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Rive

@rive_app · San Francisco, CA · joined 16 Feb 2016

The interactive experience engine. Design, animate, and code in one place. Ship everywhere.

85 394Followers
1 437Following
9 248Posts total
221.7KViews on collected posts

Posts recentes

Rive Editor 0.8.5761 is live 🔗🎯 Constraints show up in the Hierarchy, and a new Target For panel tells you what's pointing at your selection. Many of these updates make complex rigs easier to work with 👇 https://t.co/zdTZlEdRTQ
6.4K views · 55 likes · 10 reposts · 3 replies Open on X →
@rive_app 25KB is an impressively small footprint for this kind of capability 93 views · 3 likes · 0 reposts · 0 replies Open on X →
@HelloJcToon @jeffamcavoy @radbar_1 @drawsgood @rocklet_ @hansonerere2 @luigirosso @LauKitton All of it inside the design and animation tooling only Rive has: responsive Layouts, State Machines, dynamic text, Vector Feathering, 2D skeletal animation, Data Binding. https://t.co/QD
0:20
435 views · 4 likes · 0 reposts · 1 replies Open on X →
@HelloJcToon @jeffamcavoy @radbar_1 @drawsgood @rocklet_ @hansonerere2 @luigirosso @LauKitton What's next? Public libraries for the common jobs (GLTF import, lighting, render styles), so nobody starts from a blank shader. Open the production editor, create a Script, pick Shader. 1.2K views · 14 likes · 2 reposts · 0 replies Open on X →
@HelloJcToon @jeffamcavoy @radbar_1 @drawsgood @rocklet_ @hansonerere2 @luigirosso @LauKitton One more thing. This isn't a web-only 3D solution. The same file runs natively on desktop apps, games, mobile apps, consoles, TVs, and vehicles, with the same shaders compiled for whatev 6.1K views · 16 likes · 1 reposts · 1 replies Open on X →
@HelloJcToon @jeffamcavoy @radbar_1 @drawsgood @rocklet_ @hansonerere2 @luigirosso Want to see the process? @LauKitton walked through building her 3D characters with the Agent, from first prompt to composed scene: https://t.co/YQFWjr4rat 476 views · 4 likes · 0 reposts · 1 replies Open on X →
@HelloJcToon @jeffamcavoy @radbar_1 @drawsgood @rocklet_ @hansonerere2 @luigirosso Not a graphics programmer? Describe the shader. The Agent writes and optimizes it, and the Rive MCP now does the same from any MCP-compatible tool: write, diagnose, recompile, test. https://t.co/2w
0:04
361 views · 2 likes · 0 reposts · 1 replies Open on X →
@HelloJcToon @jeffamcavoy @radbar_1 @drawsgood @rocklet_ @hansonerere2 @luigirosso @LauKitton And @rocklet_ put together a tutorial on the 3D workflow, with free scripts for model importing, camera controls, lighting, materials, and UV projection: https://t.co/1Sxm5MZwDA 516 views · 3 likes · 0 reposts · 1 replies Open on X →
@HelloJcToon @jeffamcavoy @radbar_1 @drawsgood @rocklet_ @hansonerere2 Put the two together and you get one cohesive interactive scene. Models, cameras, lights, custom shaders, projected animated textures, and 2D components placed in 3D space. All from @rocklet_: https://t.co/mf 518 views · 2 likes · 0 reposts · 1 replies Open on X →
@HelloJcToon @jeffamcavoy @radbar_1 @drawsgood @rocklet_ @hansonerere2 @luigirosso ported his Tetrisphere prototype to it: https://t.co/YllOAanDfJ 443 views · 3 likes · 0 reposts · 1 replies Open on X →
@HelloJcToon @jeffamcavoy @radbar_1 @drawsgood @rocklet_ @hansonerere2 Cohesive lighting and effects for 2D character rigs in a 3D environment: https://t.co/bcG4w70urU 473 views · 2 likes · 0 reposts · 1 replies Open on X →
@HelloJcToon @jeffamcavoy @radbar_1 @drawsgood @rocklet_ @hansonerere2 Games. 3D worlds with 2D characters, built in the same editor as your UI. @HelloJcToon has been testing it with a controller in hand: https://t.co/7gQHYjEXNo 498 views · 3 likes · 0 reposts · 1 replies Open on X →
@HelloJcToon @jeffamcavoy @radbar_1 @drawsgood @rocklet_ @hansonerere2 did the same with a live artboard as the material texture, mapped to the model's UVs: https://t.co/erLCNmlZbr 481 views · 3 likes · 0 reposts · 1 replies Open on X →
@HelloJcToon @jeffamcavoy @radbar_1 @drawsgood @rocklet_ Or go the other way and map interactive 2D artboards onto 3D models. @jeffamcavoy's example: https://t.co/a72Fafa0Jw 513 views · 6 likes · 0 reposts · 1 replies Open on X →
@HelloJcToon @jeffamcavoy @radbar_1 @drawsgood Embed 3D geometry inside a 2D artboard. Layouts, dynamic text, and Data Binding still apply, so the 3D piece resizes and updates with the rest of the UI. @rocklet_ pushed it into product visualization: material controls, depth of fi 567 views · 4 likes · 0 reposts · 1 replies Open on X →
@HelloJcToon @jeffamcavoy Another example from @radbar_1 https://t.co/oyoIc9Bo4t 579 views · 6 likes · 0 reposts · 1 replies Open on X →
@HelloJcToon @jeffamcavoy @radbar_1 A holo foil card from @drawsgood: https://t.co/GRFxuHUZA2 557 views · 6 likes · 0 reposts · 1 replies Open on X →
@HelloJcToon @jeffamcavoy @radbar_1 @drawsgood Build your own rendering pipeline. This one is a vehicle cluster with a live 3D car, and it runs smoothly on the underpowered chips vehicles actually ship with. https://t.co/AWuSPehjAO
0:20
425 views · 5 likes · 0 reposts · 1 replies Open on X →
@HelloJcToon imported each icon as a GLB file, exposed properties on the GPU Canvas, and animated them with timelines and State Machines. The calendar's number is an artboard used as a texture on the mesh: https://t.co/kLZLKqmr1Z 827 views · 8 likes · 0 reposts · 1 replies Open on X →
@HelloJcToon @jeffamcavoy Shaders as screen transitions. https://t.co/4tXL1jYUiS 634 views · 9 likes · 0 reposts · 1 replies Open on X →
@HelloJcToon Or bring in a texture. @jeffamcavoy used the Rive MCP to write a felt shader that takes one artboard's artwork and alpha and applies an image texture through a Script node in another: https://t.co/zEwFBlfuA7 684 views · 9 likes · 0 reposts · 1 replies Open on X →
@HelloJcToon Lighting and post effects on 2D artwork. Rim light, bloom, outlines, whatever you can write. https://t.co/id0oa9AGwb
0:10
567 views · 13 likes · 0 reposts · 1 replies Open on X →
Write shaders. WGSL, rendered straight into your Rive file. https://t.co/EdNSUBWEPm
0:11
1.3K views · 20 likes · 1 reposts · 1 replies Open on X →
New since Early Access: Deferred Rendering. Rive draws on its own thread, so heavy GPU scenes stay smooth while the rest of your app does its work. Live in the editor today, coming to the runtimes next. GPU Canvas runtime support today: Web, iOS, Android, React Native, Flutter, 1.7K views · 16 likes · 1 reposts · 1 replies Open on X →
Import 3D models. Write a GLTF importer in a Script and animate it on the timeline like anything else. https://t.co/SSxAh8qdCU
0:14
704 views · 11 likes · 0 reposts · 1 replies Open on X →
GPU Canvas is now live for everyone. Rive's low-level GPU layer for 3D, shaders, and custom effects is out of Early Access and in the production editor today. Write your shaders once in WGSL. Rive compiles them for Metal, Vulkan, Direct3D, WebGPU, and WebGL. It adds 25KB to the
0:52
24.1K views · 388 likes · 59 reposts · 8 replies Open on X →
Rive Editor 0.8.5589 is live 🍎Your .riv files now play in Quick Look on macOS. Hit space in Finder and the animation runs, interactive state machines and all. More in the thread 👇 https://t.co/XNawvHLRaN
0:24
11.5K views · 126 likes · 12 reposts · 8 replies Open on X →
Made with Rive 8.7K views · 112 likes · 4 reposts · 2 replies Open on X →
or burning? @rive_app https://t.co/OCOPr2XdM1
0:03
12.7K views · 73 likes · 5 reposts · 1 replies Open on X →
Rive Editor 0.8.5520 is live, and it's a massive changelog. Three big ones: 🧵 Rive now draws on its own thread, with the new Deferred Rendering 📐 Guides and Guide Components 🔄 Layouts can be transformed More in the thread 👇 https://t.co/tNPrFfyyOJ
8.5K views · 61 likes · 11 reposts · 3 replies Open on X →

Em comparação com contas do mesmo porte

35 posts dos últimos 90 dias, ao lado da faixa de 10K–100K seguidores. abaixo dos pares tanto em alcance quanto em engajamento.

Mediana de visualizações684esta conta1 070mediana para 10K–100K
Alcance, %0.80%esta conta3.77%mediana para 10K–100K
Engajamento, %1.15%esta conta1.65%mediana para 10K–100K
MétricaEsta contaMediana para 10K–100KProporção
Mediana de visualizações por post6841 0700.64×
Alcance (visualizações ÷ seguidores)0.80%3.77%0.21×
Taxa de engajamento1.15%1.65%0.70×

Outras contas desta faixa →   Comparar com outra conta →   Como estas referências são construídas →

Growth & engagement

How the posts we collected actually performed: views and reaction rate post by post, what the audience did with them, and where the follower count goes.

Views per post

5133 Sep
481
498
473
443
518
516
361
476
6.1K
1.2K
435
93
6.4K7 Sep

Last 14 collected posts, oldest on the left. The scale is logarithmic: one post can outrun the rest a hundred times over.

Engagement rate per post

1.36%3 Sep
0.83%
0.80%
0.63%
0.90%
0.58%
0.78%
0.83%
1.05%
0.31%
1.34%
1.15%
3.23%
1.10%7 Sep

Reactions — likes, reposts, replies and quotes — divided by views. Median for 10K–100K accounts is 1.65%.

What the audience does

Likes66.7%987 in total
Reposts7.2%106 in total
Replies3.2%47 in total
Quotes1.6%23 in total
Bookmarks21.4%316 in total

Share of every reaction we collected for this account. Replies mean argument, reposts mean endorsement, bookmarks mean the post was worth keeping.

The follower curve appears once this account has two daily snapshots — we take one a day, and this one is on its first.

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