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Free, editor-less MCP server for Rive: create, edit, inspect, render and live-preview .riv animations from Claude or any
Create, edit, inspect, render and live-preview Rive (.riv) animations from Claude — no Rive editor, no cloud, no subscription.
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.


This animation was generated entirely by riv_create — no Rive editor involved.
.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, particlespop-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)@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.riv — change any property, swap text, delete subtrees (references auto-remapped); round-trip verified pixel-perfectriv_studio_notes (now auto-attached with the current selection/artboard/animation/time context) and fixes the file, your browser updates instantly.riv with cutout parts, bone-skinned head mesh, eye blink, idle/happy animations and a state machine| 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 |
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.
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:
riv_design_tokens → use only the returned palette/gradients/durations/easings (never invent raw hex or ad-hoc timings)riv_create with motion presets instead of hand-authored keyframes wherever one fitsriv_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.
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):
RIVE_MCP_CHROME env var (path to Chrome/Edge executable)Requires Node.js 20+.
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):
Works without a scene JSON too: any .riv can be edited property-by-property through the hierarchy + inspector.

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

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.

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

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

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

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.

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.

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 triggerriv_create: image embedding, grid meshes with per-vertex keyframes, bone chains with distance-weighted skinning, IK constraintssamples/ and inspect vehicles.riv"curves animation as a GIF"characters/cat.png — ears and tail should move, and it should look happy on click"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).
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 itFree to use (personal & commercial) — but not open source. This is source-available freeware:
.riv files and code it generates are yours without restrictionSee 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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