rive-animations
Use when implementing Disney's 12 animation principles with Rive interactive animations
By dylantarre · 449 installs
npx skills add dylantarre/animation-principles --skill rive-animations
Source repository · Upstream listing
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
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
3. Staging
In Rive:
Use artboard layers for depth
Apply blur/opacity to background layers
Use nested artboards for complex scenes
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
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:
9. Timing
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
React Implementation
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