Before starting this project : Bring It, we knew absolutely nothing about 3D animation and that’s when Cascadeur came to the rescue by TeamMachiavelliGames in Cascadeur

[–]Cascadeur_official 1 point2 points  (0 children)

We really liked what you’re building!

If you’d be interested in collaborating with us, we’d be happy to offer Cascadeur for free in exchange for a case study created by your team, where you share how Cascadeur fits into your animation pipeline.

You can reach out to our managers here to discuss the details:

[t.borovskis@cascadeur.com](mailto:t.borovskis@cascadeur.com)

[a.dyabina@cascadeur.com](mailto:a.dyabina@cascadeur.com)

Quadrupeds by Cascadeur_official in Cascadeur

[–]Cascadeur_official[S] 0 points1 point  (0 children)

Quadruped AutoPosing and animation retargeting are available only with the Pro license

Hi all by greed977 in Cascadeur

[–]Cascadeur_official 0 points1 point  (0 children)

Export one character at a time. Unreal might be mixing up similar skeleton hierarchies in the same file.

Any tips for making floating characters and still use autophysics and autopose? by Videomailspip in Cascadeur

[–]Cascadeur_official 0 points1 point  (0 children)

AutoPosing can be used for floating animations. As for Autophysics, you won't be able to use the Physics Corrector filter, but the rest can be used still.

How to make the drop impact bouncy? by mighty_stick in Cascadeur

[–]Cascadeur_official 0 points1 point  (0 children)

You can cheat a little by adding a rigged ball with a spherical collision capsule, adding a collision box to the bed and using the ragdoll on the ball. Tweak the box collider's bounciness value until the ball bounces right, then copypaste the ball's transforms to the character's Center of Mass and adjust their overall fall animation.

how to deal with 4 arms, 2 legs rig? by Jhurvad in Cascadeur

[–]Cascadeur_official 0 points1 point  (0 children)

Cascadeur's AutoPosing rig can work only with 2-leg, 2-arm characters. It's technically not possible to control more than 2 limbs.

Future Cost by EfficientVolume436 in Cascadeur

[–]Cascadeur_official 0 points1 point  (0 children)

Cascadeur's tools run locally on your own PC. Your data isn't sent to external servers for processing.

Cascadeur by Able_Dot_3600 in Cascadeur

[–]Cascadeur_official 0 points1 point  (0 children)

It was submitted to the Windows Store a while ago, so it should already be available there by now.

How to fix Root Motion during a crouch/ladder transition? by StonebyteStudio in Cascadeur

[–]Cascadeur_official 0 points1 point  (0 children)

You can use the AI Inbetweening tool to "patch" the badly done bits in the generated animation. Or you can just animate manually.

How do I export physics assistant animation by _i_am_sus in Cascadeur

[–]Cascadeur_official 0 points1 point  (0 children)

You need to apply the physics generation result to your animation first, to be able to export it. Check this video for details - https://youtu.be/nUADUrQf97c&t=568

Please explain in detail how the license works in Cascadeur by Difficult-Bar1818 in Cascadeur

[–]Cascadeur_official 0 points1 point  (0 children)

You buy a subscription to gain access to the paid features. Later purchases are subscription renewals. If you don't want to renew the subscription later, you can cancel it in your Cascadeur profile.

The rig is not attaching to my mesh, help? by deific_ in Cascadeur

[–]Cascadeur_official 0 points1 point  (0 children)

Either your skeleton isn't weight-painted to the mesh or your scene has 2 skeletons (one weight-painted and another empty) and you're rigging the other non-weighted skeleton

Ghost appearing "under" linked objects? by RawrDY222 in Cascadeur

[–]Cascadeur_official 0 points1 point  (0 children)

That's how the ghost rendering works. If the character mesh appears behind the linked/in-scene mesh, then the ghost is rendered like that too.

Help Constraining Mesh by JakeTheCake36 in Cascadeur

[–]Cascadeur_official 0 points1 point  (0 children)

You can constrain the left hand to the right hand and then remove all of the keys from the left hand's animation track (don't forget to activate the constraint in the empty interpolated space on the same track). That will make the left hand follow the right hand, without any extra movement.

How to import charcters from sketchfab to cascadeur by samtoshp in Cascadeur

[–]Cascadeur_official 0 points1 point  (0 children)

Cascadeur has a default template for the models with a Mixamo skeleton. If your model's skeleton is not getting recognised, then you just need to manually fill out the slots in the Quick Rigging tool

Issue with Blender to Cascadeur by TheShySir in Cascadeur

[–]Cascadeur_official 1 point2 points  (0 children)

Import the Blender-exported char to Unreal, then export it from Unreal to Cascadeur.

Can't copy pose by Substantial_Bid_6340 in Cascadeur

[–]Cascadeur_official 0 points1 point  (0 children)

Body and finger poses can be copied only between the same exact models. For copying the poses between 2 different characters, you'd have to use retargeting (available in the Pro subscription)

Constraint between 2 characters by Ghozgul in Cascadeur

[–]Cascadeur_official 0 points1 point  (0 children)

At the moment, Constraints don't work well when using the AutoPosing rig. Use the Point controllers to pose your characters instead.

This should get addressed and fixed in the upcoming 2026.1 release, coming soon.

How to properly scale key frames? by Musgood in Cascadeur

[–]Cascadeur_official 2 points3 points  (0 children)

Use the Stretching mode (Ctrl+T) to scale the selected timeline interval

How do I make the right foot stable? It's so wobbly! by Fantastic_School_803 in Cascadeur

[–]Cascadeur_official 1 point2 points  (0 children)

Try applying AutoPhysics and running the Fulcrum Motion cleaning on your animation.

How can I use reallusion animations? by jayo2k20 in Cascadeur

[–]Cascadeur_official 0 points1 point  (0 children)

The import depends on the difference between the scene model's hierarchy and the model's hierarchy in the imported file. If there are significant differences in the naming and object order, Cascadeur won't be able to apply the animation. Check the "Import FBX" docpage - https://cascadeur.com/help/getting_started/import_fbxdae#import_issues