@@LukiGames0 it's not difficult to retrain a team of 5-10 people on new and familiar software over a what, 2-month period? The question becomes why would they, maya is perfectly fine
I decided to learn animation out of nowhere and honestly...i tought it would be easier. Been watching this tutorial since yesterday and my walking is still a zombie walk=)) animators, you have all my respect!
One thing to say, this is not easy, all skills are developed with knowledge and lots of practice. Great animators have spent years honing their skills and those who use Cascadeur for productivity are really efficient.
I was literally trying to find any tutorial for a walk cycle done in Cascadeur today, wishing there was an official guide. And look at that, called it! Thank you and keep up the great work!
This tech is why people should stop acting like any AI is gonna ruin jobs when stuff like this just opens up many more ways for artist to set up scenes without hurting themselves in the process
I love thiiiiiiiiisssss I'm having way much fun with this software and this class just worked perfectly for what I wanted to create, a backwards walking animation ♥ Cascadeur 1000 out of 10, also this video is amazing, love how everything is explained and shows why and how and when.
It's good to see how a walk cycle is done with AutoPhysics in Cascadeur, but I think you'd better make step-by-step tutorials about complex body-mechanic animations. I saw your examples of parkour, side flip, heavy weapon, circus trapeze swing, animal, multi-character and hit animations
Needing to hold/drag the middle mouse button at 10:45 pretty much stops anyone using a touch pad in their tracks, and this doesn't seem to be something that can easily be switched in the input/hotkey settings
I'm using Chibi sample, and I just use the enforce because no matter what number I put in the Fulcrum the color of the bar doesn't change from red to yellow or to green and the other foot was using default fulcrum
This is great! I always felt that seamless looping was a missing feature, or at least i couldn't find any good tutorials on it. Only question i have now is how to make it work with root motion. I guess i could just "bake" the frames after fallowing this and then try to move that character so that the feet stay put but I'm wondering if there is a smarter or more "proper" way to do it? Either way, good job! Love the way this software is progressing :)
Dommage que ce soit toujours aussi compliqué pour un cycle de marche il y a quand même pas mal d'étapes juste pour mettre un pied devant l'autre mais je dois reconnaître que c'est un excellent tutoriel et un excellent logiciel 👌🏻
When I try to add FK to the interpolation at 5:29 it only adds to the keyframes (dark blue part). What am I doing wrong? The arms still bend at the elbow. Also when I select a point (e.g. wrist) then select several frames, it shows the trajectory for the wrong point (e.g. foot).
Hey, I had the same issue, there's a button further to the right, idk what the left ones do, but selecting the bit in the middle and pressing FK did it for me (one next to the bezier curves)
Thank you very much for your great tutorials 💖👌 i want to fly a bird using this software. Is it possible? Could you please release a tutorial about this? Thank you very much 🤗🤗💖💖
Hello! Of course, nothing prevents you from animating different movements, including flying! But the only limitation - auto physics does not work with aerodynamics, so such animations should be done without the main physical corrector
Would have been good to initiate the tutorial following on from a start walk animation so we can see how to start our looping animation in the right pose
I found out how, I needed to enforce fulcrum points on my feet point controllers, I am using a different model than in the tutorial. Although, the fulcrum areas are not areas, just green squares around the points I enforced fulcrum on, but the result was similar.
I've noticed that the tutorial covers the TECHNICAL aspect of using Cascadeur, but not the animation process per se. If you want to animate a walk loop, I strongly suggest observing keyframe positions from real-life reference videos. Cascadeur automates part of the process, but the correct keyframe positions are crucial for the best results. (complaining about "how bad this animation is" is beyond the scope of this tutorial. There's a HUGE difference between a technical tutorial to show how the program works from a tutorial that teaches how to animate something. While Cascadeur can undoubtedly accelerate the process, it's not intended to replace the entire animation process with a single click.).
I can't add the track with the arms. I selected all the arm parts, I clicked add track, but nothing happens, I don't get the track with the arms. All I have is , UE5 _manny, I don't even have Body, Head, Legs, Like you have. What could I be doing wrong?
This is cool but what about face animations? What pipeline we need for body animation in cascadeur and then face in maya? Should it be two rigs, one for body and one for face?
Thank you for the tutorial. I don't feel it's easier than making a walking cycle in maya by keyframe. When moving one part, the other part will be affected. After the auto animation was generated, you still need to fix the pose and add details by hand-key. It's still 8 frames.
Followed the tutorial exactly, and got good results, but for some reason on one frame the direction controllers on the head and torso rotated 90 degrees to one side. Don't know why this happened, and I couldn't fix it, leaving a strange jitter in the final result. Any advice?
Hello, I followed your tutorial on the walking cycle, I met at the end a problem when I had to polish the animation to try that the movements feet and hands did not want to change position, I do not understand the problem.
why i dont have a "max distance", "Max height" sliders and "fulcrum state" buttons in my Fulcrum point tab? (13:55) i only have a checker "interpolate" then. ответить можно на русском)
Whenever I select a track and go to Enable FK interpolation nothing happens, it still shows as IK. They keyframes will change to FK but the interpolation in between keyframes still shows as IK and wont let me change. Am I missing something?
I had the same problem. You're enabling FK for the keyframe (which is the menu on the left side of the timeline), when you need to enable FK for the interpolation (which is more towards the center of the timeline). Also make sure you didn't accidentally lock any of the hand points (they'll be blue in the autoposing view), as I accidentally did this and changing to FK had no effect. Good luck :)
i box select the whole person and manually move them forward every keyframe, paying attention to the feet to make sure they don’t slide unnaturally. doesn’t take too long
Great tutorial! Though I don't understand why but it seems like when I try to update the position event a little at the end after the auto physics, the whole body makes some drastic movement. Any ideas why this is doing that?
It is probably because of the Auto Posing - this is how it works. You can activate all the necessary point first or you can just use the regular point controllers! It's hard to say more accurately without seeing your scene.
Lost me at 2:28 - you did something really simple, but important that allowed you to rotate the heel and didn't include any instruction. readyplayerzack points out below in the comments below you have to use the E key shortcut to rotate the heel.
hm, in here it shows max speed instead of max distance.... Yeah failed at the most basic tutorial while trying to make a bit less conventional walk, my solution was to create the physics by hand like I do in blender.
For everybody who's lost like me with this tuto, Max Distance was renamed to Max Speed. Through logic, I don't understand why "max speed" since it's a distance thing, but that's what they went for.
Great video, but throughout the video you did random things and didn't explain them. Like how to increase your working space at the bottom, and then randomly activating autopose on some body parts and also didn't explain why. Also used a shortcut to select all points in the arms at one point, then didn't explain how. Just a heads up.
Cascadeur has rather terrible UX. Like every other CGI program, they adopted their own keymaps, camera navigation, and UI elements. This way, every program in the industry has different usage paradigms. Very handy... not. One question: why is "X" used to play the timeline? In what universe is "X" a valid key to start playing anything? Whoever made that up is just playing a cruel joke on the users I'm sure. Hey, consider using "spacebar" like all the other 1000 programs in existence. C++ programmers are not right in the head.
The English pronunciation is easy to understand, allowing non-English speakers to grasp the video without stress. Thank you.
Happy to see that someone try to solve animator's problems. For many years, We have used maya for animation. This tool can be future for animators.
Maya is industry standard and studios won't change that due to pipeline. But for small dev studios it will be a great tool.
Well first we would need to be able to rig and animate Our own characters in cascadeur.
@@rossdanielart We can, look at their documentation. It is also possible to create a custom rigs.
@@LukiGames0 it's not difficult to retrain a team of 5-10 people on new and familiar software over a what, 2-month period?
The question becomes why would they, maya is perfectly fine
@@ethanwasme4307This is far better for animation than Maya and you can export fbx and also use the same rig to bring into maya like mocap
I decided to learn animation out of nowhere and honestly...i tought it would be easier. Been watching this tutorial since yesterday and my walking is still a zombie walk=)) animators, you have all my respect!
One thing to say, this is not easy, all skills are developed with knowledge and lots of practice. Great animators have spent years honing their skills and those who use Cascadeur for productivity are really efficient.
I am starting to learn animation now too, I definitely understand your feelings. Respect to all the animators out there.
I was literally trying to find any tutorial for a walk cycle done in Cascadeur today, wishing there was an official guide. And look at that, called it! Thank you and keep up the great work!
This tech is why people should stop acting like any AI is gonna ruin jobs when stuff like this just opens up many more ways for artist to set up scenes without hurting themselves in the process
Same
@@senritsujumpsuit6021 Wrong
@@UhGoomba how is that wrong
yup @@senritsujumpsuit6021
shift + space = 2 Viewports in the latest version.
ctrl + space = switch Isometric mode
thank you
Thanks a lot, man.
Thanks bro Ive been looking for this 😅😂
It took me a year to arrive at this
Ok, cool. Thank you ✨️
Now, how do you remove the extra viewport?
Excellent!!! Need more detailed tutorials like this.
Yes..totally agree!! Need new turorials related to using latest Cascadeur release!
Thank you so much! Please keep these coming, we really appreciate these types of tutorials.
Such a great tutorial. Very, very informative. Love, how many small details are explained.
It will really help once I get the software on a decent PC for it
yeah this is an amazing tutorial, we need more, especially for creatures .
If only Unreal Engine had video tutorials as great as this 🎉
I love thiiiiiiiiisssss I'm having way much fun with this software and this class just worked perfectly for what I wanted to create, a backwards walking animation ♥
Cascadeur 1000 out of 10, also this video is amazing, love how everything is explained and shows why and how and when.
One of the best Tutorials I've ever watched
How's your progress so far? Would you say it's worth it? Asking because I want to get into game animation but I'm afraid tbh
Thank you! It's kinda very impressive! You just saved me with this program for complex animations!
You guys are literally the best
Had problems with smoothing between last and first keyframe; thanks for this 17:05, now my animation(s) is cycling correctly.
Amazing tutorial, thank you so much :3
Soooo much helpful !!! Need more tutorials like this
This program is incredible! Thanks!!
YOO THIS IS INSANE !!!
PLEASE MORE TUTORIALS
So informative , thank you so much .
Can u please make a video on acting animation.
So that we can understand, how auto physics will work .
Great tutorial. But I missed that little mode switch at 10:55 and it had me going crazy for a good hour.
Thank you for pointing that out!!! Marking all in "point controller Mode" to apply the "Mirror on Interval" was saving me that hour !!! :)
Same! Thank you for saving me!
That had me going crazy for a good two hours XD . Thanks you so much.
It's good to see how a walk cycle is done with AutoPhysics in Cascadeur, but I think you'd better make step-by-step tutorials about complex body-mechanic animations. I saw your examples of parkour, side flip, heavy weapon, circus trapeze swing, animal, multi-character and hit animations
very nice - thanks for sharing your animating Science for free
Cool software, removes the tedious nature of animation, thanks for making it free to play with.
Welcome sir! Nice
Needing to hold/drag the middle mouse button at 10:45 pretty much stops anyone using a touch pad in their tracks, and this doesn't seem to be something that can easily be switched in the input/hotkey settings
I'm using Chibi sample, and I just use the enforce because no matter what number I put in the Fulcrum the color of the bar doesn't change from red to yellow or to green and the other foot was using default fulcrum
Finally! Thank you!
This is great! I always felt that seamless looping was a missing feature, or at least i couldn't find any good tutorials on it. Only question i have now is how to make it work with root motion. I guess i could just "bake" the frames after fallowing this and then try to move that character so that the feet stay put but I'm wondering if there is a smarter or more "proper" way to do it? Either way, good job! Love the way this software is progressing :)
If the mirroring tool is half assing its function. Try using it while in box controller mode
a jog cycle would also be nice ^^
i find it hard to make corrections, when i move his arm straight at 6:40 it just resets back to the spot i moved it from
this is great
shift + Spacebar to split windows
блин спасибо тебе большое капец ты крут!!!
There is a bug when pivoting around the toe with the blender input settings 8:36 - 8:45
Dommage que ce soit toujours aussi compliqué pour un cycle de marche il y a quand même pas mal d'étapes juste pour mettre un pied devant l'autre mais je dois reconnaître que c'est un excellent tutoriel et un excellent logiciel 👌🏻
Thank you for the tutorial.
When do we get a Mac version?
I have had such a difficult time with this software
need a update to this tutorial, the current version of this aoftware snaps alot during the same autopose tweaking when you follow the steps.
Is there any way to import keyframes from Blender to Cascadeur just to apply Autophysics to it?
I guess that might help you, ruclips.net/video/1Dw9ktEh2E0/видео.html & ruclips.net/video/qV-3pd-JVYs/видео.html.
@@tuatec thank you, I appreciate it
@@vanerorg you're welcome!
I'd like to know too
Expect to have switches that quickly switch forward loops, and in-place cycles.
please add tutorial for 8 direction movement for games with just two poses and auto physics complete .
When I try to add FK to the interpolation at 5:29 it only adds to the keyframes (dark blue part). What am I doing wrong? The arms still bend at the elbow.
Also when I select a point (e.g. wrist) then select several frames, it shows the trajectory for the wrong point (e.g. foot).
Hey, I had the same issue, there's a button further to the right, idk what the left ones do, but selecting the bit in the middle and pressing FK did it for me (one next to the bezier curves)
@@Litruv Thanks man I'll try that
Thank you very much for your great tutorials 💖👌 i want to fly a bird using this software. Is it possible? Could you please release a tutorial about this? Thank you very much 🤗🤗💖💖
Hello! Of course, nothing prevents you from animating different movements, including flying! But the only limitation - auto physics does not work with aerodynamics, so such animations should be done without the main physical corrector
would have been nice if the video showed you how to go into rotation mode?
btw everybody that is wondering it is the E key
SERIOUSLY!! What a headache!
@@readyplayerzack Thank you.
Would have been good to initiate the tutorial following on from a start walk animation so we can see how to start our looping animation in the right pose
Can you make walk upstairs and downstairs animation?
Can you make some more tutorials on quadrupted walk cycle, run cycle , jump, attack etc? I am studying on tiger / lion movements .
this object doesnt support global rotation around itself??
Anyone know how to enable those green fulcrum squares? They don't show at all for me at the start of using autophysics.
I found out how, I needed to enforce fulcrum points on my feet point controllers, I am using a different model than in the tutorial. Although, the fulcrum areas are not areas, just green squares around the points I enforced fulcrum on, but the result was similar.
I've noticed that the tutorial covers the TECHNICAL aspect of using Cascadeur, but not the animation process per se. If you want to animate a walk loop, I strongly suggest observing keyframe positions from real-life reference videos. Cascadeur automates part of the process, but the correct keyframe positions are crucial for the best results.
(complaining about "how bad this animation is" is beyond the scope of this tutorial. There's a HUGE difference between a technical tutorial to show how the program works from a tutorial that teaches how to animate something. While Cascadeur can undoubtedly accelerate the process, it's not intended to replace the entire animation process with a single click.).
I can't add the track with the arms. I selected all the arm parts, I clicked add track, but nothing happens, I don't get the track with the arms. All I have is , UE5 _manny, I don't even have Body, Head, Legs, Like you have. What could I be doing wrong?
11:48 physics 점프 fulcrum point
My model became completely black in the left viewport when I chose mirror tootl->mirror on current frame(frame 0). Anyone know why?
maybe there is enabled the silhoette mode?
@@comradchannel2143 That is what happened, thank you!
My animation tracks don't display any names. Any idea how to fix that?
My character is jumping 4 meters in the air, then back. Any idea?
does anyone know when cascadeur will be available for mac?
The problem is this does not work well with custom rigs
Animations can usually be translated to different rigs
Retarget animations with an IK Rig, once you make a retargeter you can just reuse it as many times as you need
It's tedious to set up but it's actually pretty good once it's done
This is cool but what about face animations? What pipeline we need for body animation in cascadeur and then face in maya? Should it be two rigs, one for body and one for face?
How to split and use two viewing sides?
2:40 you mean to the left?
Hi! How turn off secondary motion to the arms that I selected?
Thank you for the tutorial. I don't feel it's easier than making a walking cycle in maya by keyframe. When moving one part, the other part will be affected. After the auto animation was generated, you still need to fix the pose and add details by hand-key. It's still 8 frames.
when I try to rotate the sholders it gives an errror saying, this object doesn't support global rotation around itself?
what am I suposed to do here?
Followed the tutorial exactly, and got good results, but for some reason on one frame the direction controllers on the head and torso rotated 90 degrees to one side. Don't know why this happened, and I couldn't fix it, leaving a strange jitter in the final result. Any advice?
Rig starts going up and floating when I activate the peliv rotation key... what's wrong?
Hello, I followed your tutorial on the walking cycle, I met at the end a problem when I had to polish the animation to try that the movements feet and hands did not want to change position, I do not understand the problem.
why i dont have a "max distance", "Max height" sliders and "fulcrum state" buttons in my Fulcrum point tab? (13:55)
i only have a checker "interpolate" then.
ответить можно на русском)
Нашел решение - надо в строке, где написано "object properties" нажать серую кнопочку "All component type visible", выглядит как буква Ф
@@Madsen997 Благодарю
Casc doesn't render the last frame when I export seq as a video file
we are going through the end of work force! RIP TRADITIONAL ARTISTS-ANIMATORS-VID EDITORS-VFX ARTISTS.
Aight let me see your animation work,
@@_casg I won't show my work to ai guys 😁✌️
How can we export the created animation to unreal engine?
I have a question. Can I animate my models in blender then import them to cascadeur then export the final animations back to blender?
coooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooool
Whenever I select a track and go to Enable FK interpolation nothing happens, it still shows as IK. They keyframes will change to FK but the interpolation in between keyframes still shows as IK and wont let me change. Am I missing something?
I had the same problem. You're enabling FK for the keyframe (which is the menu on the left side of the timeline), when you need to enable FK for the interpolation (which is more towards the center of the timeline). Also make sure you didn't accidentally lock any of the hand points (they'll be blue in the autoposing view), as I accidentally did this and changing to FK had no effect. Good luck :)
How to change this into not walking in place?
i box select the whole person and manually move them forward every keyframe, paying attention to the feet to make sure they don’t slide unnaturally. doesn’t take too long
How to activate trajectories?
Great tutorial! Though I don't understand why but it seems like when I try to update the position event a little at the end after the auto physics, the whole body makes some drastic movement. Any ideas why this is doing that?
It is probably because of the Auto Posing - this is how it works. You can activate all the necessary point first or you can just use the regular point controllers! It's hard to say more accurately without seeing your scene.
Wait there is no fulcrum points in mine, wtf?
how to delet the keyframe
f key
is it possible to make the ground plane/ grid larger ?
Can we do rigging in Cascadeur?
how to delete a single key, when i press "delete" key from keyboard, it will delete the skeleton.
press the add keyframe button while you’re on an already existing keyframe on the timeline
thank you ;-;/
Why in all your videos the knees are popping like crazy, it's so much visible but never addressed
Lost me at 2:28 - you did something really simple, but important that allowed you to rotate the heel and didn't include any instruction. readyplayerzack points out below in the comments below you have to use the E key shortcut to rotate the heel.
Had to Ctrl+F for this comment. Thanks!
Pressing the spacebar isn't splitting my viewport...
shift+spacebar
@@leeJuYoung76 thank you!
hm, in here it shows max speed instead of max distance....
Yeah failed at the most basic tutorial while trying to make a bit less conventional walk, my solution was to create the physics by hand like I do in blender.
For everybody who's lost like me with this tuto, Max Distance was renamed to Max Speed.
Through logic, I don't understand why "max speed" since it's a distance thing, but that's what they went for.
does anyone happen to know where they get their music? i rly like it
shift z dont work
"staps" 0:16
需要汉化呀,老哥 Need a Chinese version, brother
Great video, but throughout the video you did random things and didn't explain them. Like how to increase your working space at the bottom, and then randomly activating autopose on some body parts and also didn't explain why. Also used a shortcut to select all points in the arms at one point, then didn't explain how. Just a heads up.
Cascadeur has rather terrible UX. Like every other CGI program, they adopted their own keymaps, camera navigation, and UI elements. This way, every program in the industry has different usage paradigms. Very handy... not. One question: why is "X" used to play the timeline? In what universe is "X" a valid key to start playing anything? Whoever made that up is just playing a cruel joke on the users I'm sure. Hey, consider using "spacebar" like all the other 1000 programs in existence. C++ programmers are not right in the head.
You can always customize the hotkeys to your liking through the Settings menu
@@ElenaLanovaia I pressed the uninstall hotkey
@@ElenaLanovaiabut why to keep it wrong to begin with
True...
this tool not for creatnig small and easy animations.
Таймкоды бы прицепить на каждый шаг, было бы совсем круто
this software is horrible along time to do it and so much complex
does your brain work? this is the easiest animation has ever been
I'm not dumb but I'm having a really hard time following this
Meh, you are skipping many steps in this.
WTF,
There's no need to speed up the animation. How are beginners supposed to learn?