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Interface

8m 43sOutdated+3 changes
Rive 101 - Interface

This lesson offers a systematic tour of the Rive editor interface layout, covering the three core left-hand panels (Hierarchy, Assets, and Data Panels) and the right-hand Inspector. It breaks down the architecture behind Rive's dual workflows: Design Mode and Animate Mode. By exploring viewport controls, origin adjustments using Freeze Mode, and interpolation concepts, users establish a foundation for structural asset building.

  • The Absolute Barrier Between Design and Animate Modes:
    • Design Mode: Any spatial changes made here overwrite the global default state of the shape node. Keyframes do not exist in this environment.
    • Animate Mode: Transformations anchor strictly to timeline tracks, isolating animation changes to that specific timeline. This prevents accidental keyframe pollution, a common issue in traditional software when adjusting static layouts.
  • Handoff and Export Format Standards:
    • .riv (Runtime Asset): Highly compressed and stripped of editing metadata, this format is tailored for runtime engine SDKs to handle fast, cross-platform WebGL/Wasm rendering.
    • .rev (Backup File): Retains raw bezier vectors, construction history, and full workspace details. It is intended for designer-to-designer file sharing and offline cold-storage backups.
Recorded with an older Rive version3 changes
2024.11Fills & Strokes merged

Fill and Stroke panels merged into one.

2024.8Download β†’ Export

Download renamed to Export in editor menu.