Quick Rig still works well I find for quadrupedal skeletons just in terms of like, it automatically creating rigid bodies that have correct size / physics settings etc. So I just do that, and then sometimes add a few additional rigid bodies after closing the quick rig tool, and then uncheck "Create autoposing" before selecting "Generate rig".
🎯 Key Takeaways for quick navigation: 00:23 🤖 Importing characters into Cascadeur can be done in formats like FBX or DAE, and it supports various standard skeletons like those from Unreal Engine, Mixamo, and more. 01:31 🛠️ Cascadeur offers a quick rigging tool for humanoid characters, automatically assigning rig controllers once a character is recognized. 02:15 🌟 For custom characters not supported by default, manual rig controller assignment is possible, but the model must have a joint skeleton with proper skinning. 03:08 🧍♀️ Characters should be in a symmetrical T-pose or A-pose and have a scale appropriate for the software. 05:37 🔄 Mirroring rig controllers is possible for characters with prefixes like "_R" and "_L" for right and left sides. 08:04 🖐️ Rig controllers for hands and fingers should be assigned manually, and the order of assignment matters for Auto posing. 11:38 ⚔️ Adding weapons to characters in Cascadeur involves importing the weapon model, adding its joints to the rig, and then generating rig elements. 15:25 📊 Adjusting rigid bodies' mass, shape, and size can affect the character's physics behavior in Cascadeur. 18:05 📦 Box controllers offer more control over specific body parts and can be used in combination with physics tools. 19:29 🐰 Auto posing can be adjusted for body parts like ears by changing their behavior to FK (Forward Kinematics). Made with HARPA AI
I literally just gave up Cascadeur and went to Houdini 30 min ago, cus I couldn't find any tutorial to rigging in Cascadeur. Am I the center of the universe?
17:50 when adding box controller for the jaw, Since my model's jaw has many lip bones connected to it. I run into this problem "Several options for the main direction available. Please select a single joint of children, or a specific main direction". How I can fix it ??? the children's bones are for lips.
Great guide, it was very helpful yet I can't figure how to export the correctives blend shapes with the rig skin, if someone has a solution, I'll be glad to hear !
When entering the quick rigging tool it keeps telling me to "fill in the highlightes fields for correct work" but it won't let me fill in anyhting. Its as if all the buttons are disabled. And if i just click "Add rig elements" it tells me to do the same thing but won't let me. Anyone else having this issue??
any chance to get a meta-human skeleton ? i can retarget manny and quinn but i think a build-in skeleton in the program would always be a better choise.
You put rigidbodies on the ears so they will work with the autoposing as sevondary motion, right? Did that work? You didn't show it working. What is the point of doing that?
Every time I use the Quick Rigging Tool, it becomes very very slow. It's not like running out of CPU or RAM or everything (I checked Task Manager). It's just slow when I drag the bone and point together, it takes several seconds every time I interact. Do I set something wrong or is this just normally heavy ???
First of all, thank you for the great video! I'm really looking forward to diving into the software, but I have an issue. I can generate the rig (blender obj converted to mixamo fbx) all ok, but when I try to close 'rig mode' I get this error (in red) and then can't pose my character... [20:59:52] RuntimeError: The following operation failed in the TorchScript interpreter. At: C:\Program Files/Cascadeur/resources/scripts/python ig_mode\off.py(340): off C:\Program Files/Cascadeur/resources/scripts/python ig_mode\off.py(374): mod C:\Program Files/Cascadeur/resources/scripts/python ig_mode\off.py(377): run I can't find anything online and I've been pulling my hair out for ages so any ideas would be greatly received! Thank you
If the character literally has a built-in joint that's a child of their hand that is intended for weapons, am I correct in thinking it makes more sense to just rig that joint normally, and then parent any arbitrary unskinned mesh you want directly to it?
the quick rigging tool is not showing any bones on the configuration panel is coming up blank no matter what model i import to get it rig. if i have to put a rig on it and then import it. then this doesnt auto rig like mixamo does. i imported a humanoid model with no rig and is not showing any bones that i can assign to the model. uninstalling
A dream for Cascadeur to evolve to be animate and rigging non-humanoid characters like dragons for example. I need a tutorial on these extra elements like wings for auto posing.
Hello Cascadeur, I downloaded your software and I try to learn how to animate perosnnages, but I encounter a problem, when I try to move the arm of a character or these feet, automatically the other members of his body moves, do you have any advice to give me?
I like how you silently adjust the data in your tutorial to have it smooth. In reality you'll never have it. Have you ever tried to import the the real life weapon and correct the position from the origin of the weapon? This is nightmare in your program. In rigging mode the transform of the weapon is screwed completely.
cascadeur are brilliant...they don't charge for the basic version etc... question though...why is it when one imports a 3d model (i.e. fbx) that no textures are both included in the animation nor are they included in the final exported model..?
When entering the quick rigging tool it keeps telling me to "fill in the highlightes fields for correct work" but it won't let me fill in anyhting. Its as if all the buttons are disabled. And if i just click "Add rig elements" it tells me to do the same thing but won't let me. Anyone else having this issue??
This software is the hero we need but didn't deserve, thank you guys and gals who made this!
The tools for humanoids are great!
A guide on rigging quadrupeds would be amazing.
Quick Rig still works well I find for quadrupedal skeletons just in terms of like, it automatically creating rigid bodies that have correct size / physics settings etc. So I just do that, and then sometimes add a few additional rigid bodies after closing the quick rig tool, and then uncheck "Create autoposing" before selecting "Generate rig".
Stay free and you’ll continue to disrupt the industry in needed ways…. keep it up! Good stuff
Much appreciate , another videos about non-humannoid character would be perfect
Keep up the hardworks guys
Thank you so much for providing a tutorial on how to rig a weapon. All the other tutorials are unclear and outdated.
🎯 Key Takeaways for quick navigation:
00:23 🤖 Importing characters into Cascadeur can be done in formats like FBX or DAE, and it supports various standard skeletons like those from Unreal Engine, Mixamo, and more.
01:31 🛠️ Cascadeur offers a quick rigging tool for humanoid characters, automatically assigning rig controllers once a character is recognized.
02:15 🌟 For custom characters not supported by default, manual rig controller assignment is possible, but the model must have a joint skeleton with proper skinning.
03:08 🧍♀️ Characters should be in a symmetrical T-pose or A-pose and have a scale appropriate for the software.
05:37 🔄 Mirroring rig controllers is possible for characters with prefixes like "_R" and "_L" for right and left sides.
08:04 🖐️ Rig controllers for hands and fingers should be assigned manually, and the order of assignment matters for Auto posing.
11:38 ⚔️ Adding weapons to characters in Cascadeur involves importing the weapon model, adding its joints to the rig, and then generating rig elements.
15:25 📊 Adjusting rigid bodies' mass, shape, and size can affect the character's physics behavior in Cascadeur.
18:05 📦 Box controllers offer more control over specific body parts and can be used in combination with physics tools.
19:29 🐰 Auto posing can be adjusted for body parts like ears by changing their behavior to FK (Forward Kinematics).
Made with HARPA AI
리깅 워크플로우가 없어서 힘들었는데, 좋은 영상이네요!
That's amazing!
Can you please make a Generic (Creatures/Animals Rig Tutorial)
I want to make all my creatures Cascadeur ready ;)
Impressive piece of software. I have got my pro version, cause of scene link and autopose for fingers and have much fun, working with it.
I literally just gave up Cascadeur and went to Houdini 30 min ago, cus I couldn't find any tutorial to rigging in Cascadeur. Am I the center of the universe?
Become what you dream what you manifest....
They literally had all this on this on their website, you just had to read it with small videos
Lollll
Most probably, You're the next Elon musk, man.
Thank you for this useful tutorial.
17:50 when adding box controller for the jaw, Since my model's jaw has many lip bones connected to it. I run into this problem "Several options for the main direction available. Please select a single joint of children, or a specific main direction". How I can fix it ??? the children's bones are for lips.
I start learning cascade and was about to google how to rigged a character in cascadeur
Brilliant software. Loving it
thank you! i needed this!
Very useful, thanks
Awesome!
everytime i try to add rig elements it keeps telling me i have incorrect parent-child hierarchy. how do i fix???
Great guide, it was very helpful yet I can't figure how to export the correctives blend shapes with the rig skin,
if someone has a solution, I'll be glad to hear !
When entering the quick rigging tool it keeps telling me to "fill in the highlightes fields for correct work" but it won't let me fill in anyhting. Its as if all the buttons are disabled. And if i just click "Add rig elements" it tells me to do the same thing but won't let me. Anyone else having this issue??
AutoPosing: no object with name: 'neck'
I am getting this error and I am new to animation. Can you please guide me through❤❤
any chance to get a meta-human skeleton ? i can retarget manny and quinn but i think a build-in skeleton in the program would always be a better choise.
I don’t think we can export MetaHuman characters successfully. Unreal Engine only allows us to use them via its own platform and tools.
please make a non humanoid character rigging tutorial
What can I do if the pole vectors for the elbows are facing forwards instead of backwards? I can't even select them.
Can you use a valvebiped rig?
You put rigidbodies on the ears so they will work with the autoposing as sevondary motion, right? Did that work? You didn't show it working. What is the point of doing that?
Every time I use the Quick Rigging Tool, it becomes very very slow. It's not like running out of CPU or RAM or everything (I checked Task Manager). It's just slow when I drag the bone and point together, it takes several seconds every time I interact. Do I set something wrong or is this just normally heavy ???
First of all, thank you for the great video!
I'm really looking forward to diving into the software, but I have an issue. I can generate the rig (blender obj converted to mixamo fbx) all ok, but when I try to close 'rig mode' I get this error (in red) and then can't pose my character...
[20:59:52] RuntimeError: The following operation failed in the TorchScript interpreter.
At:
C:\Program Files/Cascadeur/resources/scripts/python
ig_mode\off.py(340): off
C:\Program Files/Cascadeur/resources/scripts/python
ig_mode\off.py(374): mod
C:\Program Files/Cascadeur/resources/scripts/python
ig_mode\off.py(377): run
I can't find anything online and I've been pulling my hair out for ages so any ideas would be greatly received! Thank you
If the character literally has a built-in joint that's a child of their hand that is intended for weapons, am I correct in thinking it makes more sense to just rig that joint normally, and then parent any arbitrary unskinned mesh you want directly to it?
How to pin the feet for not turn with the body?
Is it possible to rig facial expressions with cascaduer?
you can rig anything that the specific skeleton / mesh pair you're using actually has joints for
Can I use this for animating FPS arms and weapons?
Can someone tell me how to add a metahuman form ue5 to cascadeur?
But why no bones for the toes?
the quick rigging tool is not showing any bones on the configuration panel is coming up blank no matter what model i import to get it rig. if i have to put a rig on it and then import it. then this doesnt auto rig like mixamo does. i imported a humanoid model with no rig and is not showing any bones that i can assign to the model. uninstalling
Why can't Quick Rigging find my "Arm_L" for Left arm? Unity's humanoid import calculations has no trouble with my models.
Having the same issue when I try to import a model from blender
Wish this program supports VRM Models.
The program does not work as a crash , Windows 10 🙄
A dream for Cascadeur to evolve to be animate and rigging non-humanoid characters like dragons for example. I need a tutorial on these extra elements like wings for auto posing.
It can already do that. Like wildly more easily than in other software lol
@@ShogoKawada123 So I have to dig through youtube tutorials, I'm just getting started in this program so. But thanks for the answer ;D
Hello Cascadeur, I downloaded your software and I try to learn how to animate perosnnages, but I encounter a problem, when I try to move the arm of a character or these feet, automatically the other members of his body moves, do you have any advice to give me?
I like how you silently adjust the data in your tutorial to have it smooth. In reality you'll never have it. Have you ever tried to import the the real life weapon and correct the position from the origin of the weapon? This is nightmare in your program. In rigging mode the transform of the weapon is screwed completely.
19:20
rigging tools not working anymore
Hm doesn't look like you answer questions on here... Thats unfortunate
Also searching for non-human references in Cascadeur. :pray:
Is cascadeur ai? Doesnt ai need to learn stuff on its own?
Yes it's using ai
"Curently skining is not incorporated in features of cascadeur" - Leave video
cascadeur are brilliant...they don't charge for the basic version etc... question though...why is it when one imports a 3d model (i.e. fbx) that no textures are both included in the animation nor are they included in the final exported model..?
When entering the quick rigging tool it keeps telling me to "fill in the highlightes fields for correct work" but it won't let me fill in anyhting. Its as if all the buttons are disabled. And if i just click "Add rig elements" it tells me to do the same thing but won't let me. Anyone else having this issue??