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 runtime.
I waited over a year to do this. Pokémon Pocket's 3D card animation, in @rive_app .
GPU Canvas shipped this week, so I built the real thing.
Want your face on a 3D Pokémon card? Follow the tutorial and you will 👇
https://t.co/EFHtifvZSR
#rive#3D
One of our goals at Rive is to be a surface where anything can be designed, rendered and deployed to any device. GPU Canvas is another step in that direction.
This example shows an interactive 3D rendered model, but also a hand crafted 2D HUD by @rocklet_ living seamlessly in the same environment. The HUD was created using the Rive editor, and the rest using a tool we’ll be announcing shortly.
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 👇
And fixes: Windows shortcuts no longer die until restart, fill and stroke colors can be unkeyed from the Inspector, Cloud Renderer exports render GPU Canvas content with correct MP4 colors, plus Assets panel and web editor fixes.
📖 Full changelog: https://t.co/xPopVsYwcl
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 👇
Also in this release:
🔒 Lock Work Area from the timeline menu ✏️ New items are ready to rename on creation 🎨 Color your bones and targets on the stage 📍 New shapes land next to your selection 🔀 Change Source / Target on transitions via right-click ⚡ GPU Canvas is on for everyone
I’ve been testing @rive_app's new Brush tool in a small animation project that took me back to my Flash days. Everything in the scene was created with the brush, characters, effects, backgrounds, and more.
For the animation, I used bones, but I also tried a few small frame-by-frame animations using solos, such as the dust when the character jumps and the start of the rainbow.