Spec Driven Development
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
作者提供的说明(英文原文)
Free, editor-less MCP server for Rive: create, edit, render .riv — plus an AI-collaborative Studio
这三项永远不会合并成一个分数:意见、测量和人气是不同的东西。
我们还没有为它写通俗的介绍。下面是我们从注册中心读取到的事实。
选择你使用的 AI 应用,然后复制设置。
你需要
你用的是哪个应用?
在上方选择你的应用。我们会记住它,下次按钮会显示“安装到 …”。
打开 Claude Desktop → Settings → Developer → Edit Config,把下面的内容粘贴到 claude_desktop_config.json
{
"mcpServers": {
"rive": {
"command": "npx",
"args": [
"-y",
"rive-mcp-server"
]
}
}
}在终端中运行这条命令
claude mcp add rive -- npx -y rive-mcp-server粘贴到项目中的 .cursor/mcp.json,或 ~/.cursor/mcp.json
{
"mcpServers": {
"rive": {
"command": "npx",
"args": [
"-y",
"rive-mcp-server"
]
}
}
}浏览器会先询问是否打开应用,然后应用会显示设置并请你确认。密钥的值会留空,由你自己填写。
粘贴到项目中的 .vscode/mcp.json
{
"servers": {
"rive": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"rive-mcp-server"
]
}
}
}浏览器会先询问是否打开应用,然后应用会显示设置并请你确认。密钥的值会留空,由你自己填写。
这个服务器在你的电脑上运行,而 ChatGPT 只能连接互联网上的服务器。请选择其他应用。
你的选择通过 Cookie 保存在这台设备上,无需账户。
这些设置是根据作者在注册中心的条目生成的。如果 README 的写法不同,请以 README 为准。
它在你的电脑上运行;安装后,工具列表会显示在你的 AI 应用中。
我们检查的是任何人都能看到的信息;我们没有阅读代码。不适用的检查项不计入总数。 · 检查于 2026年11月8日
注册名称已通过 GitHub 账户 ODU33104 验证,该账户拥有此仓库
我们还没有从 GitHub 读取这个仓库
我们还没有从 GitHub 读取这个仓库
它在你的电脑上运行,没有互联网端点
在你的电脑上运行,改用本地设置
它在你的电脑上运行;我们只能读取互联网端点的工具列表
与注册中心里这个分类中所有活跃的服务器比较。只有当发布者拥有该仓库时,星标数才计入。
它在 1 项适用的基础检查中通过了 1 项。我们没有阅读代码。在添加密钥或令牌之前,请先看看这个服务器要求哪些权限,并使用只具备所需权限的密钥。
注册中心没有列出必需的密钥,不过有些服务器会在首次使用时要求你登录。
它在你的电脑上运行。你的 AI 应用会在需要时启动它,数据不会经过作者的服务器(除非它自己调用在线服务)。
GitHub 仓库最后更新于–,最新版本(0.12.0)于9天前进入注册中心。
支持 MCP 的应用,例如 Claude Desktop、Claude Code、Cursor 和 VS Code。你的电脑上还需要有 Node.js。
同一分类中有:Spec Driven Development, Remote Desktop Commander, Tethered Trust
同一分类中其他作者的服务器,按星标数排序。
如何看卡片:★ GitHub 星标i三大支柱:评价 · 检查 · 使用情况i更新 = 最新版本发布到注册中心的时间i
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
Remote Desktop Commander: use files, terminal and processes on your own computers from any AI app.
Fit, compatibility and recall checks for AI agents before they buy: verdicts, evidence, receipts.
按原文从作者的仓库复制。PopNx MCP 没有审查或背书其内容。HTML、图片和脚本已被移除。链接会离开本站。
Create, edit, inspect, render and live-preview Rive (`.riv`) animations from Claude — no Rive editor and no subscription. The server runs on your machine; the few outside calls are listed under [Network access](#network-access).
🌐 English | 日本語 | 简体中文 | 한국어 | Español | Français | Deutsch | Português (Brasil)
rive-mcp is a free MCP (Model Context Protocol) server that gives Claude (or any MCP client) full control over .riv files. Unlike the official Rive MCP (which requires the editor running) or paid third-party servers, it works with nothing but a .riv file — and it can even build `.riv` files from scratch by serializing the binary format directly.
Rendering runs the official Rive runtime (@rive-app/canvas-advanced WASM) inside headless Chromium, so previews follow the runtime's output, except for the Canvas2D differences listed under Limitations.
This animation was generated entirely by riv_create — no Rive editor involved.
pop-in, staggered rise-in, breathing, stagger-in, parallax-drift, shimmer, …) with professionally tuned amplitudes/easings, an OKLCH design-token generator (riv_design_tokens), motion-quality lint rules (robotic linear movement, teleports, missing stagger), and a one-call critique loop (riv_critique: frames + objective metrics + scoring checklist)@twemoji/svg when offline) as true bezier paths (riv_import_svg, riv_asset_search), decompile existing .riv files into editable specs including gradients, blend modes and hand-tuned animation tracks (riv_decompile), plus trim paths (draw-on), clipping masks, blend modes (multiply shadows, screen glows), follow-path motion, solos and detached bezier handles in the scene specriv_studio_notes, fixes the file, and replies into the same thread; your browser updates instantly.riv with cutout parts, bone-skinned head mesh, eye blink, idle/happy animations and a state machineriv_inspect decodes ViewModel definitions, instances (with resolved values), enums, converters and bind wiring — data binding inspection that few tools support yet; riv_batch_render exports many files × formats in one glob-aware call for CI, and riv_ab_compare composites two files side by side into one labeled GIF/APNG for design reviewtest/e2e.mjs starts the server and calls its tools over JSON-RPC on samples/vehicles.riv; generated files are loaded, rendered and state-machine-driven by the official runtime in those tests| Tool | What it does |
|---|---|
riv_list | Recursively find .riv files (size, format version) |
riv_inspect | Full metadata: artboards, animations (duration/fps/loop), state machines and inputs, plus data-binding structure (ViewModel definitions, instances with resolved values, enums, converters, bind wiring) when the file uses it |
riv_lint | Static diagnostic: broken references, oversized embedded assets, unreachable state-machine states, unconditional self-transitions (infinite-loop risk), unused inputs, easing silently discarded on a track's last keyframe, motion-quality rules (all-linear "robotic" movement, teleporting objects, missing stagger, one-sided scale) |
riv_render_frame | Render any moment to PNG (inline image + file) |
riv_render_gif | Turn an animation into a preview GIF |
riv_render_apng | Animated PNG export — 24-bit color + alpha transparency (plays on GitHub) |
riv_render_video | Record an animation or state machine to WebM video |
riv_render_sprites | Sprite-sheet PNG + JSON metadata (for game engines) |
riv_batch_render | Render a list of jobs — single files or globs — to png/gif/apng/webm/sprites in one call; per-job error isolation and a timing report, built for CI |
riv_play_state_machine | Set/fire inputs → advance → state-transition report (+ optional frame captures) |
riv_generate_code | Integration code with real artboard/SM/input names (React / JS / Vue / Svelte / Flutter) |
riv_create | Build a `.riv` from a JSON scene spec — validated with the official runtime, returns a preview. Supports bezier-handled vertices, elastic easing, gradients, physics baking, particles, and semantic motion presets ({"preset":"pop-in","target":"card"} expands server-side into professionally tuned keyframes — entrances/exits/emphasis/ambient loops, with stagger for groups). Also embeds audio (WAV/MP3/FLAC) fired from timeline frames or state-machine entry — the AudioAsset/AudioEvent are written correctly but only play back in a GPU-backed Rive runtime, not this server's own preview |
riv_design_tokens | Generate design tokens before designing: OKLCH-harmonized palette (+WCAG contrast), gradient pairs, Material-Motion durations & easing roles, spacing/radius/type scales — deterministic from seed color + mood |
riv_import_svg | SVG → Rive bezier shapes (Figma/Illustrator exports, icons, illustrations): full cubic vertices, multi-contour paths, gradients, strokes, nested transforms — so the AI composes pro artwork instead of drawing with primitives. Fragments plug into riv_create via imports |
riv_asset_search | Search Iconify's ~200k professionally designed icons and import one directly as Rive shapes (needs network) |
riv_lottie_import | Lottie/bodymovin JSON → Rive scene fragment — pulls in LottieFiles' huge library of free professionally-animated assets art *and* choreography: keyframed transforms with exact bezier easing curves (not preset-approximated), path morphing (per-vertex keyframes), shape/null/precomp layers, gradients, trim-path draw-on, visibility windows. Unsupported bits (text layers, masks, mattes, …) are counted, not silently dropped |
riv_decompile | .riv → editable scene spec: study or remix professional files (bezier paths, gradients, solos, trim paths, animations with named easings); unsupported types are counted, not silently dropped |
riv_critique | One-call review bundle that makes motion visible to a VLM: a filmstrip (frames left→right), an onion-skin overlay (motion trails), a motion report (net displacement vector per animated object), objective metrics (bezier ratio, palette flags, easing distribution) + lint findings + a fixed 7-axis scoring checklist incl. spatial/directional coherence (does each mover travel toward its artwork's front? is the perspective consistent?) |
riv_edit | Lossless editing of existing .riv files: set properties, swap named text, delete subtrees, add/replace/remove keyframes |
riv_optimize | Shrink a .riv without changing its visual output: remove unreferenced interpolators/events/empty tracks left over from prior edits, thin redundant keyframes on strictly-linear runs (Douglas-Peucker, easing-safe — cubic/hold segments are never touched), with a dryRun report of the plan |
riv_repair | Repair lint findings that can be fixed safely, one change at a time. Each candidate is compared pixel by pixel with the original, and a change that alters the rendering is skipped with the reason. Covers unused inputs, dead easing, broken references and unused interpolators. dryRun reports the plan without writing anything. Writes to out; without out, .repaired.riv is created next to the source |
riv_export_lottie | Export one animation of a .riv to Lottie JSON. Features that cannot be converted are listed as lost, approximated ones as approximated. Pixel comparison is reported as unverified |
riv_preflight | Check which runtimes can run a .riv. Detects the features the file uses and returns ok / warn / unsupported / unknown for each target (web, iOS, Android, Flutter, Unity, React Native). The compatibility table covers only combinations with a documented source; everything else is unknown. Also tries loading the file in the bundled official WASM runtime |
riv_extract_assets | Extract embedded images/fonts from a .riv |
riv_visual_diff | Pixel diff of two .riv files with a highlighted diff image |
riv_ab_compare | Render two .riv files under identical conditions into one labeled side-by-side (or stacked) GIF/APNG for human review — where riv_visual_diff measures a pixel-level delta, this one is for eyeballing two different things playing next to each other |
riv_dump | Low-level binary structure dump (typeKeys / properties / hierarchy) |
riv_slice_image | Cut character parts out of a PNG by polygon (for cutout rigging) |
riv_rig_character | Character PNG → fully rigged `.riv` in one call |
riv_diff | Structural diff between two .riv files |
riv_studio | Local web Studio: Rive-editor-style dark UI — hierarchy tree, canvas select/drag/resize, inspector, keyframe timeline editing, bezier curve editor (drag control points, hold/linear/cubic, 10 easing presets), state machine graph view (node graph, transition details, lint-highlighted states, live playback highlighting), onion skin overlay, undo/redo, playback speed, one-click export (PNG/APNG/GIF/WebM), live preview + hot reload, EN/JA. share: true also opens a read-only LAN view behind an unguessable token URL (play / scrub / state-machine inputs only; the editable Studio stays on 127.0.0.1) |
riv_studio_notes | Read the Studio's Agent chat (with auto-attached context: selection, artboard, animation, playback time) and post replies back into it |
| riv_ui_detect | **Read a UI screens
只显示了开头部分;其余内容请在仓库中阅读