Flutter Mobile Development · 강의

Rive 에셋 및 AnimationControllers 삽입

.riv 파일을 불러오고 Rive 아트보드와 애니메이션 컨트롤러를 통해 재생을 제어합니다.

레슨 1/413개 단계

Rive 에셋 및 AnimationControllers 삽입은(는) CoddyKit의 무료 Flutter Mobile Development 강의입니다. 이것은 4개 중 1번째 강의입니다. 아래에서 전체 강의를 무료로 읽을 수 있으며, 내장 코드 에디터와 24/7 AI 튜터와 함께 브라우저에서 직접 실습할 수 있습니다. 이 강의는 Flutter Mobile Development 학습 경로의 일부이며, 진행 상황이 웹과 CoddyKit 앱에 동기화됩니다. Flutter Mobile Development 강의에는 총 4개의 강의가 포함되어 있습니다.

이 강의의 일부는 아직 번역되지 않았으며 영어로 표시됩니다.

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 rive Dart 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 RiveAnimation widget 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.riv

The 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.

  • fit controls how the artboard scales inside the widget bounds, just like BoxFit for 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: to RiveAnimation.asset to 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 its isActive flag 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 controllers list; 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 an SMIBool you flip with .value.
  • findInput<double>('Speed') returns an SMINumber.
  • findSMI('Tap') as SMITrigger fires 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.

  • onInit fires 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 rive to pubspec.yaml and register the .riv asset.
  • RiveAnimation.asset renders quickly; select a canvas with artboard:.
  • Attach a controller to control playback: SimpleAnimation for a single timeline, StateMachineController for interactive inputs (SMIBool, SMINumber, SMITrigger).
  • Use onInit to reach the Artboard, or load manually with RiveFile.asset for full control.
  • Always dispose controllers you create to avoid leaks.
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자주 묻는 질문

“Rive 에셋 및 AnimationControllers 삽입” 강의는 무료인가요?

네 — “Rive 에셋 및 AnimationControllers 삽입” 전체 내용을 이 웹사이트에서 무료로 읽을 수 있습니다. 인터랙티브하게 실습하려면(내장 코드 에디터와 24/7 AI 튜터), CoddyKit PRO로 업그레이드하면 Flutter Mobile Development 강의 전체를 잠금 해제할 수 있습니다. Flutter Mobile Development 강의에는 총 4개의 강의가 포함되어 있습니다.

“Rive 에셋 및 AnimationControllers 삽입”에서 뭘 배우나요?

.riv 파일을 불러오고 Rive 아트보드와 애니메이션 컨트롤러를 통해 재생을 제어합니다. 브라우저에서 직접 실행하는 실습 코드로 Flutter Mobile Development을(를) 배우며, 24/7 AI 튜터가 강의를 진행하면서 질문에 답변해줍니다.

Flutter Mobile Development을(를) 시작하는 데 경험이 필요한가요?

사전 경험은 필요하지 않습니다. CoddyKit의 Flutter Mobile Development은(는) 초급자부터 고급 학습자까지를 위해 구성되어 있으므로, 여기서 시작하거나 처음부터 시작할 수 있으며 자신의 속도대로 진행할 수 있습니다. 이것은 4개 중 1번째 강의입니다.

“Rive 에셋 및 AnimationControllers 삽입” 강의는 얼마나 걸리나요?

대부분의 CoddyKit 강의는 약 5~10분이 소요됩니다. 각 강의는 간결하고 인터랙티브하여 꾸준한 진행이 가능하며, 웹과 앱에서 중단한 부분부터 바로 시작할 수 있습니다.

이 Flutter Mobile Development 강의에서 코드를 작성하고 실행할 수 있나요?

네. 모든 Flutter Mobile Development 강의에는 내장 코드 에디터가 포함되어 있으므로, 브라우저에서 바로 실제 코드를 작성하고 실행한 후 즉시 AI 피드백을 받을 수 있습니다 — 로컬 설정이 필요 없습니다.

이 강의의 모든 강의

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