Rive
The most complete Rive MCP. Author runtime .riv and editor .rev from scratch — all 290 runtime types, shapes to state machines to scripting. Import and round-trip existing files.
Polymation turns plain language into real, ready-to-ship animations — for the web, apps, and games. It's the most complete Rive toolkit, now with live 3D and conversion between formats. No design app. No account.
The same gamba: its 2D Rive animation (left), and the exact same art converted to a real 3D figure that walks in Spline (right) — its hand-drawn walk frames mapped onto a solid inflated 3D mesh, legs moving, rendering live in your browser.
Polymation authors each format from scratch — and bridges between them with an honest per-decision loss report, validated on the real runtime. Every format below ships today.
The most complete Rive MCP. Author runtime .riv and editor .rev from scratch — all 290 runtime types, shapes to state machines to scripting. Import and round-trip existing files.
Author Spline 3D scenes from scratch — geometry, materials, lights, cameras, groups, variables, and hover/press interactions — as runtime .splinecode and editable .spline.
Convert both ways. 2D shapes become 3D meshes and back; text arrives as real Spline text, a custom vector path as a mesh extruded from its own outline, and groups keep their nesting and their motion. Every crossing ships a per-decision loss report (clean / reconstructed / dropped / needs-your-call) and real-runtime validation.
Import Lottie (bodymovin / dotLottie) into editable Rive — real vector paths, gradients, path morphs, and eased motion, not a baked recording. And export any Rive scene back to Lottie for web/iOS/Android players — a round trip returns the file you started from, down to layer order, eased curves, stroke ends and gradient direction.
Paste a Figma link and get a Rive file — real vector paths, gradients on their true axis, exact rotations, text and image fills. Prototype flows convert to actual interactivity: connected frames become a state machine with Smart Animate tweens on the original easing curves. Everything that can't survive is named in the loss report, never dropped in silence.
Open a real .aep — no After Effects licence, no plugin, no render — and get Rive, Lottie, Spline or Figma out. Solids, shapes, text and precomps arrive with their words, their layer kinds and their keyframes, at the composition's own frame rate. Reading only: Polymation does not write .aep back. Footage stays where After Effects left it — a project references media on disk rather than embedding it — and the report says so rather than shipping an empty frame.
Shapes, text, images, bones, meshes, constraints, events, nested artboards, data binding, Luau scripts, shaders — plus a full animation toolkit and runtime validation.
Gravity, bounce, wind, springs — baked to optimized keyframes at compile time.
Export both formats from scratch — runtime .riv for your app, and editable .rev that opens right in the Rive editor. No Rive app required to write them.
Author Spline scenes from scratch — editable .spline and runtime .splinecode — and convert Rive↔Spline both ways. Every conversion ships an honest per-decision loss report: what came across clean, what was reconstructed, what needs your call.
Describe a scene in JSON — backgrounds, characters, particles, physics — and get a complete .riv file in one call.
Every concrete type in the latest Rive runtime is supported. Shapes, bones, meshes, state machines, data binding, scripting — nothing missing.
No Rive app, no account, no AI credits. Runs unattended in CI, servers, and batch pipelines — Claude, Cursor, Windsurf, Cline, or any MCP client. Native binaries for macOS, Windows & Linux.
Morph shapes, draw-on strokes, auto-rig outlines with skeletal bones, warp images with meshes, send objects along motion paths, build sprite flipbooks, and wire one-call hover / press / tap interactions.
Polymation loads and runs your file in the real Rive runtime — catching files that silently won't load, animations that render but never move, and broken state machines before you ship. Simulate inputs, lint, preview as GIF. Nothing else can do this headlessly.
The format vendors — Rive, Spline, and others — ship their own MCPs, but each one lives inside that vendor's editor and drives it like a remote control: the app has to be open, you need a paid plan with AI credits, and a human confirms every change. Polymation writes the files itself — across formats, headless.
Different tools for different jobs. The official ones are great if you already live in a single vendor's editor. Polymation is for everyone who wants animation files generated programmatically, offline, at scale, and across formats — in a build, a server, or a one-line prompt.
"Make a card with lorem ipsum text
that glows when you hover over
the card, highlights each word
as you hover, and twinkles like
a star"
glow-card.riv
Hover over the card above!
State machine + text + sparkles
Most generators hand you a file and cross their fingers. Polymation loads and actually runs every file in the real runtime — so a file that silently won't load, an animation that renders but never moves, or a dead state machine gets caught here, not in production. Nothing else does this headlessly.
Loads the file in the actual Rive / Spline runtime. A silent load-failure — the kind that ships a blank canvas — becomes an error you see, with the reason.
Fires triggers, sets inputs, and steps state machines frame by frame — then checks the transitions and animations actually happen, not just that they exist.
Catches the silent killers: bad object references, dead states, animations that render but never move, off-canvas shapes, missing required children.
Renders frames headlessly to a GIF so you — or your CI log, or a PR comment — can eyeball the animation without ever opening an editor.
Every conversion runs through it too: the loss report tells you what changed, the runtime check confirms the result still loads and plays. You ship a known quantity.
Full access to all 168 MCP tools
Want to try it first? Download free — 3 exports included, no account needed.
An open standard that lets AI assistants use external tools. Polymation plugs into any MCP client.
Polymation is built to be one MCP for every animation format. Live today: Rive (.riv runtime + .rev editor), Spline (.splinecode + .spline), Lottie (.json + .lottie), and Figma import — with bidirectional Rive↔Spline and Rive↔Lottie conversion, and Figma → Rive including interactive prototypes, and After Effects (.aep) import to every target. Every format is authored from scratch — no vendor app required.
The format vendors' own MCPs — Rive's, Spline's, and others — are built into their desktop editors. Each requires that vendor's app open and running, a paid plan with AI credits, and a manual confirmation on every change; each remote-controls one live editor, one format at a time. Polymation is a standalone, multi-format codec: it writes .riv / .rev and .splinecode / .spline files directly — no app, no account, no credits, no human in the loop. That makes it the only option for fully automated, headless, cross-format generation in CI, servers, and batch pipelines.
Claude Desktop, Cursor, Windsurf, Cline, and any other MCP-compatible client.
No. Polymation generates .riv files directly. Preview them in the Rive editor or any Rive runtime.
Shapes, text, images, bones, meshes, IK constraints, skinning, keyframe animation, state machines, listeners, events, nested artboards, scroll containers, data binding, Luau scripts, shaders, physics simulation, and scene composition. It generates production-ready .riv and editable .rev files with all 290 Rive runtime types supported.
Yes. Polymation is a multi-format animation MCP — alongside Rive, it authors Spline 3D scenes from scratch: runtime .splinecode for web embeds and editable .spline that opens directly in the Spline editor. Geometry, materials, lights, cameras, groups, variables, and hover/press interactions are all generated programmatically — no Spline app or account needed.
Yes — Rive↔Spline conversion both ways. Rive shapes and fills become Spline 3D meshes; Spline meshes become Rive 2D footprints with their materials. Because 2D↔3D is lossy by physics, every conversion ships an honest per-decision loss report and is validated on the real runtime before you ship — so you always know exactly what came across.
Cross-format conversion can't be lossless when formats express different things (a 2D vector rig vs. a 3D scene). Instead of silently dropping data, Polymation records every decision: what came across clean, what was reconstructed, what was dropped (and why), and what needs your call — with a confidence score on each. The report is the product: you get a known quantity, not a mystery file.
It's not a replacement for artists. It builds animations programmatically from structured instructions — it won't draw original illustrations, paint textures, or design characters from scratch. Think of it as an animation engineer, not an illustrator. Pair it with artist-created assets for the best results. More capabilities are actively in development.
Anytime. Your key stays active until the end of the billing period.