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Rive 101 - State Machine Layers
Rive 101 - Shapes and Paths
Rive 101 - Transitions
Rive 101 - Snapping
Rive 101 - Solos
Rive 101 - Build a simple button
Rive 101 - Listeners
Rive 101 - Quantize
Rive 101 - Path Direction and Fill Rules
Rive 101 - Work Area
Rive 101 - Keyframes
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Last Updated: October 31, 2026
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Summary
When you transform objects, their children inherit the same transformations. The location where these transformations happen ... States are animations that can play at any point in your state machine. A state could be as simple as changing the color and ... State machine layers allow you to play multiple animations simultaneously. Even if the animations have different timings. Transitions supply the logical map for the state machine to . Use them to travel from one state to another using whatever ... In this video, we'll talk about Snapping and how we can use it to position objects on an Artboard. Activate/Deactivate Snapping: ... Solos allow you to toggle the visibility of nested objects. They serve as a great tool to build different skins, or create ... In this exercise, we will use our state machine knowledge to create a simple button with two layers of interactivity. Hover and . Listeners allow us to listen for actions on the artboard and cause changes to View Model Properties in our State Machine. The option to Quantize your timeline lets you control the number of frames displayed in your animation. If you're looking for an ... Today we discuss the direction of paths and how it affects fill rules. A Work Area allows you to define a specific playback area within a larger timeline, which you can use to focus on specific parts of ... Adding Keys to the Timeline allows you to create motion. In this video, we'll discuss how to set, remove, and duplicate Keys.