I spent six weeks last winter shipping the same animation twice, once in Rive for an app's onboarding flow, once in Cavalry for the marketing site's launch video. Same brand, same easing curves, same character. Completely different tools, and the experience taught me exactly where the line between them sits.
Searches for this comparison keep growing, and most answers you'll find reduce it to "Rive is interactive, Cavalry is procedural." That's true. It's also useless for deciding which one deserves your next month of evenings. So here's the version with prices, file sizes, and the failure modes nobody mentions.
TL;DR: Rive wins for anything a user touches: loading states, animated icons, interactive characters, game UI. Cavalry wins for rendered output: explainer videos, generative brand systems, broadcast-style graphics, and anything heading to Lottie. UI designers should learn Rive first. Motion designers coming from After Effects will feel at home in Cavalry within a week.
What's the Actual Difference Between Rive and Cavalry?
Rive is a state machine editor that happens to include a timeline. Cavalry is a timeline editor with procedural superpowers. That one sentence settles about 80% of the decision.
In Rive, you build animations as states (idle, hover, success, error) and wire transitions between them. The exported .riv file carries that logic, and the open-source runtime plays it on web, iOS, Android, or Flutter while your app feeds it live inputs. A checkbox that morphs into a checkmark when tapped isn't a video of a checkbox; it's a tiny interactive machine.
Cavalry has no runtime and no states. What it has instead is a node-based procedural system closer to Houdini than After Effects: duplicators, shape modifiers, data imports from spreadsheets, deformers that update live as you tweak parameters. Need 200 bar-chart animations generated from a CSV? Cavalry does that before lunch. Rive can't do it at all.
How Do Rive and Cavalry Compare on Price and Output?
| Rive | Cavalry | |
|---|---|---|
| Free tier | Full editor, public files | Full editor, video export |
| Paid plan | ~$15/editor/month | ~$20/month (Pro) |
| Web export | .riv + open-source runtime | Lottie JSON, video, PNG |
| Interactivity | State machines, runtime inputs | None (plays as rendered) |
| Procedural tools | Minimal | Extensive, node-based |
| Learning curve | Days for UI designers | A week if you know AE |
Two numbers from my own projects worth calling out. A set of six animated icons exported as .riv came to 41KB total; the same set rebuilt as Lottie JSON weighed just over 400KB. On the flip side, the Cavalry launch video used a spreadsheet-driven duplicator setup that would have taken me two full days of manual keyframing in any other tool. It took 40 minutes.
Which One Should a UI Designer Learn First?
Rive, and it isn't close. If you've ever specced a button's hover and pressed states, you already understand state machines; the editor formalizes intuition you've been carrying for years. Most UI designers I've mentored produce a working interactive loader in their first sitting. My broader take on the crossover path, including where Figma Smart Animate covers you and where it doesn't, is in the motion design tools comparison.
Cavalry rewards a different background. Its logic clicks fastest for people who've built After Effects comps with expressions, or who think in systems rather than screens. That's why brand designers and broadcast folks rave about it while UI designers bounce off the node graph.
Where Does Each Tool Fall Down?
Rive's weakness is rendered output. You can record video from it, but easing polish, complex masking, and generative repetition all fight you. It's also a vendor bet: .riv files need Rive's runtime, and while the runtimes are open source, the editor isn't.
Cavalry's weakness is everything after export. A Lottie file plays; it doesn't listen. Any interactivity has to be faked in code by swapping or scrubbing files, and every revision means a re-export. Its Lottie output is clean, but Lottie itself has feature gaps, some Cavalry effects simply won't survive the trip, and you find out at export time, not while designing.
And here's the opinion that annoys Cavalry loyalists: once a product team is committed to a dedicated motion tool, Rive should be the default even for non-interactive animation, because the moment someone asks "can it react to the user?" (someone always asks) you're rebuilding from scratch in the other tool. Start where the requests end up. This isn't a case for reaching past Figma on every micro-interaction, though: simple UI motion still belongs in Figma Smart Animate, and this rule only kicks in for the roughly 30 percent of work that needs a real motion tool at all.
The Decision in One Paragraph
Ship interfaces? Learn Rive this month; the CSS vs GSAP breakdown covers the code-side options it sits alongside. Produce videos, brand systems, or data-driven graphics? Learn Cavalry, and keep an eye on the AI motion tools that increasingly feed it assets. Do both kinds of work? Learn both, they overlap so little that the second tool costs you almost nothing in confusion. That lack of overlap is the real answer: this fight has no winner because they aren't in the same ring.