166 MCP Tools
Shapes, text, images, bones, meshes, constraints, events, nested artboards, data binding, Luau scripts, shaders — plus a full animation toolkit and runtime validation.
166 MCP tools that let any AI assistant create, edit, and export production-ready Rive files — standalone. Now multi-format: author Spline 3D scenes too, and convert Rive↔Spline with a per-decision loss report — runtime-validated before you ship. No Rive app, no account, no AI credits. Runs headless in CI or any MCP client.
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.
In 2026 Rive shipped an official MCP — but it lives inside the desktop editor and drives it like a remote control: the Rive app has to be open, you need a paid Rive plan with AI credits, and a human confirms every change. Polymation writes the files itself.
Different tools for different jobs. The official one is great if you already live in the Rive editor. Polymation is for everyone who wants Rive files generated programmatically, offline, and at scale — 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
Full access to all 166 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.
Rive's official MCP is built into their desktop editor — it requires the Rive app to be open and running, a paid Rive plan with AI credits, and a manual confirmation on every change. It remote-controls the live editor. Polymation is a standalone codec: it writes .riv (runtime) and .rev (editor) files directly — no Rive app, no account, no credits, no human in the loop. That makes it the only option for fully automated, headless 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.
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.