𝗗𝗥𝗢𝗣𝗣𝗜𝗡𝗚 𝗜𝗡 '𝗢𝗥𝗕𝗜𝗧 𝟰𝟬𝟰' 𝗛𝗔𝗦 𝗔𝗗𝗗𝗘𝗗 𝗔 𝗡𝗘𝗪 𝗗𝗜𝗠𝗘𝗡𝗦𝗜𝗢𝗡 𝗧𝗢 𝗥𝗜𝗩𝗘
- candyandgrim

- Feb 10
- 2 min read

Federico Berria has made it possible to bring full 3D assets from Blender (and presumably Cinema 4D) into Rive's runtime. Until now, Rive was primarily 2D vector animation with basic shapes. This opens the door to real geometry, character rigs, and 3D mini-games with Rive's interactive logic.
But does this disrupt your current tech stack?
Probably not. Here's why:
𝗧𝗛𝗘 𝗖𝗨𝗥𝗥𝗘𝗡𝗧 𝗟𝗔𝗡𝗗𝗦𝗖𝗔𝗣𝗘
The interactive 3D space might look crowded, but each platform has carved out distinct territory. Although there's some overlap, on the whole each serves different use cases.
𝟮𝗗 𝗜𝗡𝗧𝗘𝗥𝗔𝗖𝗧𝗜𝗩𝗘 𝗔𝗡𝗜𝗠𝗔𝗧𝗜𝗢𝗡
LOTTIE STATES – Interactive content, easier learning curve
Best for: UI micro-interactions, button states, form feedback
When it's not enough: You need conditional logic or gamification
RIVE – Rich interactivity with state machines, now with real 3D
Best for: Gamified experiences, onboarding flows, character-driven UX
Trade-off: Steeper learning curve, overkill for simple interactions
𝟯𝗗 𝗪𝗘𝗕 𝗘𝗫𝗣𝗘𝗥𝗜𝗘𝗡𝗖𝗘𝗦
SPLINE – No-code 3D for designers
Best for: Interactive 3D hero sections, marketing sites, rapid prototyping
Not as strong for: Photorealistic rendering or complex game logic
VECTARY – Real-time photorealistic 3D
Best for: Product configurators, e-commerce visualization, AR previews
RIVE + ORBIT 404 – Real 3D geometry meets interactive logic
Best for: 3D mini-games, experimental UI, interactive 3D characters
Reality check: Still developer-led and highly technical right now
𝗔𝗥/𝗠𝗥 𝗠𝗔𝗥𝗞𝗘𝗧𝗜𝗡𝗚
ZAPWORKS – WebAR for campaigns
8TH WALL – Markerless WebAR
SNAP LENS STUDIO / META SPARK – Social AR filters
VECTARY AR MODE
𝗪𝗛𝗔𝗧 𝗢𝗥𝗕𝗜𝗧 𝟰𝟬𝟰 𝗖𝗛𝗔𝗡𝗚𝗘𝗦
Rive could potentially now handle:
→ Full 3D character rigs
→ Product configurators with actual geometry
→ Mini-games with real models
The catch? Still too technical for most designers.
𝗪𝗛𝗘𝗥𝗘 𝗜𝗧 𝗙𝗜𝗧𝗦
Orbit 404 creates a new middle ground: real 3D assets + Rive's interactive engine—opening a path to 3D gamification without full WebGL complexity.
𝗧𝗛𝗘 𝗕𝗢𝗧𝗧𝗢𝗠 𝗟𝗜𝗡𝗘
These platforms aren't competing—they're specializing.
Where are you in this stack? What gaps are you seeing?




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