This video is so interesting and there are so useful tips and tricks that need not only on mocup cleaning, but in regular animation editing too. Love it. Cascauder is awesome.
I really love this software and this Tutorial. Most of Casci are made by you, right? Isnt't it possible to lock Bodyparts for a Mocap? Means If I only want to have the upper Part of a Body animated, but from HIp or Pelvis all remains fixed. I tried that marking with Key "R" and "Shift R" but still the Legs get animated, although the Mocap shows only upper Body?
has retargeting functionality been added in this last update? I suppose I could go read the update notes lol. If I had mocap anims from rokoko and I wanted them retargeted for UE mannequin, would I import them to Unreal, retarget them there then export them to Cascy?
Hello, I recently became very interested in creating games, noticed your program and was very delighted! I plan to use it in the future. Can I ask you about a tutorial for creating animations simultaneously for two players on stage (for example, all painful techniques where one player grabs the other)?
Just search for “Cascadeur Two Characters”, you will get result like below: 👇this guy makes really good Cascadeur tutorials ua-cam.com/video/ogE4pmUlMWs/v-deo.html
This is so good that I would not be surprised in the least that its future name for this will be called Autodesk Cascadeur. We'll all get pissed off and Cascadeur walk away with a huge pile of cash.
to use clean up inside the Cascader first we need retarget the motion capture file to our character in other softwares like maya right, then we need to convert our character in to cascadeur formate right.. then after clean up again convert in to maya file.. please tell me what is the pipeline this is confusing me, plaese help us how we can use this in production
Thanks a lot for the video! Very useful! But I think you missed explaining other aspects of Motion Capture import, usually when I try to import a motion capture and turn on AutoPhysics it completely bugs the animation. How to solve it? Or how to clean up glitches and noise throughout the animation. I hope it can be covered in a second part of this tutorial.
For noisy mocap, I used Secondary and Spring Secondary motion as alternative to butterworth filter in maya. It takes time to setup, but as result you can get physical accuarate motion instead of noise and avoid too simple smooth motion.
Great tutorial, thanks. Can you show how to paste the animation from mocap data, like the one character with the dots on him, to a standard model? You show how to rig a custom model, but then skip to pasting a standard retargeted model on another standard model. Whenever I try to paste the animation data from a custom model to a standard model it says: Names or guids of objects to copy and objects to paste don't match!
If the models have different skeletons, you will need to retarget. At the moment, Cascadeur does not have such a function. You have to retarget the model you want in any program that supports this function, and then you can make a rig for that model in Cascadeur
Does the latest Version of Cascadeur have some new Features concerning MoCap Cleaning? It looks cool, but fully destructive and kind of blackboxing. I would prefer a more non-destructive workflow.
Hello, in new cascadeur release gravity changes can't be applied to certain amount of frames. When I select frames and change gravity, all other jumps in animation change too.
during the first 2 minutes, it talks about import animations. I'm trying to do it but, when I import an animation from a character to another character (also for example for UE5 Manny to UE4 manny) the animations goes broke. Can someone help me?
Could you do a tutorial showing how to import a scene into cascadeur so I can Animate my characters interaction with the scene. Like in one of the demonstrations where one of the characters was juggling the a basketball.
Can you retime mo cap data in Cascadeur please? If I have 2 characters fighting but the action is slightly off, does it have something like time remapping etc to get the actions to match up?
The sliding Feet almost kill any Animation. This seems to be a good Solution. You Guys made a damn good Job. Although it looks pretty unusuai compared with other Animation Software. But I never saw before such a good Mocap Function and most important - editable on the same Stage as it was taken. Think I have some sleepless Nights ahead.
Do check out our new feature Animation Unbaking, a tool that greatly simplifies the process of turning any baked animation into an editable one. Mocap or any asset or generated animation, it will automatically determine the keyframes and choose the best interpolation for the intervals
My biggest problem is the hands and feet. The hands and feet frequently go beneath the surface, the ground plane. Even after I clean it up and manually move it above the surface, sometimes it's hard to tell if part of the fingers or feet are still beneath the surface a little bit and I don't realize it until I import the animation into another piece of software. Is there any way to make it so that body parts never go beneath the ground? I want to completely restrict that. And if that's not possible with mocap, is it possible to restrict body parts from going beneath the ground plane when moving body parts manually? I'm using AutoPosing mode. Thanks in advance for any advice!
This all seems so complicated to me and I'm not grasping anything. The reason I'm looking for another animation software is because BLENDER is too tough to learn. I just want a simple animation software that allows me to animate without much thinking involved, JUST actions, so that I spend more time creating and less thinking of what does what. I need serious help.
Blender for animation is tough to learn? And this seems complicated? Mate, there's no easiest solution on the market, what you're asking does not exist. I haven't met anyone that couldn't use maya, blender, cascadeur or any other program after doing the bouncing ball and simple rig exercises, that's how quickly people usually get used to it, so it's not that complicated to begin with. If I had to guess you're probably trying to animate full on character rigs without understanding the basics and then calling it "complicated". Cascadeur is great and simplifies things, but it's not a magic solution, you need to know how to animate. Knowing what does what is part of that, especially with their autoposing tools which if you don't know what you're doing, it might as well be called the crappyposing tool as it will get undesired effects. The tools they kept are a necessity for every 3d animation. Most of the things covered are just understanding how the rig works. If you don't want to understand control rigs, 2D animation is a thing. If you do want to understand them, start small. Do a bouncing ball, some simple rigs like the flour sack rig if you can, that one is great. You do that for a day or two and you should be able to pick up a character after without issues. Be sure to mess with the rig first when you get to complex characters so you know what does what, but the simple rigs from before should organically tell you that. It takes 1-2 days to go through that process and voilá, you don't have to think about what does what anymore, it becomes second nature. That said, "without much thinking" doesn't exist in animation, it's a pretty involved process, regardless of what you're animating.
hey don, if this is so terrible.. what would be a good way then ? i personally would do it with mobu, try using butterworth here and there, aux effectors and correction layers for the ik handles with some keys between zero keys.. .. but that workflow seems not to be very much less efford or less destructive.. so i would be really interessted to hear about how you would approach such editing.
I truly believe that this team will do something about motion capture process for game dev. Not far from becoming an industry standard program.
I agree
Wow, you guys have really come a long way with Cascadeur.
This video is so interesting and there are so useful tips and tricks that need not only on mocup cleaning, but in regular animation editing too. Love it. Cascauder is awesome.
this is exactly why I want to use cascadeur merci beaucoup pour cette video
My GOD, that is just a blessing, I'm crying now...
Best tutorial so far. And ofc great narrator
I've been waiting for this tutorial for a long time. Thanks! (I'm mentioning Cascadeur for all the game developers I know. So frickin awesome)
Patiently waiting for the next update
This software is amazing but needs hand sliders to open/close hands which would make life a lot easier!
This is an amazing presentation.
What about fixing finger positions for a specific interval?
man its perfect thank you so much sir
This is AMAZING work you guys! Definitely buying the software.
absolutely amazing
Great! I was wondering about this!
Thanks, that's pretty useful!
Best Animation Software 2023
This has been the best video for my workflows! Thanks 🙏
I really love this software and this Tutorial. Most of Casci are made by you, right? Isnt't it possible to lock Bodyparts for a Mocap? Means If I only want to have the upper Part of a Body animated, but from HIp or Pelvis all remains fixed. I tried that marking with Key "R" and "Shift R" but still the Legs get animated, although the Mocap shows only upper Body?
has retargeting functionality been added in this last update? I suppose I could go read the update notes lol. If I had mocap anims from rokoko and I wanted them retargeted for UE mannequin, would I import them to Unreal, retarget them there then export them to Cascy?
wow my timing couldn't be any worse, if only you guys were a week earlier
Please a video on creating a scene of two character fighting each other
Hello, I recently became very interested in creating games, noticed your program and was very delighted! I plan to use it in the future. Can I ask you about a tutorial for creating animations simultaneously for two players on stage (for example, all painful techniques where one player grabs the other)?
Just search for “Cascadeur Two Characters”, you will get result like below: 👇this guy makes really good Cascadeur tutorials
ua-cam.com/video/ogE4pmUlMWs/v-deo.html
That would be very much welcome. Also looking for a tutorial.
This is so good that I would not be surprised in the least that its future name for this will be called Autodesk Cascadeur. We'll all get pissed off and Cascadeur walk away with a huge pile of cash.
to use clean up inside the Cascader first we need retarget the motion capture file to our character in other softwares like maya right, then we need to convert our character in to cascadeur formate
right.. then after clean up again convert in to maya file.. please tell me what is the pipeline this is confusing me, plaese help us how we can use this in production
Thanks a lot for the video! Very useful!
But I think you missed explaining other aspects of Motion Capture import, usually when I try to import a motion capture and turn on AutoPhysics it completely bugs the animation. How to solve it?
Or how to clean up glitches and noise throughout the animation.
I hope it can be covered in a second part of this tutorial.
For noisy mocap, I used Secondary and Spring Secondary motion as alternative to butterworth filter in maya. It takes time to setup, but as result you can get physical accuarate motion instead of noise and avoid too simple smooth motion.
@@MTBFdeveloper Thank you very much for the tip!
Everything is wonderful except one things is that how to the tracks i created? Or it is not needed to be deleted at all?
Great tutorial, thanks. Can you show how to paste the animation from mocap data, like the one character with the dots on him, to a standard model? You show how to rig a custom model, but then skip to pasting a standard retargeted model on another standard model. Whenever I try to paste the animation data from a custom model to a standard model it says: Names or guids of objects to copy and objects to paste don't match!
If the models have different skeletons, you will need to retarget. At the moment, Cascadeur does not have such a function. You have to retarget the model you want in any program that supports this function, and then you can make a rig for that model in Cascadeur
Does the latest Version of Cascadeur have some new Features concerning MoCap Cleaning?
It looks cool, but fully destructive and kind of blackboxing. I would prefer a more non-destructive workflow.
Hello, in new cascadeur release gravity changes can't be applied to certain amount of frames. When I select frames and change gravity, all other jumps in animation change too.
thanks a lot
Can I import UE4 skeleton capture fbx from Rokoko and clean it up without retargeting ?
Where can I download mocap data from the video for practice?
during the first 2 minutes, it talks about import animations.
I'm trying to do it but, when I import an animation from a character to another character (also for example for UE5 Manny to UE4 manny) the animations goes broke.
Can someone help me?
Is it possible to add sync markers to the animations within Cascadeur, which then can be used e.g. in the Unreal Engine?
Could you do a tutorial showing how to import a scene into cascadeur so I can Animate my characters interaction with the scene.
Like in one of the demonstrations where one of the characters was juggling the a basketball.
Can you retime mo cap data in Cascadeur please? If I have 2 characters fighting but the action is slightly off, does it have something like time remapping etc to get the actions to match up?
just press + to add few plus frame before it ?
The sliding Feet almost kill any Animation. This seems to be a good Solution. You Guys made a damn good Job. Although it looks pretty unusuai compared with other Animation Software. But I never saw before such a good Mocap Function and most important - editable on the same Stage as it was taken. Think I have some sleepless Nights ahead.
Do check out our new feature Animation Unbaking, a tool that greatly simplifies the process of turning any baked animation into an editable one. Mocap or any asset or generated animation, it will automatically determine the keyframes and choose the best interpolation for the intervals
@@Cascadeur Tried that last Weekend, but it crashed. But I have that new Version 2 Days only. May be I made sth wrong. I try that later.
My biggest problem is the hands and feet. The hands and feet frequently go beneath the surface, the ground plane. Even after I clean it up and manually move it above the surface, sometimes it's hard to tell if part of the fingers or feet are still beneath the surface a little bit and I don't realize it until I import the animation into another piece of software. Is there any way to make it so that body parts never go beneath the ground? I want to completely restrict that. And if that's not possible with mocap, is it possible to restrict body parts from going beneath the ground plane when moving body parts manually? I'm using AutoPosing mode. Thanks in advance for any advice!
Did you find a solution? I am trying to fix my feet animation too.
Can we do face animation?
什么时候可以出一款中文版呢😂
you need to add a perpetual licensed.
This all seems so complicated to me and I'm not grasping anything. The reason I'm looking for another animation software is because BLENDER is too tough to learn. I just want a simple animation software that allows me to animate without much thinking involved, JUST actions, so that I spend more time creating and less thinking of what does what. I need serious help.
Blender for animation is tough to learn? And this seems complicated? Mate, there's no easiest solution on the market, what you're asking does not exist. I haven't met anyone that couldn't use maya, blender, cascadeur or any other program after doing the bouncing ball and simple rig exercises, that's how quickly people usually get used to it, so it's not that complicated to begin with. If I had to guess you're probably trying to animate full on character rigs without understanding the basics and then calling it "complicated".
Cascadeur is great and simplifies things, but it's not a magic solution, you need to know how to animate. Knowing what does what is part of that, especially with their autoposing tools which if you don't know what you're doing, it might as well be called the crappyposing tool as it will get undesired effects. The tools they kept are a necessity for every 3d animation. Most of the things covered are just understanding how the rig works. If you don't want to understand control rigs, 2D animation is a thing.
If you do want to understand them, start small. Do a bouncing ball, some simple rigs like the flour sack rig if you can, that one is great. You do that for a day or two and you should be able to pick up a character after without issues. Be sure to mess with the rig first when you get to complex characters so you know what does what, but the simple rigs from before should organically tell you that.
It takes 1-2 days to go through that process and voilá, you don't have to think about what does what anymore, it becomes second nature. That said, "without much thinking" doesn't exist in animation, it's a pretty involved process, regardless of what you're animating.
我爱你
This workflow is ok for very small times frames. When you have minutes of mocap to clean up this process is extremely time consuming.
Then don't mocap :p
do you know a better way ? (i mean a way that does actually exist)
This is very nice...the mocap files came inside , dont need to import.....
fingers or no?
the vedio looks easy;but a lot of details they dont talk about!
physics correctly not working ,make another tutorial
This is a terrible way to clean Mocap data
hey don, if this is so terrible.. what would be a good way then ?
i personally would do it with mobu, try using butterworth here and there, aux effectors and correction layers for the ik handles with some keys between zero keys..
.. but that workflow seems not to be very much less efford or less destructive..
so i would be really interessted to hear about how you would approach such editing.
@@mm-hl7gh What u think of iclone?