i use cascadeur for the rotoscoping. It's a lot easier to get good animations with cascadeur instead of animating in blender, I might make a workflow tutorial soon Edit: I said rotoscoping i meant the built in Mocap-
@@immortalentertainment7560 Hey i got a decent amount of likes on my comment so i made a tutorial for anyone who's interested in how i get my blender character into cascadeur for mocap, then bring it back into blender.
before watching this video I'd like to comment that Cascadeur is great for animation task. It made the job more convenient and easier. Even the shifting from IK to FK was made easier not to mention the tools such as Auto Physics to automatically improve the movements of the animation.
I think the best is to use both softwares together because Cascadeur can really speed up your animation, especially if you work alone. And even though it's more physics-based you can also stylize your animations. You could, after exporting the animatíon back to blender, modify them and add facial expressions etc...
True pain is trying the animate "2-handed anything" in Cascadeur. I'm trying to animate a character with a 2-handed flail in a weapon-socket and the auto-posing legit just gets in the way and you're forced to fix positions of either the hands or the object the hands are supposed to hold. There's constraints but they're bad and don't work as you would expect them to, so whenever you want to move the weapon, you need to select ALL control points relating to the weapon (plus all points of one or both hands). You can't just move the hand and expect the weapon-socket to move with it because it's parented to it. Ideally you'll have all these points for the hands and the weapon in control groups (yes, like in RTS games, CTRL + 0-9 to create control groups and 0-9 to select them). Meanwhile in Blender you do sometimes get into "constraint hell" when you have a lot of objects to manage with constraints between each of them, but at least they work exactly as you would expect them to, provided you have some knowledge and are aware of cyclic dependencies. And yes, Blender CAN DO physical animations, kinda like Cascadeur! Cascadeur does it all by calculating the "center of weight" for all physics bodies. In Blender you use "space-switching" instead: just constraint something to an empty (yes, more constraints) and then enable whatever physics you want on the empty and let it does its thing for the set amount of frames. Bake that animation from the empty onto your object for the specific frames where you need it and done. This is easy for discreet objects, but a lot harder for something as complex as the human body.
Cascadeur is the future of animation. It also allows you to use their 'AI' assist with local control of animation. You can still do exaggrated motion layers on top of their physics suggestions. In the future we should be pulling up clips of videos to generate 'mocap' data curves that retarget to our character in real time, then layering our personal touches to the character from that. Cascadeur is the path to that workflow. I hope Maya or Blender get on their own animation assist software. I'd rather fucus on the fun bits then setting up another walk cycle or happy dance.
I think it was quite a fair comparison and it was interesting to hear the history of Cascadeur summarized. My only critic is that if you are crediting the source in the video please do it correctly. (For example under my clips there were both "Pierrick Picaut" or CascaDUR credited, and never my channel)
Get used to that from InspirationTuts 90% of the reason why he churns out so many videos in succession these days (they used to be more original) is due to filling it up with others' footage, and never his own. While it's somewhat fine for addon features to use their the developer's demo videos, it's entirely disrespectful for original creators'.
It a lot of work. It not easy but people have choices. If for human physics should be okay but animal should be same but harder depend on size and parts.
It sucks that Cascadeur took away the fbx-dae export for free users. I get that it's their product and they can make the rules, but it just feels underhanded to have something that was already there suddenly locked behind a paywall with a forced update and temporarily remedied with a limited-time subscription to the indie tier. Why not just have the fbx-dae export feature locked behind the paywall from the get-go?
Depends on what you're mo-caping. If you want an actor to perform a scene, you might want a suit to get the nuances. But if you don't have that in the budget, you can still get decent body language out of Cascadeur with a couple iterations.
I can see beginners who start with cascadeur could be really weak with posing. And also right now it can’t do acting animations. I can see it dominating the indie game market though
when you say acting animations do you mean things like facial movement? or something like Mocap? it has mocap built in, but if you want better acting just use iclone
anything that isnt free cant be compared. blender is the best hands down right now not only because its free and open source but its also just the best
No, not really. Sometimes you get what you pay for. A lot of free software is shit. Some are great. Professionals know time is money. Use the best tool for the job,
Cascadeur is Pay to own, the subscription is only for a year's worth of updates. You'll be able to keep and continue using whatever version of Cascadeur you bought. I'd say it's well worth the money.
I use iclone 8 to get mixamo animations applied to my characters. Then I bring them into Cascadeur for the actual editing as I find that that program more intuitive. Anything to do with facial animation I keep in iclone.
Oh this app made by Russian devs. This explains why they didn’t sanctioned Russia and provided alternative pay methods. Wish them good luck and prosper !!!
This guy probably receives sponsorship to promote these software and uses videos of other people or producers. He's probably never even used Cascader. Comparing the two software mentioned above is ridiculous. Posing in Cascadeur is a real pain in the ass. Instead of babbling about AI and Cascaders being the future of animation, let's try doing an animation? Lol, using someone else's promotional video for review? Stop creating click bait titl s dude.
When you compare Blender and Cascadeur, it proves that you don't understand. Currently, Cascadeur cannot use custom models for animation effectively; any animations made need to be retargeted, and after retargeting, they definitely need to be modified. Secondly, Cascadeur currently can't effectively constrain objects, let alone flexibly use weapons in your hand. Stop recommending immature products for others to test; it only makes your recommendations more disdainful. Rokoko, the suit is hot and tight, it can even cut the skin, the product is exaggerated, inaccurate, and when writing to the official response, they only say, 'Of course it's not precise for that price.' I really want to reply, then you should state on the official website that Rokoko is an imprecise product, please think thrice before buying, if you want to use it for animation, it will definitely make you cry from all the fixes required
Any serious Blender animator is using either Auto rig pro rigs or Rigify. if you use cascadure you need to export animate and re-import and retarget Even the mighty ARP retargetter give’s me errors with cascadure reimports Errors that I don’t get when I retarget to my ARP rigs from Iclone/CC4 There is no point in trying to use an external retargeting pipeline unless it can be done to your control rig for easy additional polishing NOT with simple weighted deform rigs re imported with pre baked animation from Cascadure. I have yet or see any video showing Cascadure used in a retargeting pipeline using the native CONTROL rigs in the importing apps ,Rigify ,Maya human IK Max cat or biped.
@@atoaster2070 The default skeleton and the rigify addon is built by having a deforms bones mapped directly to the model face geometry. The proper way to do a face rig for the last decade now is to use morphshapes/shapekeys for a contorted and a stretched face position (FACS standard). The shapekeys drive alpha for the respective wrinkle maps and the shapekeys in turn are driven by controller bones (the control points you typically have on people's faces in a face mo-cap). Of course you can set all this up in Blender, it just takes FOREVER (months of work). There's a guy on UA-cam who made a video on face mo-cap in blender, he also made a script for automating the binding of controller bones to shapekeys, but that's such a hacky solution and a lot can go wrong. Needs a proper addon implementing the FACS standard, ideally with support for wrinkle maps (you have a lot of those, you can easily get lost in the node-tree for the material).
i use cascadeur for the rotoscoping. It's a lot easier to get good animations with cascadeur instead of animating in blender, I might make a workflow tutorial soon
Edit: I said rotoscoping i meant the built in Mocap-
Cascadeur felt really weird to me at first, but theres a setting in the preferences to make the navigation like Blender, that helped me a lot.
@@DimiArttuts pls🙏🏻
@@immortalentertainment7560 Hey i got a decent amount of likes on my comment so i made a tutorial for anyone who's interested in how i get my blender character into cascadeur for mocap, then bring it back into blender.
Both are amazing software. You don't need to compare... :)
Replace “vs” with “and”
The conclusion of the video, based on your recommendation: "vs" will see you, in the next one
You are right, animation is an expression, sometimes realism is ok and sometimes exaggeration and detailed movements are ok. Beautiful video
Cascadeur is animation with physics, very smart stuff.
before watching this video I'd like to comment that Cascadeur is great for animation task. It made the job more convenient and easier. Even the shifting from IK to FK was made easier not to mention the tools such as Auto Physics to automatically improve the movements of the animation.
I think the best is to use both softwares together because Cascadeur can really speed up your animation, especially if you work alone. And even though it's more physics-based you can also stylize your animations. You could, after exporting the animatíon back to blender, modify them and add facial expressions etc...
True pain is trying the animate "2-handed anything" in Cascadeur. I'm trying to animate a character with a 2-handed flail in a weapon-socket and the auto-posing legit just gets in the way and you're forced to fix positions of either the hands or the object the hands are supposed to hold. There's constraints but they're bad and don't work as you would expect them to, so whenever you want to move the weapon, you need to select ALL control points relating to the weapon (plus all points of one or both hands). You can't just move the hand and expect the weapon-socket to move with it because it's parented to it. Ideally you'll have all these points for the hands and the weapon in control groups (yes, like in RTS games, CTRL + 0-9 to create control groups and 0-9 to select them).
Meanwhile in Blender you do sometimes get into "constraint hell" when you have a lot of objects to manage with constraints between each of them, but at least they work exactly as you would expect them to, provided you have some knowledge and are aware of cyclic dependencies. And yes, Blender CAN DO physical animations, kinda like Cascadeur! Cascadeur does it all by calculating the "center of weight" for all physics bodies. In Blender you use "space-switching" instead: just constraint something to an empty (yes, more constraints) and then enable whatever physics you want on the empty and let it does its thing for the set amount of frames. Bake that animation from the empty onto your object for the specific frames where you need it and done. This is easy for discreet objects, but a lot harder for something as complex as the human body.
Cascadeur is the future of animation. It also allows you to use their 'AI' assist with local control of animation. You can still do exaggrated motion layers on top of their physics suggestions. In the future we should be pulling up clips of videos to generate 'mocap' data curves that retarget to our character in real time, then layering our personal touches to the character from that. Cascadeur is the path to that workflow. I hope Maya or Blender get on their own animation assist software. I'd rather fucus on the fun bits then setting up another walk cycle or happy dance.
can you explain more on how to add exaggerated motion layers on top of physics suggestions?
this is software is game changer for me
I think it was quite a fair comparison and it was interesting to hear the history of Cascadeur summarized.
My only critic is that if you are crediting the source in the video please do it correctly. (For example under my clips there were both "Pierrick Picaut" or CascaDUR credited, and never my channel)
Get used to that from InspirationTuts
90% of the reason why he churns out so many videos in succession these days (they used to be more original) is due to filling it up with others' footage, and never his own. While it's somewhat fine for addon features to use their the developer's demo videos, it's entirely disrespectful for original creators'.
I use both software and I have cascaduer free subscription till 2026
How?
how?
How ?
When the 2024 version released the cascadure it was giving two years subscription for old users
i use both.
Can you import an animation from Cascadeur into Blender to have the best of both?
It a lot of work. It not easy but people have choices. If for human physics should be okay but animal should be same but harder depend on size and parts.
It sucks that Cascadeur took away the fbx-dae export for free users. I get that it's their product and they can make the rules, but it just feels underhanded to have something that was already there suddenly locked behind a paywall with a forced update and temporarily remedied with a limited-time subscription to the indie tier. Why not just have the fbx-dae export feature locked behind the paywall from the get-go?
probably because people would keep creating new accounts to circumvent the limitation
cascadeur addon for blender is great workflow
I think cascadeur will be or already is even better solution than motion suits , what do you think ?
Depends on what you're mo-caping. If you want an actor to perform a scene, you might want a suit to get the nuances. But if you don't have that in the budget, you can still get decent body language out of Cascadeur with a couple iterations.
I can see beginners who start with cascadeur could be really weak with posing. And also right now it can’t do acting animations. I can see it dominating the indie game market though
when you say acting animations do you mean things like facial movement? or something like Mocap? it has mocap built in, but if you want better acting just use iclone
They need make a animation that can take any video feed and deconstruct accurate movement
there is a rokoko video stuff that does that
Ryu vs Ken
anything that isnt free cant be compared. blender is the best hands down right now not only because its free and open source but its also just the best
Cascadeur : You have to pay
Blender: Free
*enough said*
No, not really. Sometimes you get what you pay for. A lot of free software is shit. Some are great. Professionals know time is money. Use the best tool for the job,
not really cascaduer has a generous free tier and like top 3 best subscription plan it's amazing!
Cascadeur is Pay to own, the subscription is only for a year's worth of updates. You'll be able to keep and continue using whatever version of Cascadeur you bought. I'd say it's well worth the money.
@@DimiArt I think the issue now is "when whatever toxic company is going to buy it and screws us over" but I hope it won't happen
For the Animation Layers addon, you will have to pay.
I used to play Shadow Fight, always wondered how the animations sort of felt real lol
Best example of.. F... IT IMMA GONNA DO IT MYSELF.
👁️👃👁️🙏
if I may ask, what about Cascadeur vs iclone 8?
I use iclone 8 to get mixamo animations applied to my characters. Then I bring them into Cascadeur for the actual editing as I find that that program more intuitive. Anything to do with facial animation I keep in iclone.
@@scottybreuer Thank you!
If Evgeniy was looking for the Center of Mass when starting out animating, why didn't he just use the Hip bone?
cascadeur must be called EntityAnimator
I saw shadow fight assest in cascadeur
Cascadeur just cannot export to fbx now
If you have the budget for Cascadeur, I say, "Why choose?"
Why is this the first time I’m hearing about Cascadeur 😭😭😭
Same😂
cascaduer isnt ai
Crazy
4:34
And iClone? Is it good? I know that reallusion are a bunch of scammers, but CC4 is pretty good.
The answer is simple :
It’s Maya
Oh this app made by Russian devs. This explains why they didn’t sanctioned Russia and provided alternative pay methods. Wish them good luck and prosper !!!
Maya
This guy probably receives sponsorship to promote these software and uses videos of other people or producers.
He's probably never even used Cascader.
Comparing the two software mentioned above is ridiculous.
Posing in Cascadeur is a real pain in the ass.
Instead of babbling about AI and Cascaders being the future of animation, let's try doing an animation?
Lol, using someone else's promotional video for review?
Stop creating click bait titl s dude.
i think you are getting sponsorship too much, thats why you are just making videos on tools.
Blemder is the best , stop talking other softwares
When you compare Blender and Cascadeur, it proves that you don't understand. Currently, Cascadeur cannot use custom models for animation effectively; any animations made need to be retargeted, and after retargeting, they definitely need to be modified. Secondly, Cascadeur currently can't effectively constrain objects, let alone flexibly use weapons in your hand. Stop recommending immature products for others to test; it only makes your recommendations more disdainful. Rokoko, the suit is hot and tight, it can even cut the skin, the product is exaggerated, inaccurate, and when writing to the official response, they only say, 'Of course it's not precise for that price.' I really want to reply, then you should state on the official website that Rokoko is an imprecise product, please think thrice before buying, if you want to use it for animation, it will definitely make you cry from all the fixes required
Any serious Blender animator is using either Auto rig pro rigs or Rigify.
if you use cascadure you need to export animate and re-import and retarget
Even the mighty ARP retargetter give’s me errors with cascadure reimports
Errors that I don’t get when I retarget to my ARP rigs from Iclone/CC4
There is no point in trying to use an external retargeting pipeline unless it can be done to your control rig for easy additional polishing NOT with simple weighted deform rigs re imported with pre baked animation from Cascadure.
I have yet or see any video showing Cascadure used in a retargeting pipeline using the native CONTROL rigs in the importing apps ,Rigify ,Maya human IK Max cat or biped.
Blender has no facial rigging ??🫤
it does, just not worth doing in blender.
How so?
@@atoaster2070 The default skeleton and the rigify addon is built by having a deforms bones mapped directly to the model face geometry. The proper way to do a face rig for the last decade now is to use morphshapes/shapekeys for a contorted and a stretched face position (FACS standard). The shapekeys drive alpha for the respective wrinkle maps and the shapekeys in turn are driven by controller bones (the control points you typically have on people's faces in a face mo-cap).
Of course you can set all this up in Blender, it just takes FOREVER (months of work). There's a guy on UA-cam who made a video on face mo-cap in blender, he also made a script for automating the binding of controller bones to shapekeys, but that's such a hacky solution and a lot can go wrong. Needs a proper addon implementing the FACS standard, ideally with support for wrinkle maps (you have a lot of those, you can easily get lost in the node-tree for the material).