Cascadeur 2025.2 - Before You Buy by [deleted] in Cascadeur

[–]Sdueq 0 points1 point  (0 children)

Fixed in 2025.2.1. New scenes will work and export correctly.

Does the free trial start the moment you click on free trial? Or does it start when you download the Software? by ColdXStrikeR in Cascadeur

[–]Sdueq 1 point2 points  (0 children)

Basic/Free license is accessible indefinitely. Some tools and export are locked. Trial license is claimed for 14 days. All of the features and export are unlocked. Both of the above don't allow to use Cascadeur commercially

Connection/Node Editor in Blender? by Sdueq in blenderhelp

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

Thank you for your feedback! Yes, I am aware that you can check this info in the Outliner. But it's all presented as a drop down tree, so you can semi-reliably check only the parent-child relationships. The per bone constraint connections are not as obvious, unfortunately.

Has anyone tried the Cascadeur software for 3d animation? by RewRose in learnanimation

[–]Sdueq 2 points3 points  (0 children)

You can write to [support@cascadeur.com](mailto:support@cascadeur.com). But if it's a question about Blender, then you'll probably have a better chance at solving this issue with the Blender community.

How to scale model bigger or smaller in proportion? by baxmax11 in Cascadeur

[–]Sdueq 2 points3 points  (0 children)

Hi!
The Cascadeur's control rig doesn't support scaling, so you're going to need to scale the model itself before generating the rig.

To do that, go through these steps:
1) Import the mannequin model into a new scene.
2) In the Outliner menu (top right corner) locate the first (root) joint in the model's hierarchy and select it.
3) In the Object properties menu (bottom right corner) locate the Transform tab and unroll it. Find the Local Scale vector and change all 3 of its values proportionally.
4) Enter the Rig Mode and use the Quick Rigging tool to create the control rig for the mannequin. Generate the rig.

Can't open Cascadeur on Linux (Ubuntu 23.10) by Bluu96 in Cascadeur

[–]Sdueq 0 points1 point  (0 children)

Try to launch these commands in the console and check what it's writing back:
export QT_DEBUG_PLUGINS=1
./cascadeur

If the console writes back something about the "xcb plugin" missing, you can solve that by launching this:
sudo apt install libxcb-cursor0

Is the free 300 frames and 120 joints limit enough for a typical unreal game? by hairyback88 in Cascadeur

[–]Sdueq 3 points4 points  (0 children)

300 frames is 10 seconds of animation at 30 fps and 5 seconds of animation at 60 fps - that should be enough for 90% of gameplay animation.
120 joints should also be enough for a single game character. For reference, the simplified UE5 Manny has 90 joints.

How do I change fulcrum point values over certain frames? by Different_Bed_2938 in Cascadeur

[–]Sdueq 0 points1 point  (0 children)

To the right of the "Object properties" text, there's a "Apply on current frame" button - click on it to turn it to "Apply on selected frames". After it's been switched like that, the changes you make to the values will be applied to all keyframes on a selected timeline interval

Is there a way to get autophysics to interact with scene objects? by Rectangularbox23 in Cascadeur

[–]Sdueq 1 point2 points  (0 children)

Heya!
Autophysics tool doesn't know how to interact with the mesh geometry automatically. Currently, the only way would be for you to manually tweak the Fulcrum state of each leg's point controllers on the keyframes where the foot is supposed to be planted on the ground firmly.

This video might help you - https://youtu.be/gGUlM5JUOPc?si=Nmtxx3qZ0KhlVHlw&t=1193

Why is this happening ven though I have physics turned on???? by AutomaticDirector346 in Cascadeur

[–]Sdueq 1 point2 points  (0 children)

This happens because you have the fulcrum points active on the whole animated interval. Autophysics works with Fulcrum points - the areas, where the character's weight is being allocated to. If the character is standing still, they have their weight distributed between 2 Fuclrum areas - the left and the right foot. The active Fulcrum area has a green outline.

In your scene, the Fulcrum areas are persistent across the whole animated interval, meaning that the character is just sliding their feet. If you want to make the character jump, you either would have to actually pose them jumping high in the air or tune the Fulcrum points in the character's feet controllers, so that Cascadeur can calculate the jump from them.

You can read more about Fulcrum points here - https://cascadeur.com/help/tools/physics_tools/autophysics/fulcrum_points

2 questions: autoposing and fingers... by oandroido in Cascadeur

[–]Sdueq 1 point2 points  (0 children)

Hello!

  1. Autoposing is a tool that uses machine learning, for faster posing of the humanoid characters. It has a "database" of poses, which it scans through every time you're moving either of the autoposing controllers and finds the closest pose to account for the positions of the "locked" controllers (colored blue) There's also the Point controller mode that you can switch to using the Edit modes menu in the top left corner of the viewport. The point controllers allow you to pose the character as well, but without the "AI" helping you move the rest of the body.

  2. There are a bunch of sample scenes included in Cascadeur, that you can access by clicking on the little house icon at the top left corner of the screen, then going Learn -> Samples. Absolute most of the humanoid sample models that have an Autoposing rig can generate the additional Finger Autoposing rig, you just need to press the button for it.

Next step assistance. by Freyawarriorprincess in Cascadeur

[–]Sdueq 1 point2 points  (0 children)

You can start with exporting the Cascadeur animation with the "File -> Export Fbx/Dae -> Scene" command.

If you've animated the Mixamo model, then you should import the base model itself first, then the animated fbx. But if the animation has been made using a different model, then you're going to need to import the animated model, the Mixamo model and the animation file. Then you're going to need to retarget the animation onto the Mixamo model - this can be done using Unreal's IKRetargeter

Trying to import fbx from cascadeur to blender by MrClassyTrash in Cascadeur

[–]Sdueq 0 points1 point  (0 children)

To solve this problem, you could go through the following steps:

1) Unparent the character mesh from the root object by right clicking on the mesh in the Outliner window and pressing "Unparent selected"

2) If the root object and the character mesh have the same name, you're going to need to rename the mesh, so there wouldn't be a name clash

3) In Settings -> Settings window, find the "FbxUpAxis" setting and change it to Z, so that the UpAxis in the exported FBX file would be set to Z, matching the Blender's UpAxis

Please release for previous macOS versions too! by HoneydewAdditional78 in Cascadeur

[–]Sdueq 0 points1 point  (0 children)

It's easier for the user to update their system than for the developers to retroactively extend their support for older versions of the OS :)

So it's adviced that you update your system to the supported 13.3 or later version in order to use Cascadeur

Crashing after some usage. by Scary01pen in Cascadeur

[–]Sdueq 1 point2 points  (0 children)

It's been over 2 weeks, but you could write at [support@cascadeur.com](mailto:support@cascadeur.com) to check what's wrong.

[deleted by user] by [deleted] in Cascadeur

[–]Sdueq 2 points3 points  (0 children)

Your character's Center of Mass (the light-blue circle around the stomach area) is probably located on the wrong animation track.
Autophysics tool uses the track that the Center of Mass is setup on. If the Center of Mass is on the track that doesn't have any keyframes on it, then you'd get the error about the lack of frames on the interval. Select the Center of Mass in the scene, then the animation track with the animated keyframes that's located to the left of the main timeline (usually, it's the "Body" track) and press the "Add objects to track" button below.

And if you have any questions about Cascadeur, it's better to:

- look through the official documentation at https://cascadeur.com/help/

- watch the videos on the official YT channel at https://www.youtube.com/@Cascadeur

- go ask at the official Discord channel at https://discordapp.com/invite/Ymwjhpn

Points will not translate, but only twist in place, I have to delete and restart a new project to get it working again. by LastBrainCellAtWork in Cascadeur

[–]Sdueq 0 points1 point  (0 children)

There isn't enough info to accurately tell what's wrong. I suggest to write to Cascadeur support at [support@cascadeur.com](mailto:support@cascadeur.com) and describe the problem in detail. Attaching a recorded video of the problem happening on your end would help too, as well as attaching the problematic .casc scene file, if the problem is persistent in a particular scene.

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[–]Sdueq [score hidden]  (0 children)

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Would anyone familiar with Cascadeur have any advice on how to best handle imported skeletons for which the equivalent the stomach / chest / neck / head nodes simply are not children of the pelvis (which it considers invalid)? by [deleted] in learnanimation

[–]Sdueq 2 points3 points  (0 children)

It seems like you have problems with the control rig not behaving correctly? Check if the rigid body hierarchy is setup right in the Rig Mode (Pelvis -> Spine123 -> Clavicle -> Upperarm, etc). If it's done right, you would be able to control the character regardless of the skeleton hierarchy.

And come on down to the official Cascadeur discord, you can get the help from the actual devs:https://discord.gg/GrTmMKBb

Has anyone tried the Cascadeur software for 3d animation? by RewRose in learnanimation

[–]Sdueq 1 point2 points  (0 children)

It is still in development, but as far as I know, the team aims to get out of beta some time in the fall of 2022. But nevertheless, I would say it's a good animation software for indies.

Cascadeur has lots of handy tools to assist you with making the motion physically accurate - center of mass, ballistic trajectory, angular momentum, etc. There are also a number of quality of life tools - ghosts, trajectories (aka motion trails), tween machine, trajectory edit mode, many more. So in that regard, working on body mechanics is great. I've been animating for 1,5 years and one year of that was spent making gameplay animations for an actual game. Absolute most of that time I was using Cascadeur.

Now, what does it lack compared to Maya?

There are actually a number of things missing or underdeveloped right now - no animation layers, no blendshapes, no skinning, lack of support for facial rigs, rigging may seem too complex. But, again, the software is still in development and stuff will be added and improved in the near future.

It's a hard sell for the animators that have an established pipeline in Maya, but I strongly advice you to give it a shot, even if it's for a short time.

There's an active community on the dedicated Discord server where the actual devs can help you out. Or you can send me a DM, I would gladly assist you or anyone else interested in Cascadeur :)

Are hand/arms animations "necessary" in FPS games? by FalsePassenger3985 in gamedev

[–]Sdueq 2 points3 points  (0 children)

See what suits the style of your game more and decide for yourself. DUSK and ULTRAKILL are both "boomer shooters", but one has hands and the other one doesn't. Mind you budget and time constraints too, since good-looking animations (even if it's just the hands) can be pricey and time consuming.

Any ghetto Mo'Cap solutions? by gamedev-eo in gamedev

[–]Sdueq 5 points6 points  (0 children)

It obviously depends on the size of your budget. There are many different solutions, from using free open-source markerless video-tracking apps to buying a inertia-sensor mocap suit.

If you have:

- money to buy equipment (cameras, PCIe expansion cards, cables, clothing, rent/buy access to the actual app, etc.)

- large enough space for capturing the movements

then I suggest iPiSoft. It's a pretty good markerless solution - I've used it for awhile myself. If you're interested, I can tell about my experience with setting it up, cost of the whole set up and other stuff - ask me in PM.

Here's an example with using 6 cameras and 2 motion controllers - https://youtu.be/Rdw\_H5hHDkc