Preview, check and share
A file that loads isn't a file that looks right. Every preview here is drawn by Rive's own runtime, the GPU renderer apps use, so what you see is what your app will show. Then share it as a video, a GIF or a page that plays the real file.
- You bring
- The file you're working on, or any
.rivor.rev. - You get
- Pictures, GIFs, MP4 or WebM videos, reports, and a web page.
- Needs
- Chrome or Edge (or Playwright's Chromium) to draw.
Ask your assistant
- Show me the animation as a GIF.
- Make a 10-second MP4 of the walk loop for my devlog, at 1080×1080.
- Does the walk look cheap anywhere? Check the feet and the timing.
- Press the button and show me what happens.
- Give me a web page that plays it so my team can try it.
- Check this file before I ship it.
See it
render_rivdraws frames, of any animation or state machine, with inputs set or fired at chosen frames. It reads.revfiles too.preview_riv_gifwrites a GIF, or an MP4 (H.264) or WebM (VP9) video: every frame at its exact time, the whole animation by default, looped as many times as you like. It can also drive a state machine, for example a walk, then a slash on its trigger.preview_responsiveshows a layout at phone, tablet and desktop sizes.
Check how the motion reads
review_motion plays the file in Rive's runtime and reports what makes motion look cheap, each with the part, the moment and the fix:
- feet that slide while they should be planted;
- moves that stop dead, or run at one flat speed;
- a big move with no wind-up before it;
- wobble;
- a jump where a loop restarts.
On a flipbook it reads the rendered frames instead: where the feet meet the ground, frames that jitter because they aren't lined up, and the loop point. lint_animations finds animations that don't move anything.
Prove it works
simulate_state_machinepresses, hovers, sets inputs and fires triggers in Rive's runtime, and reports the states actually entered and the events fired.validate_riv_runtimeloads the file in Rive's runtime;validate_riv_structuralchecks its structure.export_rivcan do a dry run first, without writing anything.verify_editor_compatchecks the Rive editor will read a.revthe way it was meant.verify_data_bindingcatches bindings that would never update;verify_rigshows where bones really end up.inspect_riv_interfacelists what an app can set: state machines, inputs, view models, events.
Share it
export_web_playerwrites a web page that plays the real file in Rive's web runtime: state machines, view-model instances and swappable pictures (drop a PNG on it), with pixel art crisp.- The GIF or video from
preview_riv_gif, for a devlog, store page or social post. - Sprite sheets for game engines come from the character guides: Video clip to sprite animation, Animate a pixel character.
Related
- Buttons and interactive files
- Convert other formats: measure what a conversion changed.