You've barely scratched the surface on how awesome cascaduer is. It can turn a bad animation to good animation and good animation into phenomenal animation. Explore the animation curves function. You'll love it.
Absolutely - I've been using it for a little while now but thought I would just give everyone a taste of what it can do/how it can be used rather than go too deep in to it.
Cascadeur is amazing. Honestly, as long as your major key frame posing is on point, Cascadeur does damn near everything else for you. Can give you hand animated motions that aren't quite mocap quality, but look close enough. Or certainly look good enough that if you're an indie developer, people will be astonished you authored the animations yourself because of how physically correct everything moves.
I remember seeing a preview of this a few years back and being really impressed by the demonstration. Now that it is available and with your reminder here - I'm equally as impressed by the price. Very exciting to see animation software of this caliber being $0 to $150 (or even $300 for a perpetual license after the early access discount.) Please do share more soon.
I am super amaized of that video for the special reason. I am actually working in company which created cascadeur. The company also develop games and recently switched to UE5 as an engine for new EPs. So I am watching your videos to learn to use UE, while you taking a first look at software I am a part of - it is fuperfun.
Absolutely - a lot of shipped games used cascadeur for all their animation (can check their website for examples) It’s great for root motion and has tools to constrain the root to the XY of the pelvis. Since it’s an IK based controller, you can move the Root bone without moving anything else which makes it very easy
been playing with cascadeur since your new years vid.. wait till you get to exporting rootmotion anims to your UE environment bro - the axis alignments are way off. Had to duplicate every anim I made and reorient directions/rotations - doable, but not fun lol
Oh, this seems kinda easier than mr mannequin, its great to have more options! thanks a lot for covering it ♥ Yoo I didnt saw coming the auto IK it has and the AI physics, damn those really helps!
I think another useful tutorial would be exporting the physics edited anim to ue4. Also, can you add secondary objects in that also have rigs? (like fps animations in blender where the gun and the hands need to have separate rigs). If you could and add specific weight to the weapon for the auto physics, that would be INSANE
Can someone explain to me how do I make the green dots always stay when I move an arm or a leg? I don't want to fix them automatically making them turn blue in a tutorial I saw that they moved the character and they always remained green because I can't?
@@PrismaticaDev yes I use the shift z method but then it returns to the initial pose, instead in your video it always remains green as I have seen in the others
I'm binge watching your videos right now, they are packed full of information! I have one question though. I always have issues getting meshes from Blender to Unreal. In order to have root motion from Blender 3.2 to UE5, I need to set scene scale to 0.01 and name the armature object Armature. Now I want to use Cascadeur, so its a whole new process going from Blender to Cascadeur to Unreal. Do you plan on making any videos on exporting custom characters from Blender to Cascadeur to Unreal? Or do you have some tips on which settings to use so that the process goes smoothly? Again, thank you for the great content!
You're right. That auto physics button is very tempting. I'm reflecting on life choices right now. Maybe I'll cheat on Blender and wind up a two-timing animator who uses both.
I'm going to look into if they have support for quadrupeds. Part of the reason I went the custom rigging route was so I could make modular chains that can be used on more than just humans. If cascadeur can help me with those, I'll probably wind up doing parts of the process in each.
@@DawnBriarDev they do support n-drupeds, they have example sessions when you launch the program with characters of all different proportions and numbers of legs. They also have templates for Mixamo and Unreal characters with the appropriate skeletons
@@PrismaticaDev I went and downloaded it between then and now. I realized I don't even have to change my rigs, just set them up in there. Working on baking out a few of the models I haven't animated yet to get some practice in the near-ish future (once I finish this batch of Blender addons I'll need either way, as I'll lose track of what I was doing it I drop it half finished.)
@@PrismaticaDev I figure I can do base poses and still references in Blender, transitions in Blender (things like equipping a weapon from a holster) and do the rest in Cascadeur. It honestly seems to make the most of each program.
Hm having a hard time seeing any difference :D Maybe it's because of 1080p youtube. Oh wait. with the feet at 9:50 there is a difference, that look very neat.
Can you go over mirroring? I made a stand to crouch transition and I would like to mirror it so that the right foot is forward instead of the left. Thanks!
@@PrismaticaDev it isn't, I can't get the root constraint to work properly in cascadeur. I made a look at constraint then a root constraint to my characters hip bone and both made just the animation stay in place.
User error or unreal engine is a pain in the ass, I just had to delete the animations and fully import them from scratch again rather than using the reimport function. Game dev is so fun 😂
@@PrismaticaDev yeah as long as you can easily import animations and quickly simulate physics on them without a lot of manual hassle, then i can see it being a quick little stop in the workflow from blender to unreal just to smooth out the animations a little. its like.. antialiasing for animations
@@uncletrashero Haha certainly, although there are a lot of other tools aside from the auto-physics stuff (which to be fair, I didn't go in to detail about in this video)
This is just an intro to the program to make my viewers aware of it (if they weren't already) As I mention in the video, I won't be going too deep in to the technical side of things since the Cascadeur tutorials are already very well put together, although I will go through some of my own workflows (root motion, 2-handed weapons, cleaning up mocap etc)
How can I make a cat that flies and shoots lasers with this and when you press the L key it does a little dance thanks Nah I'm just kidding there's always someone like that though
Honestly, seams kind cool. but not worth the implementation of an extra software on the the workflow. especially when it comes to messing with rigs and animations Feels like you could have achieved the same result with a few more clicks. Maybe, similar to suit-lessbody tracking, this may suit artists an professionals who are getting into animation and still dont control it very well. i really wouldn't like to deal with a fully rigged character facial, clothing, strech/Squash, shape keys un-godly amount of contraints Back and forth out the native software. Maybe if it was a Plugin. For instance, in a one hand attack animation, its always annoying to have to animate secondary movement one the other arm. It would be amazing if we could get value out of a plugin like this
Do you know that you can hardly speak a sentence without using the term, ACTUALLY, totally out of context. You need not have used this word, as well as the words, LIKE and SO, at all throughout this demonstration. You may want to lose the word, COOL, as well. Nevertheless, your animation is not bad, and is a good introduction to Cascadeur. I am a polyglot, teach elocution and things like this is of interest to me.
Can you go over mirroring? I made a stand to crouch transition and I would like to mirror it so that the right foot is forward instead of the left. Thanks!
Can you go over mirroring? I made a stand to crouch transition and I would like to mirror it so that the right foot is forward instead of the left. Thanks!
You've barely scratched the surface on how awesome cascaduer is. It can turn a bad animation to good animation and good animation into phenomenal animation. Explore the animation curves function. You'll love it.
Absolutely - I've been using it for a little while now but thought I would just give everyone a taste of what it can do/how it can be used rather than go too deep in to it.
Cascadeur is amazing. Honestly, as long as your major key frame posing is on point, Cascadeur does damn near everything else for you. Can give you hand animated motions that aren't quite mocap quality, but look close enough. Or certainly look good enough that if you're an indie developer, people will be astonished you authored the animations yourself because of how physically correct everything moves.
Absolutely - not to mention all of the other corrective tools and guides it has. I can't imagine using anything else now haha
I remember seeing a preview of this a few years back and being really impressed by the demonstration. Now that it is available and with your reminder here - I'm equally as impressed by the price. Very exciting to see animation software of this caliber being $0 to $150 (or even $300 for a perpetual license after the early access discount.) Please do share more soon.
Absolutely - and the fact that you can do a monthly payment of 10 bucks and still end up with a perpetual license after a year is great
I am super amaized of that video for the special reason. I am actually working in company which created cascadeur. The company also develop games and recently switched to UE5 as an engine for new EPs. So I am watching your videos to learn to use UE, while you taking a first look at software I am a part of - it is fuperfun.
Ohhhh shit see I've been following cascadeur for a while now, and your tutorials are fantastic so I'm really excited to see this
What a great tool! Thanks for the share!!
def keeping an eye on this :)
This is so useful! Thanks!
Looking forward to the next one.
this looks crazy, would you say this is good enough for like, actual production? Also, how well does it do with stuff like root motion?
Absolutely - a lot of shipped games used cascadeur for all their animation (can check their website for examples)
It’s great for root motion and has tools to constrain the root to the XY of the pelvis. Since it’s an IK based controller, you can move the Root bone without moving anything else which makes it very easy
Thank you, Charlie! Always useful content! I like it! You should have more subscribers.
"Woo yeah baby! That's what I've been waiting for,"
I hope for more Cascadeur tutes! Specifically melee attacks :D
Thanks brother
been playing with cascadeur since your new years vid..
wait till you get to exporting rootmotion anims to your UE environment bro - the axis alignments are way off. Had to duplicate every anim I made and reorient directions/rotations - doable, but not fun lol
Haha I'll definitely make sure to explain it as simply as possible :)
That's awesome! Thanks for the quickstart guide. I wonder if there is a good way to use it for cleaning up mocap animation.
as usual, useful and excellent :)
Thanks
Oh, this seems kinda easier than mr mannequin, its great to have more options! thanks a lot for covering it ♥
Yoo I didnt saw coming the auto IK it has and the AI physics, damn those really helps!
It's definitely another option. It's all about user preference :)
Love it! Maybe think about speedtree Tutorials aswell if Content is needed
How do you get the UE4 Mannequin on cascadeur?
How do I start with the sample character.
When you open the program there's a tab called "Learn" which has all the templates :)
I think another useful tutorial would be exporting the physics edited anim to ue4. Also, can you add secondary objects in that also have rigs? (like fps animations in blender where the gun and the hands need to have separate rigs). If you could and add specific weight to the weapon for the auto physics, that would be INSANE
Yeah you can have multiple objects/characters in the scene, and the weapons do indeed have their physics factored in to the auto phys
@@PrismaticaDev Oh thats awesome, definitely going to have to check it out
Can someone explain to me how do I make the green dots always stay when I move an arm or a leg? I don't want to fix them automatically making them turn blue in a tutorial I saw that they moved the character and they always remained green because I can't?
Hey hey - you might be looking for the Lock function, which I believe is R while you have a dot selected
However if you want to stop them from going blue, you can use the Shift Z shortcut
@@PrismaticaDev yes I use the shift z method but then it returns to the initial pose, instead in your video it always remains green as I have seen in the others
I'm binge watching your videos right now, they are packed full of information! I have one question though. I always have issues getting meshes from Blender to Unreal. In order to have root motion from Blender 3.2 to UE5, I need to set scene scale to 0.01 and name the armature object Armature. Now I want to use Cascadeur, so its a whole new process going from Blender to Cascadeur to Unreal. Do you plan on making any videos on exporting custom characters from Blender to Cascadeur to Unreal? Or do you have some tips on which settings to use so that the process goes smoothly?
Again, thank you for the great content!
You're right. That auto physics button is very tempting. I'm reflecting on life choices right now. Maybe I'll cheat on Blender and wind up a two-timing animator who uses both.
I'm going to look into if they have support for quadrupeds. Part of the reason I went the custom rigging route was so I could make modular chains that can be used on more than just humans. If cascadeur can help me with those, I'll probably wind up doing parts of the process in each.
@@DawnBriarDev they do support n-drupeds, they have example sessions when you launch the program with characters of all different proportions and numbers of legs. They also have templates for Mixamo and Unreal characters with the appropriate skeletons
@@PrismaticaDev I went and downloaded it between then and now. I realized I don't even have to change my rigs, just set them up in there. Working on baking out a few of the models I haven't animated yet to get some practice in the near-ish future (once I finish this batch of Blender addons I'll need either way, as I'll lose track of what I was doing it I drop it half finished.)
@@PrismaticaDev I figure I can do base poses and still references in Blender, transitions in Blender (things like equipping a weapon from a holster) and do the rest in Cascadeur. It honestly seems to make the most of each program.
wow that's something, I'm just wondering how it works with motion like walking sitting this kind of stuff I'm going to try it out
Will you do physical animations in UE4?
Releasing a video on the 19th about PHysical animation :) Put it in your calendar!
A tutorial on how to use Cascadeur to make root motion animation, please
You can find a root bone in outliner and move in frames
Need to dive in also
do they have breathing rigs? how to rig inhale exhale motion ?
Hm having a hard time seeing any difference :D
Maybe it's because of 1080p youtube.
Oh wait. with the feet at 9:50 there is a difference, that look very neat.
Is it possible to import animations from UE into Cascadeur and modify them, or just create new animations?
It sure is :) There are a few quirks with it, but it's possible. There should be some videos on Cascadeur's channel about how to do it
got cascadeur a while back but relearning camera controls is horrid.
also, runescape soundtracks in the background slap
@@fwoompdotexe5225 I fully agree with both statements!
Can you go over mirroring? I made a stand to crouch transition and I would like to mirror it so that the right foot is forward instead of the left. Thanks!
Very good video
When I import my animations root motion never works no matter what I do. I can't make sense of it.
Have you double checked that the root bone is moving in the animation?
In Cascadeur, toggle the mode until you can see all the purple bones and you should see one extending from the floor to the pelvis
@@PrismaticaDev it isn't, I can't get the root constraint to work properly in cascadeur. I made a look at constraint then a root constraint to my characters hip bone and both made just the animation stay in place.
User error or unreal engine is a pain in the ass, I just had to delete the animations and fully import them from scratch again rather than using the reimport function. Game dev is so fun 😂
Dude, I'm just gonna come move in with you so I can learn everything you have to teach
Waiting for series about interactive, weapons or 2 character animation in cascadeur
Sure thing! I'll definitely be going over my workflow for it :)
Wooo wolf 🐺 pack animations are easy now and this is dope than blender. I have never seen this easy tool for animating keyframes
Is it lightweight?
I believe it's about 200MB in total, and it runs great :)
can pretty much do all this with the rig controls in blender
Of course, however some prefer the simple setup in Cascadeur, not to mention the huge array of assistance tools available :)
@@PrismaticaDev yeah as long as you can easily import animations and quickly simulate physics on them without a lot of manual hassle, then i can see it being a quick little stop in the workflow from blender to unreal just to smooth out the animations a little.
its like.. antialiasing for animations
@@uncletrashero Haha certainly, although there are a lot of other tools aside from the auto-physics stuff (which to be fair, I didn't go in to detail about in this video)
hope to see you incorporate tutorial of mr.mannequinn into cascadeur. hopefully you have a plan :)
Cool 😎 video
But can you please make a video for easy rig to ue4 or 5
Anyone got a good pipeline to xport to blender?
Any other tutorials planned? Because this is just repeating casaduer existing tutorial
This is just an intro to the program to make my viewers aware of it (if they weren't already)
As I mention in the video, I won't be going too deep in to the technical side of things since the Cascadeur tutorials are already very well put together, although I will go through some of my own workflows (root motion, 2-handed weapons, cleaning up mocap etc)
I really want this as a Blender addon so badly! This is awesome!
Noice!
more cascadeur vids friend
You did it wrong. The way you had it at the beginning with the hands was fine.
How can I make a cat that flies and shoots lasers with this and when you press the L key it does a little dance thanks
Nah I'm just kidding there's always someone like that though
Honestly, seams kind cool. but not worth the implementation of an extra software on the the workflow. especially when it comes to messing with rigs and animations
Feels like you could have achieved the same result with a few more clicks. Maybe, similar to suit-lessbody tracking, this may suit artists an professionals who are getting into animation and still dont control it very well.
i really wouldn't like to deal with a fully rigged character facial, clothing, strech/Squash, shape keys un-godly amount of contraints Back and forth out the native software.
Maybe if it was a Plugin. For instance, in a one hand attack animation, its always annoying to have to animate secondary movement one the other arm. It would be amazing if we could get value out of a plugin like this
Do you know that you can hardly speak a sentence without using the term, ACTUALLY, totally out of context. You need not have used this word, as well as the words, LIKE and SO, at all throughout this demonstration. You may want to lose the word, COOL, as well. Nevertheless, your animation is not bad, and is a good introduction to Cascadeur. I am a polyglot, teach elocution and things like this is of interest to me.
things like this ARE of interest to me
Just end your clickbait channel
Can you go over mirroring? I made a stand to crouch transition and I would like to mirror it so that the right foot is forward instead of the left. Thanks!
Hey hey! You can select all joints and then use the "mirror" tool on the top bar :)
Can you go over mirroring? I made a stand to crouch transition and I would like to mirror it so that the right foot is forward instead of the left. Thanks!
Hey there! There are some mirroring tools in the top bar of the program :) I think you can mirror current pose and also mirror all key frames