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rive-mcp

Create, edit, inspect, render and live-preview Rive (.riv) animations from Claude — no Rive editor, no cloud, no subscription.

日本語 README はこちら

rive-mcp is a free MCP (Model Context Protocol) server that gives Claude (or any MCP client) full control over .riv files. Unlike the official Rive MCP (which requires the editor running) or paid third-party servers, it works with nothing but a .riv file — and it can even build .riv files from scratch by serializing the binary format directly.

Rendering runs the official Rive runtime (@rive-app/canvas-advanced WASM) inside headless Chromium, so what you see is exactly what ships.

Studio screenshot

Highlights

  • Generate .riv from JSON — shapes, gradients, embedded PNGs, text, bones + skinning, IK, mesh deformation, keyframe animation with easing, multi-layer state machines, listeners, events, physics baking, particles

  • Pro-quality by construction — 28 semantic motion presets (pop-in, staggered rise-in, breathing, stagger-in, parallax-drift, shimmer, …) with professionally tuned amplitudes/easings, an OKLCH design-token generator (riv_design_tokens), motion-quality lint rules (robotic linear movement, teleports, missing stagger), and a one-call critique loop (riv_critique: frames + objective metrics + scoring checklist)

  • Real vector art pipeline — import SVG (Figma/Illustrator/Iconify, or npm SVG sets like @twemoji/svg when offline) as true bezier paths (riv_import_svg, riv_asset_search), decompile existing .riv files into editable specs including gradients, blend modes and hand-tuned animation tracks (riv_decompile), plus trim paths (draw-on), clipping masks, blend modes (multiply shadows, screen glows), follow-path motion, solos and detached bezier handles in the scene spec

  • Losslessly edit existing .riv — change any property, swap text, delete subtrees (references auto-remapped); round-trip verified pixel-perfect

  • Local web Studio — Rive-editor-style 3-pane UI (hierarchy / canvas with click-select & drag / inspector / timeline) with hot reload; edits apply live. Also includes a bezier curve editor for hand-tuning keyframe easing (drag control points, hold/linear/cubic switching, 10 one-click presets), a state machine graph view (node graph of layers/states/transitions with lint findings and live-playback state highlighting), and an onion skin overlay (0-5 surrounding frames) for checking motion at a glance

  • Human ⇄ AI loop — an "Instructions for AI" box in the Studio: you type feedback, the AI picks it up via riv_studio_notes (now auto-attached with the current selection/artboard/animation/time context) and fixes the file, your browser updates instantly

  • Auto-rig characters — one call turns a character PNG into a rigged .riv with cutout parts, bone-skinned head mesh, eye blink, idle/happy animations and a state machine

  • Everything verified — generated files are loaded, rendered and state-machine-driven by the official runtime in E2E tests

Related MCP server: rive-analyzer

Tools (28)

Tool

What it does

riv_list

Recursively find .riv files (size, format version)

riv_inspect

Full metadata: artboards, animations (duration/fps/loop), state machines and inputs

riv_lint

Static diagnostic: broken references, oversized embedded assets, unreachable state-machine states, unconditional self-transitions (infinite-loop risk), unused inputs, easing silently discarded on a track's last keyframe, motion-quality rules (all-linear "robotic" movement, teleporting objects, missing stagger, one-sided scale)

riv_render_frame

Render any moment to PNG (inline image + file)

riv_render_gif

Turn an animation into a preview GIF

riv_render_apng

Animated PNG export — 24-bit color + alpha transparency (plays on GitHub)

riv_render_video

Record an animation or state machine to WebM video

riv_render_sprites

Sprite-sheet PNG + JSON metadata (for game engines)

riv_play_state_machine

Set/fire inputs → advance → state-transition report (+ optional frame captures)

riv_generate_code

Integration code with real artboard/SM/input names (React / JS / Vue / Svelte / Flutter)

riv_create

Build a .riv from a JSON scene spec — validated with the official runtime, returns a preview. Supports bezier-handled vertices, elastic easing, gradients, physics baking, particles, and semantic motion presets ({"preset":"pop-in","target":"card"} expands server-side into professionally tuned keyframes — entrances/exits/emphasis/ambient loops, with stagger for groups)

riv_design_tokens

Generate design tokens before designing: OKLCH-harmonized palette (+WCAG contrast), gradient pairs, Material-Motion durations & easing roles, spacing/radius/type scales — deterministic from seed color + mood

riv_import_svg

SVG → Rive bezier shapes (Figma/Illustrator exports, icons, illustrations): full cubic vertices, multi-contour paths, gradients, strokes, nested transforms — so the AI composes pro artwork instead of drawing with primitives. Fragments plug into riv_create via imports

riv_asset_search

Search Iconify's ~200k professionally designed icons and import one directly as Rive shapes (needs network)

riv_lottie_import

Lottie/bodymovin JSON → Rive scene fragment — pulls in LottieFiles' huge library of free professionally-animated assets art and choreography: keyframed transforms with exact bezier easing curves (not preset-approximated), path morphing (per-vertex keyframes), shape/null/precomp layers, gradients, trim-path draw-on, visibility windows. Unsupported bits (text layers, masks, mattes, …) are counted, not silently dropped

riv_decompile

.riv → editable scene spec: study or remix professional files (bezier paths, gradients, solos, trim paths, animations with named easings); unsupported types are counted, not silently dropped

riv_critique

One-call review bundle that makes motion visible to a VLM: a filmstrip (frames left→right), an onion-skin overlay (motion trails), a motion report (net displacement vector per animated object), objective metrics (bezier ratio, palette flags, easing distribution) + lint findings + a fixed 7-axis scoring checklist incl. spatial/directional coherence (does each mover travel toward its artwork's front? is the perspective consistent?)

riv_edit

Lossless editing of existing .riv files: set properties, swap named text, delete subtrees, add/replace/remove keyframes

riv_optimize

Shrink a .riv without changing its visual output: remove unreferenced interpolators/events/empty tracks left over from prior edits, thin redundant keyframes on strictly-linear runs (Douglas-Peucker, easing-safe — cubic/hold segments are never touched), with a dryRun report of the plan

riv_extract_assets

Extract embedded images/fonts from a .riv

riv_visual_diff

Pixel diff of two .riv files with a highlighted diff image

riv_dump

Low-level binary structure dump (typeKeys / properties / hierarchy)

riv_slice_image

Cut character parts out of a PNG by polygon (for cutout rigging)

riv_rig_character

Character PNG → fully rigged .riv in one call

riv_diff

Structural diff between two .riv files

riv_studio

Local web Studio: Rive-editor-style dark UI — hierarchy tree, canvas select/drag/resize, inspector, keyframe timeline editing, bezier curve editor (drag control points, hold/linear/cubic, 10 easing presets), state machine graph view (node graph, transition details, lint-highlighted states, live playback highlighting), onion skin overlay, undo/redo, playback speed, one-click export (PNG/APNG/GIF/WebM), live preview + hot reload, EN/JA

riv_studio_notes

Fetch instructions the human typed into the Studio UI, with auto-attached context (current selection, artboard, animation, playback time)

riv_setup

One-call environment setup: installs the bundled rive-design-guidelines skill into .claude/skills/ (project) or ~/.claude/skills/ (user) so the pro workflow auto-triggers — confirmation happens via the normal tool-permission prompt

Showcases: professional assets in, professional motion out

Four sample scenes are built end-to-end by the pipeline, each rebuildable with node samples/<name>/build-scene.mjs:

  • samples/weather-widget/ — the hero animation above: a UI weather card that cycles sunny → rain (with a lightning flash) → sunny on one looping timeline. Twemoji sun/cloud/bolt imported as SVG, colors from riv_design_tokens, ambient motion from presets, everything clipped to the card.

  • samples/cosmic-journey/every piece of artwork is professionally designed (Twemoji rocket, ringed planet, moon, stars, comet — fetched as SVG via npm and converted with riv_import_svg); colors from riv_design_tokens, motion from presets, composition fixed through the riv_critique loop.

  • samples/night-delivery/remixes a professional .riv: Rive's official truck (hand-drawn bezier art and its hand-tuned wheel/body animation tracks) is extracted with riv_decompile and composed into a new night scene with a Twemoji moon, scrolling road and a screen-blended headlight beam.

  • samples/launch-success/ — hand-authored SVG + tokens + presets + TrimPath draw-on + particles + intro→idle state machine.

Twemoji artwork © Twitter/X and contributors, CC-BY 4.0; truck artwork from Rive's official example files.

Design quality guidance

riv_create output can look like flat "AI placeholder" shapes if a client just wings the scene spec. The server bakes quality in structurally — the recommended flow for any non-trivial scene is:

  1. riv_design_tokens → use only the returned palette/gradients/durations/easings (never invent raw hex or ad-hoc timings)

  2. riv_create with motion presets instead of hand-authored keyframes wherever one fits

  3. riv_critique → look at the frames, score the 6-axis checklist, fix anything below 4, re-run (at least twice)

The same workflow plus hand-authoring craft rules (bezier curves, easing semantics, rigging) is exposed as the rive-design-guidelines MCP prompt. It also carries numeric recipes (spacing/timing tokens, composition & layering rules, anti-patterns to avoid) across 6 dedicated sections. For clients without MCP prompts support, it ships as a portable skill file at skills/rive-design-guidelines/SKILL.md.

Quick start

Claude Code plugin (recommended) — one install gets the MCP server, the design-guidelines skill, and the rive-designer agent:

/plugin marketplace add ODU33104/rive-mcp
/plugin install rive-mcp@rive-tools

Or install from npm:

npm install -g rive-mcp-server

# Register with Claude Code (user scope = available in every project)
claude mcp add --scope user rive -- rive-mcp

Or run from source:

git clone https://github.com/ODU33104/rive-mcp.git
cd rive-mcp
npm install
npm run build
claude mcp add --scope user rive -- node /absolute/path/to/rive-mcp/dist/index.js

A Chromium-based browser is auto-detected in this order (usually nothing to install):

  1. RIVE_MCP_CHROME env var (path to Chrome/Edge executable)

  2. Playwright browser cache

  3. Installed Chrome → Edge

Requires Node.js 20+.

The Studio: human ⇄ AI collaboration

riv_studio opens a local web page where a human can inspect, directly edit, and request changes to whatever the AI built (first-run guide included, UI in English/Japanese):

  1. Let the AI build — "create a bouncing-ball riv and open it with riv_studio"

  2. Touch it — click/drag objects on the canvas, tweak numbers & colors in the inspector (applies live)

  3. Ask the AI — type bigger changes into Instructions for AI, then say "check the studio notes" in chat

  4. When the AI edits the file, the browser hot-reloads instantly

Works without a scene JSON too: any .riv can be edited property-by-property through the hierarchy + inspector.

Studio in motion — state machine graph, curve editor, onion skin

Feature tour

Timeline / dope sheet — per-track keyframes with seek, zoom and playback-speed control.

Timeline

Bezier curve editor — pick a keyframe span, drag the control points, or apply one of 10 easing presets. Switch any span between hold / linear / cubic.

Curve editor

State machine graph view — layers, states and transitions as a node graph; click a transition to see its duration / exitTime / conditions. Lint-integrated: unreachable states are red, unconditional self-transitions yellow, and the active state glows during playback.

State machine graph

State machine playground — flip bool inputs and fire triggers from the browser to watch transitions happen.

State machine inputs

Onion skinning — ghost the surrounding 0–5 frames with distance-based opacity to check motion arcs at a glance.

Onion skin

Direct editing — select in the hierarchy or on the canvas, then edit position / rotation / scale / colors / text in the inspector with undo/redo.

Inspector editing

Instructions for AI — type a change request and it ships with your current selection, artboard, animation and playhead time auto-attached; the AI picks it up via riv_studio_notes.

Instructions for AI

One-click export

Click PNG / APNG / GIF / WebM in the Studio toolbar to render the current animation on the spot — no MCP round-trip needed for a quick preview export.

Export panel

Character animation

Turn a single character PNG into a naturally moving .riv:

  • riv_slice_image cuts out ears/tail/etc. by polygon, riv_rig_character assembles the whole rig in one call: pivot groups, a seamless 2-bone head mesh for tilting, vector eyelid blink, idle/happy animations and a happy trigger

  • Or compose manually with riv_create: image embedding, grid meshes with per-vertex keyframes, bone chains with distance-weighted skinning, IK constraints

Example prompts

  • "List the riv files in samples/ and inspect vehicles.riv"

  • "Render the curves animation as a GIF"

  • "Create a riv of falling snow over a night sky and open it in the studio"

  • "Rig characters/cat.png — ears and tail should move, and it should look happy on click"

  • "Check the studio notes" (after typing feedback into the Studio UI)

  • "Write the React integration code for this file"

Development

npm run build      # vendor runtime assets + tsc
npm run test:e2e   # spawns the real server, exercises all 28 tools over JSON-RPC

docs/riv-format.md documents the reverse-engineered knowledge of the .riv binary format used by the writer (typeKeys/propertyKeys resolved from the official rive-runtime type definitions vendored in vendor/rive-defs/defs.json).

Limitations

  • Text-run enumeration is not exposed by the runtime API (access by name works)

  • GIF output has no transparency (composited on a background color)

  • The Canvas2D preview renderer can show mesh seams that don't exist in the file (WebGL/Skia render clean)

  • fill.feather/stroke.feather (vector blur) writes correctly to the .riv but isn't rendered by this server's Canvas2D preview pipeline — only a GPU Rive Renderer supports it

  • Luau scripting and the Layout engine are not generated (runtime spec still moving)

License

Free to use (personal & commercial) — but not open source. This is source-available freeware:

  • ✅ Use the software freely; the .riv files and code it generates are yours without restriction

  • ❌ No modification, no redistribution, no derivative works

  • ❌ No reverse engineering; no AI-assisted analysis, extraction or reproduction of the code (including use as training data)

See LICENSE for the exact terms. Bundled third-party components: Inter font (OFL 1.1), Rive runtime & type definitions (MIT, © Rive, Inc.).

rive-mcp is an unofficial tool and is not affiliated with or endorsed by Rive, Inc.

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