Rive-Assets und Controller einbinden
Laden Sie .riv-Dateien und steuern Sie die Wiedergabe über Rive-Artboards und Animationscontroller.
Rive-Assets und Controller einbinden ist eine kostenlose Flutter Mobile Development-Lektion auf CoddyKit. Dies ist Lektion 1 von 4. Du kannst die komplette Lektion unten kostenlos lesen – dann übst du sie direkt im Browser mit einem integrierten Code-Editor und einem KI-Tutor rund um die Uhr. Sie ist Teil des Flutter Mobile Development-Lernpfads, und dein Fortschritt wird über Web und CoddyKit-App synchronisiert. Der Flutter Mobile Development-Kurs umfasst insgesamt 4 Lektionen.
Teile dieser Lektion wurden noch nicht übersetzt und werden auf Englisch angezeigt.
What Rive Brings to Flutter
Rive is a real-time interactive design tool. Its runtime exports a compact binary file with the .riv extension that contains vector art, bones, timelines, and state machines.
- The
riveDart package renders these files natively on the GPU, so animations stay crisp at any resolution. - Unlike Lottie, Rive can run state machines driven by runtime inputs, making animations interactive rather than just playback-only.
In this lesson you will load a .riv asset, pick an artboard, and drive playback with an animation controller.
Adding the Dependency and Asset
First declare the package in pubspec.yaml and register the binary file under assets so Flutter bundles it.
- The version constraint targets Rive 0.13.x, which exposes the
RiveAnimationwidget and the controller APIs used below. - The asset path is relative to the project root; any file inside a declared folder is included.
dependencies:
flutter:
sdk: flutter
rive: ^0.13.1
flutter:
assets:
- assets/rive/vehicles.rivThe Simplest Embed
The fastest way to render a .riv file is the RiveAnimation.asset constructor. It loads, decodes, and plays the file's default animation automatically.
fitcontrols how the artboard scales inside the widget bounds, just likeBoxFitfor images.- This convenience widget is great for fire-and-forget visuals but gives you no handle to control playback.
import 'package:flutter/material.dart';
import 'package:rive/rive.dart';
class SplashLogo extends StatelessWidget {
const SplashLogo({super.key});
@override
Widget build(BuildContext context) {
return const RiveAnimation.asset(
'assets/rive/vehicles.riv',
fit: BoxFit.contain,
);
}
}Artboards: The Drawing Surface
A single .riv file can contain multiple artboards — independent canvases, each with its own art and animations. Think of them as separate scenes packed in one file.
- If you omit the name, Rive uses the file's default artboard.
- Pass
artboard:toRiveAnimation.assetto select a specific one by name.
Choosing the right artboard matters when a designer ships a shared library file with many components.
RiveAnimation.asset(
'assets/rive/vehicles.riv',
artboard: 'Truck',
fit: BoxFit.cover,
)Why You Need a Controller
To start, stop, or switch animations at runtime you must attach a controller. Rive offers two main kinds:
SimpleAnimation— plays one named timeline; toggle itsisActiveflag to pause/resume.StateMachineController— drives a state machine through typed inputs (booleans, numbers, triggers).
You create the controller in initState, pass it to the widget via the controllers: list, and dispose it when the widget is torn down.
Driving a SimpleAnimation
A SimpleAnimation targets one timeline by name. Setting isActive = false pauses it; setting it back to true resumes from where it stopped.
- Always keep the controller in a field so you can mutate it later.
- Pass it inside the
controllerslist; the widget wires it to the loaded artboard for you.
class DrivingCar extends StatefulWidget {
const DrivingCar({super.key});
@override
State<DrivingCar> createState() => _DrivingCarState();
}
class _DrivingCarState extends State<DrivingCar> {
late final SimpleAnimation _controller =
SimpleAnimation('idle', autoplay: true);
void _toggle() => _controller.isActive = !_controller.isActive;
@override
Widget build(BuildContext context) {
return GestureDetector(
onTap: _toggle,
child: RiveAnimation.asset(
'assets/rive/vehicles.riv',
controllers: [_controller],
),
);
}
}State Machines and Inputs
State machines are where Rive shines. A StateMachineController exposes named inputs that you read off the controller after attaching it:
findInput<bool>('Hover')returns anSMIBoolyou flip with.value.findInput<double>('Speed')returns anSMINumber.findSMI('Tap')asSMITriggerfires a one-shot transition via.fire().
The factory StateMachineController.fromArtboard binds to a named state machine inside the artboard.
StateMachineController? _machine;
SMIBool? _pressed;
void _onRiveInit(Artboard artboard) {
final controller = StateMachineController.fromArtboard(
artboard,
'ButtonMachine',
);
if (controller != null) {
artboard.addController(controller);
_machine = controller;
_pressed = controller.findSMI('Pressed') as SMIBool?;
}
}Wiring the onInit Callback
When you need access to the Artboard instance — for example to attach a state machine — use the onInit callback of RiveAnimation.asset.
onInitfires once after the file is decoded and the artboard is ready.- This is the correct place to build a
StateMachineController, since the artboard does not exist before load completes.
RiveAnimation.asset(
'assets/rive/vehicles.riv',
artboard: 'Button',
stateMachines: const ['ButtonMachine'],
onInit: _onRiveInit,
)Loading the File Manually
For full control — caching, preloading, or rendering with a custom Rive widget — decode the file yourself with RiveFile.asset and pull the artboard from mainArtboard.
RiveFile.initialize()must run once before manual decoding (the widget constructors handle this for you).artboard.instance()gives you an isolated copy so two widgets can animate independently.
Future<Artboard> loadTruck() async {
await RiveFile.initialize();
final file = await RiveFile.asset('assets/rive/vehicles.riv');
final artboard = file.mainArtboard.instance();
final controller = SimpleAnimation('drive');
artboard.addController(controller);
return artboard;
}Always Dispose Controllers
Controllers hold references to the artboard and keep advancing the animation clock. Leaking them wastes frames and memory.
- Dispose every controller you created in
State.dispose(). - For state machines, also clear input references so they can be garbage collected.
The Rive widget removes controllers it owns automatically, but controllers you attach manually with addController are your responsibility.
@override
void dispose() {
_controller.dispose();
_machine?.dispose();
super.dispose();
}A Pure-Dart Playback Model
The Flutter widgets need a GPU and a host app, so they cannot run on a plain console. The logic of a simple animation controller, however, is just Dart and is easy to model and test in isolation.
Below is a tiny standalone simulation of how a SimpleAnimation's isActive flag gates time advancement — runnable on any Dart judge.
class FakeSimpleAnimation {
FakeSimpleAnimation(this.name, {this.isActive = true});
final String name;
bool isActive;
double _time = 0;
void advance(double dt) {
if (isActive) _time += dt;
}
double get time => _time;
}
void main() {
final anim = FakeSimpleAnimation('idle');
anim.advance(0.5);
anim.isActive = false;
anim.advance(0.5); // ignored while paused
anim.isActive = true;
anim.advance(0.25);
print('Elapsed: ${anim.time}s');
}Quick Check
You need to flip a boolean input on a Rive state machine when the user taps a button. Which approach is correct?
Recap
You can now embed and drive Rive in Flutter:
- Add
rivetopubspec.yamland register the.rivasset. RiveAnimation.assetrenders quickly; select a canvas withartboard:.- Attach a controller to control playback:
SimpleAnimationfor a single timeline,StateMachineControllerfor interactive inputs (SMIBool,SMINumber,SMITrigger). - Use
onInitto reach theArtboard, or load manually withRiveFile.assetfor full control. - Always dispose controllers you create to avoid leaks.
Häufig gestellte Fragen
Ist die Lektion „Rive-Assets und Controller einbinden“ kostenlos?
Ja — der vollständige Text von „Rive-Assets und Controller einbinden“ ist hier im Web kostenlos zu lesen. Um sie interaktiv zu üben (integrierter Code-Editor und 24/7 KI-Tutor) und den Rest des Flutter Mobile Development-Kurses freizuschalten, upgrade auf CoddyKit PRO. Der Flutter Mobile Development-Kurs umfasst insgesamt 4 Lektionen.
Was lerne ich in „Rive-Assets und Controller einbinden“?
Laden Sie .riv-Dateien und steuern Sie die Wiedergabe über Rive-Artboards und Animationscontroller. Du übst Flutter Mobile Development mit praktischem Code, den du direkt im Browser ausführst, und ein 24/7 KI-Tutor beantwortet deine Fragen während du die Lektion bearbeitest.
Brauche ich Erfahrung, um Flutter Mobile Development zu starten?
Keine Vorkenntnisse erforderlich. Flutter Mobile Development auf CoddyKit ist für Anfänger bis fortgeschrittene Lernende strukturiert, sodass du hier starten oder von Anfang an beginnen und in deinem eigenen Tempo voranschreiten kannst. Dies ist Lektion 1 von 4.
Wie lange dauert die Lektion „Rive-Assets und Controller einbinden“?
Die meisten CoddyKit-Lektionen dauern etwa 5–10 Minuten. Jede ist kompakt und interaktiv, sodass du stetig Fortschritte machst und genau dort weitermachst, wo du aufgehört hast – im Web und in der App.
Kann ich in dieser Flutter Mobile Development-Lektion Code schreiben und ausführen?
Ja. Jede Flutter Mobile Development-Lektion enthält einen integrierten Code-Editor, sodass du echten Code direkt in deinem Browser schreibst und ausführst und sofort KI-Feedback erhältst — ohne lokale Einrichtung erforderlich.
Alle Lektionen in diesem Kurs
- Rive-Assets und Controller einbinden
- Zustandsautomaten und eingabegesteuerte Bewegung
- Hero-Transitions und Animation gemeinsamer Elemente
- Gestaffelte und choreografierte AnimationControllers