Thanks for the video, Mike! Have you ever looked at Daz Studio? It seems to fill a niche kind of like Makehuman, but with a lot more features & a focus on photorealism. I just started looking at it so I don't know much, but they just added bridges to the major software like Blender and Maya like a week ago, so it might be more useful than the last time you saw it if you've looked at it in the past.
This software is made by nekki the developer of Shadow fight 3. They talked about this in a showcase. That is why shadow fight 3's combat feels so real.
That's alright. I am pretty great at modelling but animation is basically a different skillset entirely, even if you're trying to understand it and do it like I try to.
@@DontfallasleeZZZZ Yeah, of course. For bigger, more serious projects I would of course leave that to the actual animators, but for personal solo projects that I make (mostly for fun), it's nice to know that there is a simple tool out there that even I can use, if I need some simple (but shitty) animations for my project.
I hadn't heard of this one before and just pulled it down. My animation skills can be summed up as "I can manipulate all of the appendages on a brick; but poorly" and I was able to get up and running on this within minutes! Very nice find and thanks for sharing!
Traditional animation is such a chore, and not super enjoyable imo. This kind of tool is so cool. Thanks for sharing. Your channel is really useful for keeping up on gamedev stuff.
I disagree, it's not a chore if you know how to do it right or even enjoy doing it! I use Maya but I equally love to animate on traditional paper and pencil.
It’s not a chore if it is what you want to do for the rest of your working life, but if your passion lies more in programming or level design and you don’t want to spend an absurd amount of time or money on artists to make original assets and animations, then yes, I agree.
Animation is often a satisfaction deferred endeavor, like film making. You don't often really get to really feel good until you're done. I remember having to wait 2-3 months until an animation I did was screened before I could hear whether people liked it. Though there's something special about seeing your work finally come to life in production.
The funny thing is that I’m in the opposite boat where I adore making animation, especially traditional animation, but it’s really hard for me to squeeze in time to learn coding and make games. I guess which aspect of game dev is more tedious depends on whether you’re more artistic or logical.
I'm wondering the same thing. You can get it free now, but if you start to rely on the software then you're going to want to pay for updates down the line. My interest will depend heavily on whether it costs closer $50 vs. closer to $500.
This Technic/technology of animating a skeleton using a control point is called Inverse Kinematics (IK for shorts) and you can do it in blender, for example, or any other kind of software that allows you to animate and supports IK. Nevertheless it seems to be a pretty awesome piece of software :)
Hello Mike. There's just one thing I'm worried about: They say "Free for early adopters" but do they mention if they're going to cut down tools, block its use, or even reduce functionality (i.e. not being able to export) of the beta once they release the final version?. Thanks & greets from Argentina. Marcelo.
btw don't expect the program to do everything for you, it is great for filling out in-betweens but is kinda quirky to use. I just wish everyone would use the same short cuts
I've tried it a while back but couldn't get much out of using their UI. I recently got that Open Beta email too and will give it another try. I was wondering how well does it work with creating walk cycles and running cycles. Would be very helpful for me if it's easy to create such using Cascadeur.
This is exactly what I was looking for. I have tried to rig character with makehuman and blender, but it's quite challenging. This will ease my work. Thanks!
It would be nice if they also a just added a light theme that wasn't terribad. UX is subjective: some of us like light themes, and we also don't want our eyes to lo hurt...
I actually think that their light theme is pretty good. The Unity light theme, though, is like some pasty mayonnaise slapped on a slow bloated truck, and it sucks.
I'm a bit confused about the "free" part of this. When they say free for early adopters do they mean if you get it now it will always stay free? or do they just mean the beta is free right now. I'm always cautious of these "free" beta tests. I don't want to waste a lot of time learning new software only to find that a couple of months down the line they release it for a price I'm not prepared to pay or even worse a subscription.
@@gamefromscratch Ok thanks, I couldn't find any more info on it either. I guess I'll download it and have a quick dabble for now but I don't like to invest any real time into software without knowing future pricing models. I'm always skeptical of this practice. I think sometimes they make it free at the start and keep pricing info back on purpose so you invest time learning and get used to a workflow then when you're hooked they ask for your first born to continue using it.
@@sibience I have repeatedly asked developers about the planned price a year ago. But no one answered me. In the end, I didn't even start the program because I didn't want to waste time on something that would be too expensive for me. At the same time, I did not regret buying Substance Painter on steam, for example. But such software can cost hundreds or thousands of dollars. it is foolish to waste time on it until the conditions are known.
@@НеизвестныйЯ-г4ь Waste time? It takes around 2-3 hours to get up and running with the software, everything after that is basically you animating stuff. Yes the devs are still unsure how to price this thing, but they said that they want to make it available for the "common man" so to speak, for an affordable price, they even said they think about making it available for free for non-commercial usage. But nothing is decided yet. I don't think its a waste of time and i trust the devs that they'll stick to their word and make it affordable.
@@RyoMassaki The first dose is free? No, thank you, I am quite scrupulous about licensing issues, as I like to post the results of my work in open access. And this means that someone can use this in commercial products. So only a blender and substance painter with a perpetual license. The concept of accessibility is also different for everyone. Fortunately, while I don't have any particularly relevant tasks with animation, mixamo is enough for my exercises. But in the future, it would be interesting to do this if the price is within my purchasing power (30$ like substance). But I'm afraid I won't know the price for years to come. I'm afraid that by the time the price is announced, we will already be using 3d estimation pose algorithms and getting animation from the video series.
I remember following this for a while but very brief and dropped it. Does it export FBX compatibility? Basically I am asking if it will work with Unreal Engine. Edit: Nevermind I got my answer :) I can tell even if I am a good animator that would be a very useful and convenient time saver. Mostly I'd rely on Ik or the rig but that takes a good lengthy amount of time in order to set up. I kinda wanna wait when it's out of Beta but hopefully if there aren't any issues from exports I will still get this.
This is a great time saver. I could spend hours making one animation perfect or I could just use this then tweak it based on my likings. Can't go wrong with this stuff 🙌
Mike thanks for the update! Any idea what this product will cost for commercial FBX export? Pause video at the 7:40 mark as it seems limited to OBJ. It’s great to see a competitor to Akeytsu! Otherwise Auto-Rig Pro looks amazing for Blender.
I'm interested in a few things. 1. I need to export to bvh. 2. I would like to have included the ability to paint weights and rigging the character. 3. Need to know the price. At least approximately. I'm not going to study software that is too expensive for me.
When I register, they ask me for a company name and position in said company. I don't have one??? And the website won't let me proceed to download the software unless I fill those fields...
I see no option to import environment/props/weapons - so no parkour. also no character interaction (constraints between characters) - so fight scenes / take-downs are hard to make.
This looks really interesting. So we can make a character and rig it in Blender, then animate it in Cascadeur, and finally export it to the game engine of choice. Though looking at it, it sorta looks daunting.
when you never heard about naturalmotion endorphin and you find this cascadeur software is a breakthrough wow. even motionbuilder has physical animation since i dont know... a decade ? at least 2016. And endorphin is so old that people just forgot it and decided to reinvent the wheel but square this time !
Most animation software does not have physical based animation software. Endorphin has been dead for ages; and was very clunky to use (way clunkier than Cascadeur). Motionbuilder way out of most people's price range. Just because it's been (kinda) done before doesn't mean it can't be done better. I mean, why even make First Person Shooters because Wolfenstein existed, right?
Can anybody tell me how to enable Autoposing? If I click the button I just get an "Auto posing tool: point already is using" error, but the green points aren't showing.
It would be nice to hear if devs have shared any of their future plans... Cascadeur seems to have level-headed UX (unlike Akeytsu) and proper skeleton rigging tools (unlike Blender, and Blender has horrible interoperability with other animation tools) and also resemblance of HumanIK skeleton and some pose automation wouldn't hurt either and timeline looks pretty nice. However without knowing about pricing... I can imagine something like what happened to Substance tools; now free in beta. Hook the users. Sell to Adobe or Autodesk. Then make it subscription only.
Tried this program but the Autopose tool isnt working for any of the default models. Sadly the console feedback is not very helpful and I couldnt find anything helpful on google either. Anyone having the same problem?
the Body kinematics. is something that HumanIK and ikinema is already doing,, for its procedural animation and dynamic runtime adaptation, and retargeting... yeah but its nice doing it with motion curves
Blender’s collada importer has always been problematic with getting all the bones from .dae files, so fellow blender users please keep that in mind if your imported models and animations aren’t working properly
I wonder how long it will take for AI to be able to do the same but for 2D characters, then you would have the front, sides and back drawings and then you would be able to animate it however you want and the AI would draw it for you
It's just full body inverse kinematics.. Any pro rigger can do this in Blender/Maya/Max and it's also possible to do it on Unreal engine. Akeytsu is one I think is really impressive animation software.
would be awesome if the import/export process wasn't so user unfriendly. as a blender user, i havent been able to get this to work with any of my rigs from blender.
You might need to restart your PC. If it still seems to be crashing. Right click on the .exe file, properties, and try messing with the compatibility settings.
@@cybershellrev7083 I had restarted my PC, it still crashes when I try to open a sample scene so I will try to do what you suggested, thanks for trying to help
I am interested Mike there at Games From Scratch. And I'll definetally be checking this out, thanks. Oh and I say it all the time. Anyone can be good at art. It just takes a little time.
I belive Nekki's partner company Banzai Games is making a shooter game called "SPINE" using Cascadeur for their characters so maybe it will work well with weapon animations too if the game ends up being FPS.
This is not endorphine. Endorphine created for procedural animations in game. Cascadeur for simple creating handmade animations in editor. So even if support stops, you don't need to integrate this software into your game engine. You just keep making animations in it.
Алексей Давыдов I think Endorphin had an animation export, I used it with 3D studio Max. I think you’re referring to the middleware but there was a tool like this that was physics based character animation. Either way, it’s good to see something like this available
i don't see anything AI with it. after downlaod seems very much lie any other animating tool like akeytsu. i'l keep testing out and hope it's not a virus .
This looks like IK from literally any other 3d software with some drivers...animating a 2h sword can be a nightmare if done incorrectly...trust me. Godot also supports dae and this feels kinda meh...in light of software like Blender, but I appreciate all your work and all your videos..I know I am coming off harsh..it's not always easy to find software to look at I'm sure.
Maybe you good animators don't need it, but us gameplay programmers working on games - where we have to do everything - really could use the simplification. Anyway, just sharing my two cents.
@@akshayazariah I have studied animation under mentors from Dreamworks and ILM, and I'm super excited about this software! It could save you so much time! Changing the flight path a bit and the software kinda adjusts the body's posture through all keys to still feel believable? Even in the Blocking stage that could save you multiple hours of work! (Atleast in feature film quality, game animation can be a bit less time-intensive depending on the budget, camera angle, and distance in-game) Of course, this works better for "realistic" animations, Cartoony animation will probably still need to be completely hand-animated. This maybe if the pipeline works well enough you can do the physical blocking in this software and then push it to cartoony in maya or blender.
No, that's a clear misconception. Endorphin was a full physical system, meaning it had ragdoll simulations. You could have several characters crash into each other and fall/roll down a staircase - you can't do that in Cascadeur. These are completely different systems that have not that much in common.
heh thats the biggest issue i have with 3d animation XD getting a good control rigg ;p in blender i use rigify but its a bit messy and complex especially when using it for games (blender rly shout improve on that front). This really looks like a sweet deal.
Link:
www.gamefromscratch.com/post/2020/07/29/Cascadeur-Now-In-Open-Beta.aspx
Thanks for the video, Mike! Have you ever looked at Daz Studio? It seems to fill a niche kind of like Makehuman, but with a lot more features & a focus on photorealism. I just started looking at it so I don't know much, but they just added bridges to the major software like Blender and Maya like a week ago, so it might be more useful than the last time you saw it if you've looked at it in the past.
About 8 years ago I did this, but that's about it. www.gamefromscratch.com/post/2012/02/13/Creating-a-spritesheet-using-Daz-Studio-and-The-GIMP.aspx
Page Not Found...
@@slowbro13215 Nvm, I Just Searched Cascadeur Thanks!
link has problem!!!
for any people wondering, "cascadeur" means "stuntman" in French.
And in Russian (language of the developers) too.
Just wanted to say it.
More like Acrobat...
Perhaps.
On Russian language it is same statement as French. Говорю как русский)
This software is made by nekki the developer of Shadow fight 3.
They talked about this in a showcase.
That is why shadow fight 3's combat feels so real.
thanks for the info
Neat, I always thought it was rotoscoped.
and Vector 1 & 2 as well
Wait, really? Nekki is one of my favourite mobile developers. I'm a bit disappointed in myself for not knowing that.
YOUR SPEECH IS SO FAST, DIRECT AND CLEAR YOU EARN A MEDAL FOR THAT !!!!
*YOUR SPEECH IS NEXT LEVEL*
Seems like a perfect tool for me that is god awful at any modeling or animation software. I am purely a programmer.
I feel you on that one. Making art and music is agonizing.
That's alright. I am pretty great at modelling but animation is basically a different skillset entirely, even if you're trying to understand it and do it like I try to.
Absolutely true, i'm wasting like a whole day to make one animation and it anyways does not look like I wanted
Have you considered collaborating with someone who knows these things?
@@DontfallasleeZZZZ Yeah, of course. For bigger, more serious projects I would of course leave that to the actual animators, but for personal solo projects that I make (mostly for fun), it's nice to know that there is a simple tool out there that even I can use, if I need some simple (but shitty) animations for my project.
I see an upcoming Epic MegaGrants recipient for some reason.
I agree! They would be a shoe in!
because epic is a pain in the ass and wants everything they can grab.
I hadn't heard of this one before and just pulled it down. My animation skills can be summed up as "I can manipulate all of the appendages on a brick; but poorly" and I was able to get up and running on this within minutes! Very nice find and thanks for sharing!
Traditional animation is such a chore, and not super enjoyable imo.
This kind of tool is so cool. Thanks for sharing. Your channel is really useful for keeping up on gamedev stuff.
I disagree, it's not a chore if you know how to do it right or even enjoy doing it! I use Maya but I equally love to animate on traditional paper and pencil.
It’s not a chore if it is what you want to do for the rest of your working life, but if your passion lies more in programming or level design and you don’t want to spend an absurd amount of time or money on artists to make original assets and animations, then yes, I agree.
Animation is often a satisfaction deferred endeavor, like film making. You don't often really get to really feel good until you're done. I remember having to wait 2-3 months until an animation I did was screened before I could hear whether people liked it. Though there's something special about seeing your work finally come to life in production.
The funny thing is that I’m in the opposite boat where I adore making animation, especially traditional animation, but it’s really hard for me to squeeze in time to learn coding and make games. I guess which aspect of game dev is more tedious depends on whether you’re more artistic or logical.
@@bigdamnhero2297 I think OP meant in 3D, in the context of games.
Animating for movies and in 2D is an art form of its own, of course.
Now we can do AnimationFromScratch!
😁 true true
Is there pricing for when it’s out of beta?
I wonder the same
I'm wondering the same thing. You can get it free now, but if you start to rely on the software then you're going to want to pay for updates down the line. My interest will depend heavily on whether it costs closer $50 vs. closer to $500.
@@kellygallagher7148 I's 2020, don't expect $50 or $500, expect a monthly subscription.
Xathian hope for affinity, get adobe. :(
@@nicholasbrown5013 that'll never happen.
This Technic/technology of animating a skeleton using a control point is called Inverse Kinematics (IK for shorts) and you can do it in blender, for example, or any other kind of software that allows you to animate and supports IK. Nevertheless it seems to be a pretty awesome piece of software :)
I never regret subscribe to this channel .
@King Yacine Get her back get her back .
This seems very cool, and i expect that programs like blender and maya will eventually have something like this in the future
Not blender, it'll just reccomend you use this tool.
Love it.. to the cascadeour team.. thank you for supporting linux :)
It truly is an awesome piece of software! Totally agree!
If there was any vampires watching, 2:24 would have burnt them 😂
I remember it from some GDC conference long ago! glad to see they made it! looks really cool! *.*
Hello Mike.
There's just one thing I'm worried about: They say "Free for early adopters" but do they mention if they're going to cut down tools, block its use, or even reduce functionality (i.e. not being able to export) of the beta once they release the final version?.
Thanks & greets from Argentina.
Marcelo.
btw don't expect the program to do everything for you, it is great for filling out in-betweens but is kinda quirky to use.
I just wish everyone would use the same short cuts
hello , in casecaduer i cant upload my own character it says visual c++ library error (thanks fo answer )
Can we add a reference background video in cascadeur
Is it possible to set up fight scenes inside here and export to let's say blender ?
Is this the one from the devs of Shadow Fight series (NEKKI)?
can I use this for commercial use? Like use the animations I create for my game?
Thank you Sir. Keep them info packs coming. 👍
now its free for now, but any idea of a target price? Subscription?
Wao, just what I was needing :^)
I've tried it a while back but couldn't get much out of using their UI. I recently got that Open Beta email too and will give it another try. I was wondering how well does it work with creating walk cycles and running cycles. Would be very helpful for me if it's easy to create such using Cascadeur.
I just wonder if it supports multi actor animation. If it does, then it can be used in film industry as well.
Reminds me of NaturalMotions 'Endorphin' software back in the GTA 4 days - that was so fun to mess around with
This is exactly what I was looking for. I have tried to rig character with makehuman and blender, but it's quite challenging. This will ease my work. Thanks!
It would be nice if they also a
just added a light theme that wasn't terribad. UX is subjective: some of us like light themes, and we also don't want our eyes to lo hurt...
I actually think that their light theme is pretty good. The Unity light theme, though, is like some pasty mayonnaise slapped on a slow bloated truck, and it sucks.
How do you import animations?
Does Cas support facial rigs?
I'm a bit confused about the "free" part of this. When they say free for early adopters do they mean if you get it now it will always stay free? or do they just mean the beta is free right now. I'm always cautious of these "free" beta tests. I don't want to waste a lot of time learning new software only to find that a couple of months down the line they release it for a price I'm not prepared to pay or even worse a subscription.
I looked for clarification on that and found nothing. My guess is, it's free until it isn't anymore.
@@gamefromscratch Ok thanks, I couldn't find any more info on it either. I guess I'll download it and have a quick dabble for now but I don't like to invest any real time into software without knowing future pricing models. I'm always skeptical of this practice. I think sometimes they make it free at the start and keep pricing info back on purpose so you invest time learning and get used to a workflow then when you're hooked they ask for your first born to continue using it.
@@sibience I have repeatedly asked developers about the planned price a year ago. But no one answered me. In the end, I didn't even start the program because I didn't want to waste time on something that would be too expensive for me. At the same time, I did not regret buying Substance Painter on steam, for example. But such software can cost hundreds or thousands of dollars. it is foolish to waste time on it until the conditions are known.
@@НеизвестныйЯ-г4ь Waste time? It takes around 2-3 hours to get up and running with the software, everything after that is basically you animating stuff. Yes the devs are still unsure how to price this thing, but they said that they want to make it available for the "common man" so to speak, for an affordable price, they even said they think about making it available for free for non-commercial usage. But nothing is decided yet. I don't think its a waste of time and i trust the devs that they'll stick to their word and make it affordable.
@@RyoMassaki The first dose is free? No, thank you, I am quite scrupulous about licensing issues, as I like to post the results of my work in open access. And this means that someone can use this in commercial products. So only a blender and substance painter with a perpetual license. The concept of accessibility is also different for everyone. Fortunately, while I don't have any particularly relevant tasks with animation, mixamo is enough for my exercises. But in the future, it would be interesting to do this if the price is within my purchasing power (30$ like substance). But I'm afraid I won't know the price for years to come. I'm afraid that by the time the price is announced, we will already be using 3d estimation pose algorithms and getting animation from the video series.
I wonder how it performs for non-character animations
I remember following this for a while but very brief and dropped it. Does it export FBX compatibility? Basically I am asking if it will work with Unreal Engine.
Edit: Nevermind I got my answer :)
I can tell even if I am a good animator that would be a very useful and convenient time saver. Mostly I'd rely on Ik or the rig but that takes a good lengthy amount of time in order to set up.
I kinda wanna wait when it's out of Beta but hopefully if there aren't any issues from exports I will still get this.
This is a great time saver. I could spend hours making one animation perfect or I could just use this then tweak it based on my likings. Can't go wrong with this stuff 🙌
Mike thanks for the update! Any idea what this product will cost for commercial FBX export? Pause video at the 7:40 mark as it seems limited to OBJ. It’s great to see a competitor to Akeytsu! Otherwise Auto-Rig Pro looks amazing for Blender.
Work on blender?
It says the page is nit found
I'm interested in a few things.
1. I need to export to bvh.
2. I would like to have included the ability to paint weights and rigging the character.
3. Need to know the price. At least approximately. I'm not going to study software that is too expensive for me.
If you join the beta, it's free! I think thats what it means by Early Adopters are free!
When I register, they ask me for a company name and position in said company.
I don't have one??? And the website won't let me proceed to download the software unless I fill those fields...
Just put down "freelance"
I see no option to import environment/props/weapons - so no parkour. also no character interaction (constraints between characters) - so fight scenes / take-downs are hard to make.
Will this work for low poly characters? The ones that are small and blocky
Yes
This looks really interesting. So we can make a character and rig it in Blender, then animate it in Cascadeur, and finally export it to the game engine of choice. Though looking at it, it sorta looks daunting.
Can it Import DAZ figures?
when you never heard about naturalmotion endorphin and you find this cascadeur software is a breakthrough wow. even motionbuilder has physical animation since i dont know... a decade ? at least 2016. And endorphin is so old that people just forgot it and decided to reinvent the wheel but square this time !
Most animation software does not have physical based animation software. Endorphin has been dead for ages; and was very clunky to use (way clunkier than Cascadeur). Motionbuilder way out of most people's price range. Just because it's been (kinda) done before doesn't mean it can't be done better. I mean, why even make First Person Shooters because Wolfenstein existed, right?
Motionbuilder does not have physical animation. And never had one.It has just full body ik rig (HIK).
Can anybody tell me how to enable Autoposing? If I click the button I just get an "Auto posing tool: point already is using" error, but the green points aren't showing.
I find myself wondering what this will cost when it gets out of Open Beta.
Cascadeur is one of the most promising animation programms.
I guess, Autodesk Maya will buy it (like lightwave) and implement it in Maya in a bad way
Seriously, fuck Autodesk and Adobe.
I pray that Nekki won't give in, and will keep the community indebted to them.
Autodesk didn't buy Lightwave.
@@akshayazariah YEAH!! FUCK THEM!!!
Came here to say the same. Hopefully won't happen!
Blender has a default cube, Cascadeur has a default rig.
It would be nice to hear if devs have shared any of their future plans... Cascadeur seems to have level-headed UX (unlike Akeytsu) and proper skeleton rigging tools (unlike Blender, and Blender has horrible interoperability with other animation tools) and also resemblance of HumanIK skeleton and some pose automation wouldn't hurt either and timeline looks pretty nice. However without knowing about pricing... I can imagine something like what happened to Substance tools; now free in beta. Hook the users. Sell to Adobe or Autodesk. Then make it subscription only.
They says it's free for early adopters. They not selling to Adobe or Autodesk. They not dumb. Epic would be the way!
This is the software I didn't know I need
You can also use a Google account login and skip the email step
Exactly!
Are they really using a database of animations to "guess" the movement or is it just an IK rig 🤔
last time I see is rough UI, now its much better
so this is free for good or its for 30 days and after we have to buy licenses
Tried this program but the Autopose tool isnt working for any of the default models. Sadly the console feedback is not very helpful and I couldnt find anything helpful on google either. Anyone having the same problem?
Autoposing you can use it in view mode
the Body kinematics. is something that HumanIK and ikinema is already doing,, for its procedural animation and dynamic runtime adaptation, and retargeting... yeah but its nice doing it with motion curves
can you do fps hand animations?
I assume so but I was wondering the same thing
they also have detailed tutorial
good to know, thanks. this add to my arsenal as beginner
Blender’s collada importer has always been problematic with getting all the bones from .dae files, so fellow blender users please keep that in mind if your imported models and animations aren’t working properly
I wonder how long it will take for AI to be able to do the same but for 2D characters, then you would have the front, sides and back drawings and then you would be able to animate it however you want and the AI would draw it for you
It's just full body inverse kinematics.. Any pro rigger can do this in Blender/Maya/Max and it's also possible to do it on Unreal engine.
Akeytsu is one I think is really impressive animation software.
This one has machine learning. Did you watch their videos on their site? AI is the difference. Really different software for animation.
would be awesome if the import/export process wasn't so user unfriendly. as a blender user, i havent been able to get this to work with any of my rigs from blender.
noob question here: how do I keep it from closing on me from the start up screen when it I click on New Scene it closes on me
You might need to restart your PC.
If it still seems to be crashing. Right click on the .exe file, properties, and try messing with the compatibility settings.
@@cybershellrev7083 I had restarted my PC, it still crashes when I try to open a sample scene so I will try to do what you suggested, thanks for trying to help
When I try to import the FBX file I export from Blender, Cascadeur just crashed.
I guess no blender user can use this.
Brilliant software 👍👍💕 smooth animation.
Super cool!!! Thanks for this!
I am interested Mike there at Games From Scratch. And I'll definetally be checking this out, thanks.
Oh and I say it all the time. Anyone can be good at art. It just takes a little time.
I hope this works well with weapon animations for FPS games. It would be a massive time saver and helper for that.
I belive Nekki's partner company Banzai Games is making a shooter game called "SPINE" using Cascadeur for their characters so maybe it will work well with weapon animations too if the game ends up being FPS.
For when I need those "Full on exorcist" animations.
Import to godot?
it is better/easier then Blender? i mean for people who never animate before or hard to say?
It's different...
There was that.. “endorphine” app way back when but it was crazy expensive ...and they stopped supporting it
This is not endorphine. Endorphine created for procedural animations in game. Cascadeur for simple creating handmade animations in editor. So even if support stops, you don't need to integrate this software into your game engine. You just keep making animations in it.
Алексей Давыдов I think Endorphin had an animation export, I used it with 3D studio Max. I think you’re referring to the middleware but there was a tool like this that was physics based character animation. Either way, it’s good to see something like this available
@@haruruben clear. I remember that it was built into the gameengine and it required developer support. I had forgotten that he had a usual editor.
awesome!!! so much more time for activities!
They are working to get it to work with blender.
i don't see anything AI with it. after downlaod seems very much lie any other animating tool like akeytsu. i'l keep testing out and hope it's not a virus .
I smell some 'Epic Megagrant' money coming soon 😁 totally worthy
I have a student beta key or something from cascadeur and I just remembered I had one until today
Guts sword????
I think their site isn't built to handle traffic, its giving me issues.
I have had this tool for many years already. Called: Endorphin.
This looks like IK from literally any other 3d software with some drivers...animating a 2h sword can be a nightmare if done incorrectly...trust me. Godot also supports dae and this feels kinda meh...in light of software like Blender, but I appreciate all your work and all your videos..I know I am coming off harsh..it's not always easy to find software to look at I'm sure.
Maybe you good animators don't need it, but us gameplay programmers working on games - where we have to do everything - really could use the simplification. Anyway, just sharing my two cents.
@@akshayazariah I have studied animation under mentors from Dreamworks and ILM, and I'm super excited about this software! It could save you so much time! Changing the flight path a bit and the software kinda adjusts the body's posture through all keys to still feel believable? Even in the Blocking stage that could save you multiple hours of work! (Atleast in feature film quality, game animation can be a bit less time-intensive depending on the budget, camera angle, and distance in-game) Of course, this works better for "realistic" animations, Cartoony animation will probably still need to be completely hand-animated. This maybe if the pipeline works well enough you can do the physical blocking in this software and then push it to cartoony in maya or blender.
Lol why is this model from Shadow Fight 3
I just checked. This Software ist from the devs of Shadow Fight 3. A big shoutout to nekki
Wow.
Animations in Shadow Fight was created in Cascadeur.
@@НеизвестныйЯ-г4ь Yep, I already realized that
Looks like Lightwave full body IK.
I think I will try that program tomorrow
I was invited to the closed beta like 2 years ago lol, i never really used it very much tho
Reinvented Endophine by Natural Motion
No, that's a clear misconception. Endorphin was a full physical system, meaning it had ragdoll simulations. You could have several characters crash into each other and fall/roll down a staircase - you can't do that in Cascadeur. These are completely different systems that have not that much in common.
This is sick
Is it free for always or paid ? After that beta version ?
that lools like I have to download this
Maybe it is a kind of Euphoria software.
but this seems like 3d software should have had something like this years ago.........
Very very cool!
heh thats the biggest issue i have with 3d animation XD getting a good control rigg ;p in blender i use rigify but its a bit messy and complex especially when using it for games (blender rly shout improve on that front). This really looks like a sweet deal.
ohh i see Python maybe blender will compatible too next update :)
no sound or is it me?
edit: That was me