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rivemcp

Polymation — the multi-format AI animation MCP. Author Rive (.riv/.rev) and Spline (.splinecode/.spline) scenes from scratch and convert Rive↔Spline, validated on the real runtime. The most complete Rive MCP, now multi-format.

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Polymation

The multi-format AI animation MCP — one MCP for every animation format. Polymation is the most complete Rive MCP (it generates binary .riv runtime and .rev editor files from scratch via a high-level builder API), authors Spline 3D scenes (.splinecode / .spline), and converts between Rive, Spline, Lottie, Figma and After Effects — with an honest per-decision loss report and real-runtime validation before you ship. Exposed as MCP tools for LLM-driven animation authoring.

Format support

FormatAuthorConvertStatus
Rive — .riv / .rev✅↔ Spline, ↔ Lottie, → FigmaLive
Spline — .splinecode / .spline✅↔ Rive, ↔ Lottie, → FigmaLive
Lottie — .lottie / .json—↔ Rive, ↔ Spline, → FigmaLive
Figma—→ Rive / Spline / LottieLive
After Effects — .aepedit only→ Rive / Lottie / Spline / FigmaLive

Every conversion crosses a model boundary, so every one is lossy — the report says what came across clean, what was reconstructed, what was dropped and what needs your call. After Effects is read natively (no After Effects install, no plugin) and can be edited and saved back; writing a .aep from scratch is not offered, because without After Effects there is no way to check such a file would open.

Features

  • 193 MCP tools covering all Rive capabilities (55 in the core tier, 116 in standard; set POLYMATION_TOOLS=core|standard|full)
  • 290 Rive runtime types — full coverage of the Rive binary format
  • Spline 3D authoring — generate .splinecode (runtime) and .spline (editor) scenes from scratch
  • Cross-format conversion — Rive ↔ Spline ↔ Lottie, plus Figma and After Effects in, each with a per-decision loss report (clean / reconstructed / dropped / needs-your-call) and runtime validation
  • After Effects projects read natively — .aep compositions, layer timing and parenting, keyframes with AE's own ease curves, shapes, paths, masks, gradients, text and effects; edit_aep writes changes back
  • Import + roundtrip — load existing .riv files, modify, re-export
  • Edit tools — query, update, and delete objects after creation
  • 14 easing presets — ease, spring, bounce, material design, and more
  • Physics engine — compile-time gravity, bounce, wind, and spring forces
  • Prefab library — rocks, dust, sparks, rain, snow, leaves, backgrounds
  • Scene composer — describe a full animated scene in JSON, get a .riv in one call

Quick Start

  • Download rivemcp-<version>.mcpb from the Releases page.
  • Open Claude Desktop → Settings → Extensions → Install from file...
  • Select the .mcpb file. Done — no Node.js, no JSON editing, no path setup.

Manual install (other MCP clients)

npm install
npm run build

Add to your MCP client configuration:

{
  "mcpServers": {
    "rivemcp": {
      "command": "node",
      "args": ["dist/mcp/server.js"]
    }
  }
}

Or run in development mode:

npm run dev

Building the .mcpb bundle yourself

npm run build:mcpb

Produces rivemcp-<version>.mcpb in the repo root (~7 MB). Distribute that single file for one-click install.

Tool Categories

CategoryToolsDescription
Artboard3Create projects, artboards, list objects
Shapes9Rectangles, ellipses, triangles, paths, groups
Style7Fills, strokes, gradients, trim paths, dash paths, feather
Edit6Query, update, and delete shapes/groups/text
Animation3Keyframe animation with 14 easing presets
State Machine12Layers, states, transitions, conditions, listeners
Events3Custom events, open-URL events, custom properties
Text3Text objects with styled runs
Images2Embedded image assets
Nested4Nested artboards for component reuse
Bones6Bones, IK constraints, skinning
Mesh1Mesh deformation
Constraints1Transform constraints
Scroll2Scroll and scroll-bar constraints
ViewModel12Data enums, view models, instances, data binding
Advanced44Layout, assets, scripting, organization, draw order
HLAPI8Physics baking, prefabs, particles, scene composition
Import/Export2Load existing .riv, export with validation

Easing Presets

The add_keyframe tool accepts an easing parameter for named presets:

PresetCurveUse Case
linearConstant speedRotation, continuous motion
easeGentle S-curveGeneral purpose
ease-inSlow startElements leaving view
ease-outSlow endElements entering view
ease-in-outSlow both endsSymmetric transitions
material-standardMaterial DesignNavigation transitions
material-decelerateMaterial decelIncoming elements
material-accelerateMaterial accelOutgoing elements
springOvershootPlayful interactions
bounce-outSettle bounceLanding, drop effects
snapFast then holdToggle, switch states
anticipatePull-back startButton press, launch
smoothSmooth S-curveUI transitions
smooth-outSmooth decelFade-in
smooth-inSmooth accelFade-out

High-Level Animation API (HLAPI)

Three abstraction layers for complex animations:

Layer 3: Scene Composer    compose_scene
  "Rockslide with mountains, 20 falling rocks, dust"

Layer 2: Prefabs           spawn_prefab, emit_particles
  "Spawn 20 rocks with random size/position"

Layer 1: Physics Bakers    bake_motion, bake_shake
  "Apply gravity, bounce at ground, wind gusts"

Layer 0: Core Tools        132 MCP tools
  Shapes, fills, keyframes, state machines...

Physics Forces

  • Gravity — constant downward acceleration
  • Ground bounce — collision with restitution and squash/stretch
  • Wind — horizontal force with sinusoidal gusting
  • Spring — Hooke's law oscillation toward an anchor point

Physics runs at compile time. Dense per-frame snapshots are compressed to sparse keyframes via Douglas-Peucker simplification (180 frames typically compress to 5-10 keyframes).

Prefab Library

Shapes: rock, dust_cloud, debris, spark, raindrop, snowflake, leaf, bubble Backgrounds: sky_gradient (day/dusk/night/storm), mountain_range, ground_plane, starfield

Edit Tools

Six tools for iterative design after initial creation:

ToolDescription
get_object_infoQuery any object's transform, geometry, fills, strokes
update_objectModify position, size, rotation, scale, opacity
update_fillChange fill color by index
update_strokeChange stroke color, thickness by index
remove_objectDelete a shape, group, or text
update_textUpdate text content on a run

Import / Roundtrip

load_riv → modify with tools → export_riv

The load_riv tool imports existing .riv files into the builder scene graph. Unmodified artboards are preserved byte-for-byte on re-export.

Demo Files

FileDescription
sample.rivBasic shapes + keyframe animation
expand-rect.rivState machine click interaction
ui-buttons.rivFull UI dashboard: gradients, elastic easing, blend states, feather, trim paths
flag-wave.rivMesh deformation + embedded image
confetti-twist.rivMesh corner spiral animation
rockslide-hlapi.rivHLAPI physics, prefabs, and scene composition
character-demo.rivBones, IK constraints, skinning
data-bind-demo.rivToggle switch with cross-object color theme change

Generate demos with:

npx tsx scripts/generate-sample.ts
npx tsx scripts/generate-ui-buttons.ts
npx tsx scripts/generate-data-bind-demo.ts

Viewer

Open viewer.html in a browser (via HTTP server) to preview .riv files. Supports drag-and-drop upload and a batch test grid for all demo files.

npx serve .
# Open http://localhost:3000/viewer.html

Development

npm test              # Run all tests
npm run build         # TypeScript compile
npm run dev           # Run MCP server with tsx
npm run extract-defs  # Regenerate rive-defs.json from rive-cpp

Architecture

src/
  core/           Binary .riv reader/writer, LEB128 encoding
  defs/           Rive type registry (from rive-cpp source)
  builder/        High-level scene graph API
  hlapi/          Physics engine, prefab library, scene composer
  mcp/            MCP server + 132 tools

License

All rights reserved. Commercial license required for use.

Keywords

polymation

FAQs

Package last updated on 12 Sep 2026

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