riv",
artboard: "Jeep",
canvas: document.getElementById("canvas"),
layout: new rive.Layout({ fit: "fill" }),
// Listen for play events to update button text
onPlay: (event) => {
const names = event.data;
names.forEach((name) => {
if (name === "idle") {
idleButton.innerHTML = "Stop Truck";
} else if (name === "windshield_wipers") {
wipersButton.innerHTML = "Stop Wipers";
}
});
},
// Listen for pause events to update button text
onPause: (event) => {
const names = event.data;
names.forEach((name) => {
if (name === "idle") {
idleButton.innerHTML = "Start Truck";
} else if (name === "windshield_wipers") {
wipersButton.innerHTML = "Start Wipers";
}
});
},
onLoop: (event) => {
loopDiv.innerHTML = `Looped Animation: ${event.data.animation}`;
}
});
idleButton.onclick = (_) =>
truck.playingAnimationNames.includes("idle")
? truck.pause("idle")
: truck.play("idle");
wipersButton.onclick = (_) =>
truck.playingAnimationNames.includes("windshield_wipers")
? truck.pause("windshield_wipers")
: truck.play("windshield_wipers");

Very similarly to Web, you can pass in Rive params and callbacks for certain animation events. See the Web tab for some examples of callbacks you can set. Additionally, you can use the rive object returned from the useRive hook to invoke playback controls. See the example below here: https://codesandbox.io/s/animation-playback-controls-rive-react-7yo76i
import { useState } from "react";
import { useRive, Layout, Fit } from "@rive-app/react-canvas";
export default function App() {
const [truckButtonText, setTruckButtonText] = useState("Start Truck");
const [wiperButtonText, setWiperButtonText] = useState("Start Wipers");
// animation will show the first frame but not start playing
const { rive, RiveComponent } = useRive({
src: "https://cdn.rive.app/animations/vehicles.riv",
artboard: "Jeep",
layout: new Layout({ fit: Fit.Cover }),
// Listen for play events to update button text
onPlay: (event) => {
const names = event.data;
names.forEach((name) => {
if (name === "idle") {
setTruckButtonText("Stop Truck");
} else if (name === "windshield_wipers") {
setWiperButtonText("Stop Wipers");
}
});
},
// Listen for pause events to update button text
onPause: (event) => {
const names = event.data;
names.forEach((name) => {
if (name === "idle") {
setTruckButtonText("Start Truck");
} else if (name === "windshield_wipers") {
setWiperButtonText("Start Wipers");
}
});
}
});
function onStartTruckClick() {
if (rive) {
if (rive.playingAnimationNames.includes("idle")) {
rive.pause("idle");
} else {
rive.play("idle");
}
}
}
function onStartWiperClick() {
if (rive) {
if (rive.playingAnimationNames.includes("windshield_wipers")) {
rive.pause("windshield_wipers");
} else {
rive.play("windshield_wipers");
}
}
}
return (
<>
<div>
<RiveComponent style={{ height: "1000px" }} />
</div>
<div>
<button id="idle" onClick={onStartTruckClick}>
{truckButtonText}
</button>
<button id="wipers" onClick={onStartWiperClick}>
{wiperButtonText}
</button>
</div>
</>
);
}

You can apply simple manipulation on the riv-animation directive:
<canvas riv="vehicles" width="500" height="500">
<riv-animation name="curves" [play]="playing" speed="0.5"></riv-animation>
</canvas>
<button (click)="playing = !playing">Toggle Player</button>
If speed is negative, the animation goes in reverse.

For more advances manipulations you can use the riv-player directive:
<canvas riv="vehicles" width="500" height="500">
<riv-player #player="rivPlayer" name="curves" [time]="time" mode="one-shot"></riv-player>
</canvas>
<input type="range" step="0.1"
(input)="time = $event.target.value"
[min]="player.startTime"
[max]="player.endTime"
/>
  • The time input will let you specify a moment in ms in the animation.
  • The mode input will force the mode "one-shot", "loop" or "ping-pong" (if undefined, default mode is used).

You can select a specific node in the animation with the riv-node, riv-bone & riv-root-bone directives :
<canvas riv="vehicles" (mouseover)="position = $event.x">
<riv-node name="wheel" [x]="position" scaleX="0.5"></riv-node>
</canvas>
If the property of the node is updated by the animation, the animation wins.

To trigger animation playback controls, set a ref on the Rive component rendered. Once the ref is populated, you can trigger functions such as play, pause, etc. See the ref method docs for React Native here.
import Rive, { RiveRef } from 'rive-react-native'
export default function App() {
const riveRef = React.useRef<RiveRef>(null);
const handlePlayPress = () => {
riveRef?.current?.play();
};
const handlePausePress = () => {
riveRef?.current?.pause();
};
return (
<View>
<Rive
resourceName="truck_v7"
ref={riveRef}
/>
<Button onPress={handlePlayPress} title="play">
<Button onPress={handlePausePress} title="pause">
</View>
);
}
Flutter handles things a little differently compared to the other runtimes due to its reactive nature.
Every animation and state machine in Flutter has an underlying controller that manages the state of each animation. When you pass a list of animation names to the RiveAnimation widget, it creates and manages controllers for each.
In order to access controls for animations, you'll need to instantiate a RiveAnimationController for each animation and pass the controller to the RiveAnimation widget instead of its name. You can mix and match passing in controllers and names, but avoid passing in both for the same animation.
There are a number of controllers provided in the runtime that perform certain tasks. We'll cover these as they become relevant.

SimpleAnimation is a basic controller that provides simple playback control of a single animation. With this controller, you can play, pause, and reset animations.
In the following example, the isActive property of SimpleAnimation is used to play and pause a single animation.
import 'package:flutter/material.dart';
import 'package:rive/rive.dart';
class PlayPauseAnimation extends StatefulWidget {
const PlayPauseAnimation({Key? key}) : super(key: key);
@override
_PlayPauseAnimationState createState() => _PlayPauseAnimationState();
}
class _PlayPauseAnimationState extends State<PlayPauseAnimation> {
/// Controller for playback
late RiveAnimationController _controller;
/// Toggles between play and pause animation states
void _togglePlay() =>
setState(() => _controller.isActive = !_controller.isActive);
/// Tracks if the animation is playing by whether controller is running
bool get isPlaying => _controller.isActive;
@override
void initState() {
super.initState();
_controller = SimpleAnimation('idle');
}
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: const Text('Animation Example'),
),
body: Center(
child: RiveAnimation.network(
'https://cdn.rive.app/animations/vehicles.riv',
controllers: [_controller],
// Update the play state when the widget's initialized
onInit: () => setState(() {}),
),
),
floatingActionButton: FloatingActionButton(
onPressed: _togglePlay,
tooltip: isPlaying ? 'Pause' : 'Play',
child: Icon(
isPlaying ? Icons.pause : Icons.play_arrow,
),
),
);
}
}

One-shot animations do not loop. OneShotAnimation is a controller that will automatically stop and reset a one-shot animation when it has played through so it can be repeatedly played as required.
The controller also provides two callbacks: onStart and onStop that will fire when the animation starts and stops playing respectively.
The example below demonstrates mixing animation names with controllers. The idle and curves animations are managed by the runtime and their looping animations will play continuously. bounce is a one-shot and is triggered when the button is tapped. The runtime will then play the bounce animation, mixing it cleanly with the looping animations.
import 'package:flutter/material.dart';
import 'package:rive/rive.dart';
class PlayOneShotAnimation extends StatefulWidget {
const PlayOneShotAnimation({Key? key}) : super(key: key);
@override
_PlayOneShotAnimationState createState() => _PlayOneShotAnimationState();
}
class _PlayOneShotAnimationState extends State<PlayOneShotAnimation> {
/// Controller for playback
late RiveAnimationController _controller;
/// Is the animation currently playing?
bool _isPlaying = false;
@override
void initState() {
super.initState();
_controller = OneShotAnimation(
'bounce',
autoplay: false,
onStop: () => setState(() => _isPlaying = false),
onStart: () => setState(() => _isPlaying = true),
);
}
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: const Text('One-Shot Example'),
),
body: Center(
child: RiveAnimation.network(
'https://cdn.rive.app/animations/vehicles.riv',
animations: const ['idle', 'curves'],
controllers: [_controller],
),
),
floatingActionButton: FloatingActionButton(
// disable the button while playing the animation
onPressed: () => _isPlaying ? null : _controller.isActive = true,
tooltip: 'Play',
child: const Icon(Icons.arrow_upward),
),
);
}
}

After creating a RiveViewModel to display, you can invoke animation playback control methods on a reference to this view model.
Very often that will be all that is needed to display your Rive asset. However, we have some convenient controls for when you want more fine-grained control of when it plays and doesn't.
You can also choose the loop mode of the animation as additional parameters as needed. Along with playing animations, you similarly have the ability to pause, stop, and reset animation(s).
Playing without
  • play(animationName: String? = nil, loop: Loop = .autoLoop, direction: Direction = .autoDirection)
    • animationName - Name of the animation to play
    • loop - Loop mode to play the animation in. Possible values listed below:
      • oneShot - plays animation through once
      • loop - plays through animation and repeats from the set starting time
      • pingPong - plays animation from start -> end, then end -> start on repeat
      • autoLoop (default) - plays through the loop setting set on the animation
    • direction - Direction to play the animation in
      • backwards - plays through animation timeline backward
      • forwards - plays through animation timeline forwards
      • autoDirection - plays through direction set on the animation
  • pause()
  • stop()
  • reset()

If you set autoplay to false you can play the active animation or state machine very simply.
simpleVM.play()
If there are multiple animations on the active artboard you can play a specific one.
simpleVM.play(animationName: "Fancy Animation")

Based on certain events in your app you may want to adjust the playback further.
simpleVM.pause()
simpleVM.stop()
simpleVM.reset()

This runtime allows for delegates that can be set on the RiveViewModel. You can use delegates to define functions that hook into when certain playback events are invoked. See the below class for how you can hook into the following playback events:
  • played
  • paused
  • stopped
  • advanced
  • animation looped
class ToggleViewModel: RiveViewModel {
private let onAnimation: String = "On"
private let offAnimation: String = "Off"
private let startAnimation: String = "StartOff"
var action: ((Bool) -> Void)? = nil
var isOn = false {
didSet {
stop()
play(animationName: isOn ? onAnimation : offAnimation)
action?(isOn)
}
}
init() {
super.init(fileName: "toggle", animationName: startAnimation, fit: .cover)
}
func view(_ action: ((Bool) -> Void)? = nil) -> some View {
self.action = action
return super.view().frame(width: 100, height: 50, alignment: .center)
}
// When an animation is played
override func player(playedWithModel riveModel: RiveModel?) {
if let animationName = riveModel?.animation?.name() {...}
}
// When an animation is paused
override func player(pausedWithModel riveModel: RiveModel?) {
if let animationName = riveModel?.animation?.name() {...}
}
// When an animation is stopped
override func player(stoppedWithModel riveModel: RiveModel?) {
if let animationName = riveModel?.animation?.name() {...}
}
// When an animation is looped
override func player(loopedWithModel riveModel: RiveModel?, type: Int) {
if let animationName = riveModel?.animation?.name() {...}
}
// When an animation is advanced
override func player(didAdvanceby seconds: Double, riveModel: RiveModel?) {...}
}

After setting the Rive Resource with your animation view, you can invoke animation playback control methods.
Along with programmatically playing an animation, you can also choose the loop mode and direction of the animation as additional parameters as needed. You can additionally pause or stop an animation as well.
// Play one animation
animationView.play("rollaround")
// Set loop mode and direction
animationView.play("rollaround", Loop.ONE_SHOT, Direction.Backwards)
animationView.pause()
animationView.pause("bouncing")
animationView.stop()
animationView.stop("bouncing")

The Rive Android runtime also allows listener registration. Take a look at the events section in the rive player for an example of how this works.
val listener = object : Listener {
override fun notifyPlay(animation: PlayableInstance) {
var text: String? = null
if (animation is LinearAnimationInstance) {
text = animation.name
}
..
}
override fun notifyPause(animation: PlayableInstance) {
var text: String? = null
if (animation is LinearAnimationInstance) {
text = animation.name
}
..
}
override fun notifyStop(animation: PlayableInstance) {
var text: String? = null
if (animation is LinearAnimationInstance) {
text = animation.name
}
..
}
override fun notifyLoop(animation: PlayableInstance) {
var text: String? = null
if (animation is LinearAnimationInstance) {
text = animation.name
}
..
}
}
animationView.registerListener(listener)
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On this page
Choosing an artboard
Choosing starting animations
Controlling playback