See the Code. Feel the Motion. Live Performance, Guaranteed.
Click it. Feel it.
How It Works
From Import to Motion — in 3 Steps
1
Import once
Add OMNI’s .riv file to your project and initialize Rive’s official runtime.
2
Set Once
Define your State Machine inputs just once — hover, tap, or toggle. Connect them with your UI logic, apply your CSS or layout settings, and you’re ready for interaction.
3
Animate Instantly
Adjust input values, switch states, or trigger transitions — and watch OMNI respond in real time. No extra code. No delay. Pure motion on command.
The Production-Ready Handoff
When you purchase any OMNI-FX pack (Core, Creator, or Studio), you instantly receive a structured .zip archive containing everything needed to deploy motion-native UI immediately.
What You Receive
Implementation Notes & Performance Assurance
Seamless Integration and Performance
OMNI-FX files are built on Rive’s vector-based, high-performance C++ runtime. They are not heavy static SVGs but live motion systems requiring Rive runtime support.
Performance Assurance: Even the largest Studio Pack (.riv file is approximately 1.29 MB) is highly efficient. Rive is optimized for instancing, meaning you can run many icons simultaneously on a single page by reusing the same file blueprint without significant CPU/GPU strain. The icons are designed for a smooth 60 FPS experience.
The 400ms Transition Restriction (Intentional Design)
The main limitation you may encounter is that you cannot trigger a state change faster than 400ms.
The Logic: Every smooth transition must pass through the Zero Junction State (Cross → Zero State in ~200ms, then Zero State → Add in ~200ms).
The Intentional Decision: This restriction is required to allow the "matter to morph completely". If you click again before the morph is finished, the next smooth transition cannot begin, which prevents chaotic or choppy animation states. We prioritize smooth, fluid motion over instantaneous, jarring state changes, upholding the OMNI philosophy.
The 8 State Machine Inputs: Your Control Knobs
The entire system is controlled by 8 inputs in the State Machine named StateMachine. You gain programmatic control over the icon's state, colour, hover effects, and visibility by changing the values of these inputs and firing the ClickTrigger.
Input Name | Type | Significance & Playfulness | Use Case & Logic |
| Number | The Identity Switch. This controls which icon is displayed. Inputting | Usage: Set the number corresponding to your desired icon (e.g., |
| Number | The Palette Switch. Controls the primary color of the icon. Inputs range from 1 to 15 (depending on your pack), with | Usage: Use |
| Number | The Bounding Box Toggle. Controls the background fill behind the icon. | Usage: Use |
| Number | The Interaction Feel. Determines the type of visual feedback when the cursor is over the icon. Crucial for device-aware design. | Usage: |
| Number | The Futuristic Toggle. A subtle effect to differentiate your UI from generic designs. | Usage: 0 is Off; 1 is On (True). When set to |
| Number | The Dead Zone. Provides a one-click solution for the disabled visual state. | Usage: 0 is Off (Normal); 1 is On (True). When enabled, the icon enters a desaturated/sleep state, and hover effects are disabled. |
| Boolean | The Listener. An automatic listener used internally by Rive. | Usage: Auto-triggers on mouse-over on desktop. Programmatic control is usually focused on setting |
| Trigger | The State Commit. This is the most critical input. Changing a Number input only prepares the state; firing the trigger commits the change and executes the 400ms morph animation. | Usage: Must be called programmatically on initial component load (to solve the Zero State issue) and after changing the
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Icon Breakdown (Included in Creator and Studio Packs)
The higher-tier packs unlock specialized icon sets, giving your application a unique edge:
Set Name | Icon Count | Typical Use Cases | Sample Icons Included |
Essential Set | 20 Icons (in Core/Creator/Studio) | Universal interface actions, navigation, settings, profiles, and basic feedback. | Home, Search, Heart, Close, Plus, Trash. |
Creative Spark | 10 Icons (in Creator/Studio) | Design tools, media playback, portfolios, art, and visual-first products. | Pencil, Play,Pause, Star, Share, chat. |
Business Core | 20 Icons (in Studio Only) | Commerce, payments, finance, marketplaces, and data visualization. | Credit Card, Wallet, Dollar Coin, Calender, Shopping Bag, Key. |
Your Motion Design Teammate
The system is built on the concept of OMNI: One Matter Neural Interaction. This means interfaces should feel less like code and more like life. Our goal is to make every icon feel like a living organism, moving, adapting, and responding to user interaction with fluid expressiveness.
We designed the logic specifically for developers: we use Number inputs where 0 and 1 clearly represent the false or true state (off/on), a pattern developers use daily. The result is FX: Fluid Experience.
The Core Problem We Solve
Standard icons switch jarringly, forcing the user's brain to process two separate, static states. OMNI-FX solves this by providing seamless state transitions where icons fluidly morph from one shape to the next (e.g., a menu icon elegantly animates into a close 'X'). This radically reduces cognitive load and creates moments of user delight.
Transparency Matters to Us.
OMNI-FX focuses on quality over quantity — OMNI-FX is a powerful, technical asset requiring knowledge of the Rive platform and your specific environment (React, Flutter, etc.). Built to do the essentials, elegantly.
There are a few limits and decisions we made intentionally, and we want you to know all of them. Visit our documentations for a complete, honest overview.
Try Before You Buy
Your Path to Absolute Confidence.
We proudly provide a comprehensive Free Starter Pack so you can thoroughly test the system's functionality and verify full compatibility with your technology stack and skills.
We’re here as your motion design teammate — ready to make your brand move. 🚀