rive-animations

rive-animations is a skill for Claude Code, Codex from dylantarre/animation-principles. It costs 18 tokens per session (1,029 once invoked), scanned A, original, MIT.

A Rive guide for applying Disney’s 12 animation principles to interactive animations. Rive is a design and runtime tool that uses state machines to connect animation states to user input.

In plain words
What is it for?
Use it to create interactive character or interface animations with artboards, bones, state machines, triggers, and layered motion.
Why use it?
It helps interactive graphics respond to triggers while preserving planned motion such as anticipation, key poses, and follow-through.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to create interactive character or interface animations with artboards, bones, state machines, triggers, and layered motion.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dylantarre/animation-principles/rive-animations
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add dylantarre/animation-principles --skill rive-animations
Clone the repo
git clone --depth 1 https://github.com/dylantarre/animation-principles

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for rive-animations

README.md
[![agentmods](https://agentmods.dev/badge/skills/dylantarre/animation-principles/rive-animations/github.svg)](https://agentmods.dev/skills/dylantarre/animation-principles/rive-animations)
Your own site
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Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for rive-animations

Your own site · 80×15
<a href="https://agentmods.dev/skills/dylantarre/animation-principles/rive-animations"><img src="https://agentmods.dev/badge/skills/dylantarre/animation-principles/rive-animations.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 18 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,029 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 18 Mar 2026
  • Snyk pass 15 Feb 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00018 $0.01029
Opus 5 $0.00009 $0.00515
Sonnet 5 $0.00004 $0.00206
Haiku 4.5 $0.00002 $0.00103

Measured 9d ago against content hash 28f1aacc8741, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

rive-animations scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/09-by-tool-framework/rive-animations/SKILL.md · 180 lines

How it starts

The opening of the file, as written. The whole thing — 180 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Rive Animation Principles

Implement all 12 Disney animation principles using Rive's state machine and interactive animations.

1. Squash and Stretch

In Rive Editor:

  • Create shape with bones
  • Animate scale X/Y with inverse relationship
  • Key: scaleX: 1.2 when scaleY: 0.8
// Trigger from code
rive.play('squash_stretch');

2. Anticipation

State Machine Setup:

  1. Create "Idle" state
  2. Create "Anticipate" state (wind-up pose)
  3. Create "Action" state
  4. Connect: Idle → Anticipate → Action
const inputs = rive.stateMachineInputs('State Machine');
const trigger = inputs.find(i => i.name === 'jump');
trigger.fire(); // Plays anticipate → action sequence

3. Staging

In Rive:

  • Use artboard layers for depth
  • Apply blur/opacity to background layers
  • Use nested artboards for complex scenes
// Control visibility
const bgOpacity = inputs.find(i => i.name === 'bgOpacity');
bgOpacity.value = 0.6;

4. Straight Ahead / Pose to Pose

Pose to Pose in Rive:

  • Set key poses on timeline
  • Rive interpolates between
  • Use easing curves in Graph Editor

5. Follow Through and Overlapping Action

In Rive Editor:

  • Use bone hierarchy with constraints
  • Apply "delay" or "lag" to child bones
  • Or offset keyframes by 2-4 frames
  • Use spring constraints for natural follow-through

6. Slow In and Slow Out

In Rive Graph Editor:

  • Select keyframes
  • Apply easing: Cubic, Quad, Bounce
  • Adjust bezier handles for custom curves
// Runtime speed control
rive.play('animation', { speed: 0.5 });

7. Arc

In Rive:

  • Use IK (Inverse Kinematics) for natural arcs
  • Apply path constraints
  • Animate position with curved interpolation

8. Secondary Action

State Machine approach:

// Listen for state changes
rive.on('statechange', (event) => {
  if (event.data.includes('button_press')) {
    // Secondary animations auto-trigger via state machine
  }
});

// Or blend multiple animations
rive.play(['main_action', 'secondary_particles']);

Read the full file on GitHub · 180 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 9d ago First seen · 180 lines · 18 tokens per session scan A 28f1aacc8741

Subscribe to this mod's changes

rive-animations is a skill published in the GitHub repository dylantarre/animation-principles (81 stars, last pushed 8mo ago), licensed MIT. It adds 18 tokens to every session and 1,029 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.

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