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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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1.15.0
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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

  • 196 MCP tools covering all Rive capabilities, in three tiers — core, standard (the default) and full — chosen with POLYMATION_TOOLS, or switched on per session with enable_tools
  • 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

Claude Desktop — one click

  • Download rivemcp.mcpb from the latest release.
  • Claude Desktop → Settings → Extensions → Install from file… and pick it. No Node.js, no JSON.

Any MCP client (Claude Code, Cursor, Windsurf, VS Code…)

{
  "mcpServers": {
    "polymation": {
      "command": "npx",
      "args": ["-y", "rivemcp"],
      "env": { "POLYMATION_LICENSE_KEY": "your-key" }
    }
  }
}

Installing the package downloads the standalone binary for your platform. The licence key is optional to start: without one, the trial allowance applies. Keys are at polymation.stunning.gg.

Standalone binaries

Windows, macOS (Intel and Apple Silicon) and Linux builds — no Node.js needed — are on the releases page.

Rendering

Previews, GIFs and conversion checks render with Rive's own runtime in a headless Chromium. If a render tool reports that Chromium is missing, run npx playwright install chromium once.

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        the building blocks
  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.

License

Commercial software — see LICENSE. A trial allowance is included; a licence key from polymation.stunning.gg unlocks unlimited use.

Keywords

polymation

FAQs

Package last updated on 02 Oct 2026

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