Rive lets you specify what animations and state machines to mix and play and control the play/pause state of each animation. The term animations may collectively refer to both animations and state machines. In this section, we explore how to deal with specific animation playback, rather than state machines.Documentation Index
Fetch the complete documentation index at: https://rive-accessibility.mintlify.app/llms.txt
Use this file to discover all available pages before exploring further.
If you are trying to coordinate multiple animations’ playback at runtime,
consider using a state machine instead to do this for you!
Choosing starting animations
Starting animations can also be chosen when Rive is instantiated. The first animation on the artboard may play if one is not provided, or a state machine is not set.Controlling playback
Flutter handles things a little differently compared to the other runtimes due to its reactive nature. Every animation and state machine in Flutter has an underlying painter that manages the state/painting/advancing. In order to access controls for animations, you’ll need to create aSingleAnimationPainter or StateMachinePainter and pass it to the RiveArtboardWidget.
Or you can create RiveWidgetController and pass it to the RiveWidget to control playback of state machines with a more feature-rich API (recommended).
This painter concept is extensible, and you can also create your own custom painter, for example, to control multiple animations at once.