RIVX / working studies

ONE DOCUMENT · SEVERAL REPRESENTATIONS

Let a Rive animation become the ink.

Play an actual .riv, turn its live image into oil paint, vector splats, phosphor traces or an orbitable time volume, then export the entire player. The source stays a Rive document throughout.

Loading official Rive runtime…

Timelines and state machines remain live in the official runtime.
Drag the lens in the output. It samples the displayed image; hidden scene geometry and physical transport are unavailable.

01 / Official Rivekinetic-rosette.riv
02 / Custom WebGL2Copper engraving

KEEP THE WHOLE WORKFLOW

Export a working browser player.

The HTML carries the original .riv, official runtime, WASM, pipeline settings and captured history. Open it directly in a browser. The layered-splat snapshot exports actual ordinary Rive ellipses.

RIVE → TEXTURE → RIVE

The final marks can be Rive too.

Compare fitted Gaussian shader splats with eight concentric translucent ellipses per mark, drawn by the official Rive renderer. A bounded gradient optimizer adjusts position, covariance and RGB to reduce reconstruction loss at 96 × 64. The displayed residual reports that objective. Both routes use the same optimized marks, including dark details. A fixed ordinary Rive shape pool updates every display frame. It uses 24 or fewer source-derived colors and a bounded mark budget; the static snapshot export keeps full sampled color. This is a warm-started 2D image fit, not a trained 3D Gaussian scene. A changing source changes the objective; freeze it to see convergence. This illustrates an approximation with a real vector cost, not an arbitrary Gaussian feather feature in vanilla Rive.

IMAGE HISTORY AS A VOLUME

Time becomes the third axis.

Studio mode stores 128 actual 512 × 512 frames and raymarches up to 192 samples per ray. RGB, motion density and iso-sheets share that history. STM uses luminance as height; it is an image relief, not recovered scene depth. Beam traces ordered extracted contours into a decaying phosphor buffer.

RUNTIME OWNERSHIP

A working hybrid, with clear boundaries.

The imported artboard, timelines and state machines use official Rive. Oil, Gaussian splats, beam and space-time use custom WebGL2. The browser extracts image contours; the desktop beam also has original path access. Hybrid HTML is self-contained, but is not a native .rivx or GPU Canvas .riv export. GPU Canvas export status →

Earlier exported players. Open the real artifact.

These are saved self-contained HTML players from the earlier workshop revision. Their splat examples use the earlier adaptive-patch approximation; use the live controls above and export again for optimized fitting. Each carries its Rive input, runtime, effect code and saved settings. They resume with Play; no local desktop backend is needed.

Truck / oscilloscope ↗Faux / oil paint ↗Faux / Gaussian splats ↗Faux / official Rive splats ↗Jellyfish / time volume ↗Planets / phosphor ↗

The animated effect is in the hybrid HTML. “Export fitted geometry .riv” saves one static vector approximation; it does not package a shader, phosphor simulation or history volume into vanilla Rive.