My God! Very difficult even with this tutorial. I needed to do a simplified version of this, but I did it with parenting and constraints. I hope that in the next versions this official workflow will be simplified and have fewer mode changes for super specific settings that are not intuitive and that we would never be able to achieve without a tutorial.
my feedback is same as many here: attatching objects to hands seems already complex (doable still); but when you add the need to have both hands attached to the object/sword, the setup steps increases insanely. Just like many things in the software are simplified, I wish this could be reworked and simplified
Good tutorial. Informative, but also shows that "holding items" is a complicated process. Maybe overcomplicating. I wonder if, in the future, it might be possible just to have some "is holding item" with some presets and sliders (like how big is the item, different hand positions like holding sword, box, dish, etc) would help on automate the process. Even some "release / switch" to let a single handed sword for example get thrown from one hand into the other hand.
Wow. In Character creator, even though the animation quality is lacking, that takes like three clicks to accomplish. The way regular meshes and the rig interact(except for the feet) is not seriously lacking per se but is very cumbersome to set up.
It's overcomplicated with all those searchings for triangles, proto thingies, double selectings (at least bone picker window can help with it, but it's too big, I would prefer if it was internal window without upper panel whatsoever and it would be like ad in mobile with small cross in upper-right side; also, ctrl+number is also a good option), clicking all over the place, changing interpolation for different hand differently, etc. I hope in future versions the app will improve significantly.
Too difficult the learning curve of this software. Maybe it's better import the character and the weapon parented with the hand via FBX file from Maya or Blender.
It is difficult to work with weapons or items. Can you create a feature that allows one-click selection to interact with item1 or item2 in a future update? That would be much more user-friendly.
Mahalo for part 2 of this tutorial. These were exactly some of the things we were hitting roadblocks on, so I appreciate going step by step through these scenarios 🤙🏽 more tutorials like this would be greatly appreciated 😊👍🏽
When you added the sword in the quick rigging tool 4:15 you created a whole new Track called "Standard_model". Then you hide your tracks until 11:45 where its suddenly gone. I can't figure out how to get rid of that new track as it contains a full copy of the character. Any advice?
I don't have a Weapon track in my scene, where can i find it or how can i do it? My weapon track is just merged into the Arm_r, as i understand... correct me if im wrong
What? I literally picked up the basics of this program by fucking around in it in like 30 minutes. You could probably get pretty advanced if you watch tutorials too. Its not difficult at all.
What. I found it to be a lot more welcoming than other as or more complex 3d tools. You'll have many questions, sure, but hop on the discord and ask them. There are some really great people in there.
At 3:00 I don't see my weapon in the quick rigging tool, only root of manny and the default bones of manny. EDIT: Ah that was fixed in the next step Btw this video explains how to ensure your weapons positions arent exported as part of animations: ruclips.net/video/dOIOx4krJIk/видео.html
The software is pretty good in general but for this part... it clearly need improvements. Its a lot more cumbersome to follow this tutorial than the others. And the amounts of weird manipulation, like first generate the rig for the character, then return to create the joints for the weapon, then go to posing, to add the joints to the rig info, then go back to rigging , to finally generate the rig for the weapon too ... it is ridiculous.
Hey dear i am a maya 3d animator and i found your softwere is too complex it need to be more user freindly Animating with ragdoll is fentastic but it should be user freindly
Requires a surprisingly high number of steps, menus, key shortcuts... hope for a streamlined version of this feature someday.
My God! Very difficult even with this tutorial.
I needed to do a simplified version of this, but I did it with parenting and constraints.
I hope that in the next versions this official workflow will be simplified and have fewer mode changes for super specific settings that are not intuitive and that we would never be able to achieve without a tutorial.
jeez so many steps for a simple sword
my feedback is same as many here: attatching objects to hands seems already complex (doable still); but when you add the need to have both hands attached to the object/sword, the setup steps increases insanely. Just like many things in the software are simplified, I wish this could be reworked and simplified
It would be helpful if you could add weapon presets to Cascadeur! This way, users could just plug in and play. Please consider!
Good tutorial. Informative, but also shows that "holding items" is a complicated process. Maybe overcomplicating. I wonder if, in the future, it might be possible just to have some "is holding item" with some presets and sliders (like how big is the item, different hand positions like holding sword, box, dish, etc) would help on automate the process. Even some "release / switch" to let a single handed sword for example get thrown from one hand into the other hand.
real, thanks for show us all these steps on how to have a better control over the "BOTTOM THING".
#BottomThing lmao
gah dayum xD
Wow. In Character creator, even though the animation quality is lacking, that takes like three clicks to accomplish. The way regular meshes and the rig interact(except for the feet) is not seriously lacking per se but is very cumbersome to set up.
Exactly the tutorial I was looking forward to
It's overcomplicated with all those searchings for triangles, proto thingies, double selectings (at least bone picker window can help with it, but it's too big, I would prefer if it was internal window without upper panel whatsoever and it would be like ad in mobile with small cross in upper-right side; also, ctrl+number is also a good option), clicking all over the place, changing interpolation for different hand differently, etc. I hope in future versions the app will improve significantly.
Too difficult the learning curve of this software. Maybe it's better import the character and the weapon parented with the hand via FBX file from Maya or Blender.
It is difficult to work with weapons or items. Can you create a feature that allows one-click selection to interact with item1 or item2 in a future update? That would be much more user-friendly.
Mahalo for part 2 of this tutorial. These were exactly some of the things we were hitting roadblocks on, so I appreciate going step by step through these scenarios 🤙🏽 more tutorials like this would be greatly appreciated 😊👍🏽
Very useful! Thx for nice tutorial!
When you added the sword in the quick rigging tool 4:15 you created a whole new Track called "Standard_model". Then you hide your tracks until 11:45 where its suddenly gone. I can't figure out how to get rid of that new track as it contains a full copy of the character. Any advice?
you should definitely add some tags like "cascadeur constraints" to the description for people searching
thanks
we need to support GLTF ❤
I don't have a Weapon track in my scene, where can i find it or how can i do it? My weapon track is just merged into the Arm_r, as i understand... correct me if im wrong
This program is super difficult to learn, so it's difficult
If it was easy everyone can do it which means more competition so learn the hard way
What? I literally picked up the basics of this program by fucking around in it in like 30 minutes. You could probably get pretty advanced if you watch tutorials too. Its not difficult at all.
That's just you man 😑
Are u on the spectrum?
What.
I found it to be a lot more welcoming than other as or more complex 3d tools. You'll have many questions, sure, but hop on the discord and ask them. There are some really great people in there.
I have been asking for FPS arms tutorial like forever 😭😭😭😭
Would you guys ever cover first person animations? Those would be really useful as well to have some guidance on!
When I open FBX/DAE : "Ocqdpr dsr, Rbdmþ|"
Does that means it's not avaible for free users to import 3D objects?
Very useful tutor. THX!
How to deal with weapon_r bone in UE Skeleton?
mm, i actually dont see weapon controllers at all in autoposing mode. I imported weapon that already had skeleton attached.
could you make a tutorial how to rig a fire arm on the character, like a pistol or an assault rifle?
hey! love this app, any updates on cascadeur mobile!?
At 3:00 I don't see my weapon in the quick rigging tool, only root of manny and the default bones of manny.
EDIT: Ah that was fixed in the next step
Btw this video explains how to ensure your weapons positions arent exported as part of animations: ruclips.net/video/dOIOx4krJIk/видео.html
amazing! thank you so much, can you explain control picker a bit more in detail in the future? i'd love to know what it does
At last!
The software is pretty good in general but for this part... it clearly need improvements. Its a lot more cumbersome to follow this tutorial than the others. And the amounts of weird manipulation, like first generate the rig for the character, then return to create the joints for the weapon, then go to posing, to add the joints to the rig info, then go back to rigging , to finally generate the rig for the weapon too ... it is ridiculous.
How to import metahuman and how to add perception neuron mocap data in cascadour so that I clean up motion capture in cascadour
Hey dear i am a maya 3d animator and i found your softwere is too complex it need to be more user freindly Animating with ragdoll is fentastic but it should be user freindly