The example of Rive animations is good use case since the possible configurable options (such as existing Artboards and corresponding state machines for each artboard, and also the corresponding inputs for each state machine) comes from the file itself and must be read from the file. It essentially boils down to being able to dynamically populate the controls (as seen in the video) instead of typing them out as attributes, and only showing selectable options that make go together. For example, in the case of the Rive animation in the video, if we were to set "artboard" as "Jeep" and "state machine" as "bumpy", that wouldn't really work because the "Jeep" artboard only has a state machine named "weather", etc. And often times, we will use a Rive animation made by someone else, so having the options populated in this manner makes more sense - as we won't really know the names of all the artboards, statemachines, inputs, and animations that the animator created.