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Rive 101 Tutorials

An enhanced learning companion for the official YouTube tutorials. 90 videos, 9 modules.

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Getting Started

5 lessons10 changes
  1. 1.1
    File BrowserOutdated+3

    File browser: create files/folders, search, sort, free vs paid plans.

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  2. 1.2
    Interface OverviewOutdated+3

    Design & Animate modes, Stage, Inspector, Hierarchy, Assets, Toolbar.

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  3. 1.3
    SelectionOutdated+1

    Selection tool: marquee, Shift add/remove, double-click hierarchy, Command pass-through, Gizmo.

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  4. 1.4
    SnappingPartial+1

    Auto-align objects to center/edges/corners, temporarily disable.

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  5. 1.5
    ArtboardsOutdated+2

    Create artboards, resize, set origin, background fill, multi-artboard management.

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✏️

Design Tools

14 lessons5 changes
  1. 2.1
    Pen Tool

    Create vertices, BΓ©zier curves, edit shapes, vertex types (mirrored/detached/asymmetric).

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  2. 2.2
    Procedural ShapesPartial+1

    Rectangle, ellipse, triangle, polygon, star creation and editing.

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  3. 2.3
    Fills & StrokesPartial+3

    Color, opacity, radial/linear gradients, multiple fills/strokes, copy-paste styles.

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  4. 2.4
    Shapes & Paths

    Shape layers control appearance, Path layers define form. One Shape can hold multiple Paths.

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  5. 2.5
    Winding & Fill Rules

    Path direction affects fills. Non-zero fill rule. Create cutout effects with winding.

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  6. 2.6
    Hierarchy

    Hierarchy panel shows all objects, controls draw order and parent-child relationships.

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  7. 2.7
    Origin & Freeze

    Origin is the transform anchor. Freeze mode moves origin without affecting existing animation.

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  8. 2.8
    Clipping

    Mask elements with shapes for 3D effects and creative designs.

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  9. 2.9
    Rulers & Guides

    Activate rulers, create guides, snap to guides, lock/clear guides.

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  10. 2.10
    Align Tools

    Edge align, center align, distribute. Multi-object and artboard alignment.

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  11. 2.11
    Assets PanelPartial+1

    Import files, sort options, switch between Assets and Hierarchy panels.

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  12. 2.12
    Import Vectors

    Import SVGs via Assets panel, edit colors/vertices, clean up excess points.

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  13. 2.13
    Import Rasters

    Import PNG/PSD/JPEG, adjust compression. PSD supports multi-layer import.

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  14. 2.14
    Import Photoshop Files

    Import PSD files with layer structure preserved for further editing and animation in Rive.

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🎞️

Animation

14 lessons7 changes
  1. 3.1
    Timeline

    Timeline operations: play/pause, playhead, loop types, duration and speed adjustments.

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  2. 3.2
    Keys

    Set keys via inspector or stage, copy-paste keys, timeline shortcuts.

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  3. 3.3
    Motion Path

    Visualize movement trajectory; dots represent frame spacing.

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  4. 3.4
    InterpolationPartial+1

    Linear/hold/cubic interpolation, curve handles for ease in/out.

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  5. 3.5
    Work Area

    Define playback range, offset keys for natural loops.

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  6. 3.6
    Graph EditorPartial+1

    Visualize interpolation curves and keys, directly manipulate cubic handles.

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  7. 3.7
    Exercise: Pendulum

    Build a pendulum from scratch: shapes, grouping, origin, rotation keys, interpolation.

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  8. 3.8
    Exercise: Bouncing Ball

    A full bouncing ball exercise covering motion, timing, and basic squash and stretch.

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  9. 3.9
    Animating VerticesPartial+1

    Animate vertex position, rotation, handles. Batch-key all vertices.

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  10. 3.10
    SolosOutdated+1

    Solos toggle child visibility, great for frame-by-frame animation.

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  11. 3.11
    Draw Order

    Top of hierarchy draws in front. Custom draw rules for animated ordering.

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  12. 3.12
    Export OptionsPartial+3

    Export .riv/.rev, share links, video/image/GIF export, batch export.

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  13. 3.13
    Quantize

    Limit FPS for a traditional hand-drawn animation feel.

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  14. 3.14
    What Position Values Mean

    A deeper explanation of what Position values really mean in animation and hierarchy contexts.

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Text

4 lessons2 changes
  1. 4.1
    Text ToolPartial+1

    Create text boxes, position/scale/rotation/size, alignment, overflow behavior.

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  2. 4.2
    Text RunsPartial+1

    Split text into Runs for different styles. Change text values at runtime.

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  3. 4.3
    Text Styles

    Font, size, line height, color, multiple fills/strokes, variable font properties.

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  4. 4.4
    Text Modifiers

    Add modifiers to Runs: opacity, position, rotation, scale.

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🦴

Rigging & Constraints

14 lessons1 changes
  1. 5.1
    Rigging Overview

    Intro to three rigging tools: Bones, Joysticks, Constraints.

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  2. 5.2
    Bones Overview

    Bone tool: root & child bones, joint controls, hierarchy relationships.

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  3. 5.3
    Hierarchical Bones

    Attach artwork to bones. Transforms inherited. More performant than binding.

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  4. 5.4
    Binding & Weighting

    Bind bones to path layers. Weights determine each bone's influence on vertices.

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  5. 5.5
    JoysticksPartial+1

    Pan between timelines for control, support inversion and multi-joystick.

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  6. 5.6
    Constraints Overview

    Constraints allow one object's properties to be driven by another.

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  7. 5.7
    Translation Constraint

    Link position properties between objects with range, strength, and animation.

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  8. 5.8
    Scale Constraint

    Follow scale properties between objects.

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  9. 5.9
    Rotation Constraint

    Follow rotation, adjust strength for partial following.

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  10. 5.10
    Transform Constraint

    General constraint combining translation, rotation, and scale.

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  11. 5.11
    Distance Constraint

    Three modes: closer (max distance), further (min distance), exact (fixed distance).

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  12. 5.12
    IK Constraint

    Inverse Kinematics: control bone chain rotation by moving a target point.

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  13. 5.13
    Follow Path

    Objects follow a path with distance percent and orientation control.

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  14. 5.14
    Negative Strength

    Set constraint strength to -100 for inverse motion.

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⚑

State Machine

17 lessons4 changes
  1. 6.1
    State Machine Overview

    State machines add interactivity via states, inputs, conditions, and transitions.

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  2. 6.2
    Single Animation States

    Playback settings (one-shot/loop/ping-pong), create timelines, drag to add states.

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  3. 6.3
    LayersPartial+1

    SM layers play multiple animations simultaneously with independent states/transitions.

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  4. 6.4
    Layer Order

    Right-side layers have priority when multiple layers animate the same property.

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  5. 6.5
    TransitionsPartial+2

    Transitions control state switching, need conditions/inputs to prevent infinite loops.

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  6. 6.6
    Inputs

    Three input types: Number, Boolean, Trigger. Controllable via code.

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  7. 6.7
    ConditionsPartial+1

    Use inputs as transition conditions: boolean true/false, number operators, triggers.

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  8. 6.8
    And/Or Transitions

    Multiple conditions with And (all met) or Or (any met) logic.

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  9. 6.9
    Initial Input Values

    Initial input values determine which state the SM enters on start.

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  10. 6.10
    Listeners

    Listeners detect interactions like hover and click, making them available to state machine logic.

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  11. 6.11
    Controlling Inputs with Listeners

    Listeners detect mouse interactions and change inputs to drive state transitions.

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  12. 6.12
    Listener Align Target

    Use Align Target to make objects follow cursor position.

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  13. 6.13
    Any State

    Any State enables transitions from any state, avoiding complex transition webs.

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  14. 6.14
    Exit State

    Exit State deactivates its layer, useful for performance optimization.

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  15. 6.15
    Common Issues

    Common beginner mistake: missing keys cause unexpected state transitions.

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  16. 6.16
    Exercise: Simple Button

    Build interactive button: hover color change + click bounce effect.

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  17. 6.17
    Audio Events

    Add sound events to animations and state machines so audio can trigger at the right moments.

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πŸ“

Layouts

6 lessons
  1. 7.1
    Layouts Intro

    Main use cases and scenarios for layouts.

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  2. 7.2
    Rows & Columns

    Organize layout elements with rows and columns.

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  3. 7.3
    Dynamic Buttons

    Create dynamically resizing button components.

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  4. 7.4
    Fitting Elements

    Learn how elements can automatically fit their size and position to available space.

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  5. 7.5
    Reflow with Dynamic Components

    Let layouts reflow automatically when component sizes change while preserving structure.

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  6. 7.6
    Layout Direction

    Control layout direction and flow to better suit different content and interface needs.

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Data Binding

13 lessons
  1. 8.1
    Introduction to Data Binding

    Learn the core ideas behind Rive data binding and how it connects design, state, and runtime data.

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  2. 8.2
    View Model Properties

    Define and organize view model properties to provide bindable data for UI and animation.

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  3. 8.3
    Converters

    Use converters to map between different data types and presentation formats.

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  4. 8.4
    Bind Direction

    Understand one-way vs two-way binding and when each bind direction makes sense.

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  5. 8.5
    Enums

    Use enum values to represent discrete states and keep binding logic clearer.

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  6. 8.6
    Property Groups

    Group related properties together to make larger data models easier to manage.

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  7. 8.7
    Control Rive Files in Code

    Control Rive files and data bindings from code to bridge design and engineering.

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  8. 8.8
    Detect Property Changes in Editor

    Observe view model property changes in the Rive editor for debugging and validation.

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  9. 8.9
    Control Properties in Javascript

    Read and write view model properties from Javascript to connect app state with Rive.

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  10. 8.10
    Detect Property Changes in Code

    Listen for property changes in code to drive reactive updates and app logic.

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  11. 8.11
    Lists

    Use list data to generate and drive repeated content with more flexible bindings.

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  12. 8.12
    Components

    Use components together with data binding to build more reusable interactive units.

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  13. 8.13
    List Index

    Use list index values to access and control specific items in repeated content.

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πŸ“š

Libraries

3 lessons
  1. 9.1
    Introduction to Libraries

    Learn how Libraries let you reuse design systems and assets across files and projects.

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  2. 9.2
    Data Binding in Libraries

    Use data binding inside Libraries so reusable components stay dynamic and configurable.

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  3. 9.3
    Detach

    Detach instances from library assets so they can be edited independently while keeping their content.

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