Animations with Logic: State Machines That Think

Complex Rive state machine animations that transition between states based on user actions, real-time data, and application logic, all without writing animation code.

15%

State-machine-driven animation increases perceived UI performance by 15% through responsive, contextual motion

NNGroup, 2020

State Machine Animations

Complex Rive state machine animations that transition between states based on user interactions, data inputs, and application logic for sophisticated interactive experiences.
State machine animation architecture

What's Included

Everything you get with our State Machine Animations

State Machine Architecture

Comprehensive state machine design with state mapping, input definitions, transition conditions, and blend state configuration

Multi-State Animations

Complete animation sets for every state with smooth transitions, blend states for continuous values, and entry/exit animations

State Machine Documentation

Full input/output documentation, state transition maps, and integration guide with code samples for your platform

Our State Machine Animation Process

1

State Architecture Design

We map every state your animation needs to support, define the inputs that drive transitions, and design the state machine graph. Complex interactions get flowchart documentation before we build.

2

Animation Production

We animate each state and transition in Rive, configure blend states for continuous input values, and set up transition conditions for discrete state changes.

3

State Machine Build

We build the state machine in Rive with named inputs, proper transition ordering, and entry/exit behaviors. We test every state path and transition combination.

4

Integration & Documentation

We deliver the Rive file with a complete state machine map documenting every input name, type, expected value range, and resulting behavior. Integration code samples are included for your platform.

Key Benefits

Multi-state animation logic

A single Rive file manages all animation states and the transitions between them. No more coordinating CSS classes, JavaScript timers, and animation libraries to handle different states. The state machine is the animation logic, complete and self-contained.

Data-driven transitions

State machines accept numeric, boolean, and trigger inputs. Percentage values drive progress animations. Boolean flags toggle states. Trigger events fire one-shot transitions. Your application data directly controls the animation without intermediate code.

Blend states for smooth motion

Rive state machines support blend states where multiple animations mix based on input values. A character can look left or right based on cursor X position. A gauge can smoothly fill based on a percentage value. The blending is calculated in real time for perfectly smooth motion.

Research & Evidence

Backed by industry research and proven results

Contextual Animation Impact

Animation that responds to context increases perceived performance by 15%

NNGroup (2020)

Material Design Motion Study

Motion that responds to user input makes UIs feel intuitive and reduces cognitive load

Google Material Design (2021)

Frequently Asked Questions

What are Rive state machines?

State machines are the logic layer inside a Rive animation file. They define multiple animation states (like idle, hover, active, success) and the rules for transitioning between them. Inputs from your application, like mouse position, click events, or data values, drive the transitions. Think of it as a visual programming layer for animation.

How complex can a state machine get?

There is no practical limit. We have built state machines with over 20 states and dozens of inputs for complex interactive experiences. However, we design with maintainability in mind, using layered state machines and clean input naming so your team can understand and modify the logic.

Can one Rive file contain multiple state machines?

Yes. Rive supports multiple state machines on different artboards within a single file. This is useful for components with independent animated elements, like a card where the header animation and body animation operate on separate state machine layers.

Do developers need to understand state machines to integrate them?

Not deeply. We name all inputs descriptively (isHovered, progressPercent, showSuccess) so developers interact with them like component props. Set a boolean, pass a number, fire a trigger. The state machine handles the rest. Our documentation makes integration straightforward.

Build Animations That Think

Free consultation. No commitment. Get a custom rive animations strategy in 24 hours.