I absolutely adore Cascadeur, built from the ground up with physics in mind, exactly how animation should be, because all animation is, is one big physics problem.
THANK YOU! I just made a help post in the discord because working with multiple characters is something I struggle with, and you guys go ahead and post this video! Keep up the good work guys :)
the dot's are so many! when posing with cascadeur. I would suggest a feature to hide those dots and they should be able to be selected just by clicking the nearest surface. It would be more comfy
thank you, this is awesome, i just hoped that you mentioned Cascadeur's version so we know if we are on the same version as you, thanks again and keep the tutos coming.
keep going guys. With the advancement of recent AI tools, it's undoubtedly useful for your tool, Cascadeur. I hope we see some unprecedent ideas and improvements. Cascadeuuuuuuuuuuuuuuuuuuuuuuuuuuuuur
I love cascadeur, sadly I missed both times that it was available for free. So I'll have to save to buy it. In the meantime I don't mind learning with these great videos. Thank you.
Thanks for everything you do! Keep it up. We need tutorials like this. Continue! I just made an animation based on the tutorial and it turned out even better than original! I didn't expect it to be that good. Very nice teacher. P.S. A built-in metahuman skeleton would be nice, by the way.
Hi, I'm trying to make a Sisyphus animation in Cascadeur, basically a character pushing a rock up a hill. is it possible to utilize the physics feature in Cascadeur and make the character react to the weight of the sphere?
I want to suggestion something regarding the UX, in 17:07 there is a 2 confirms dialogs I guess this is the 99% time of the user choice, maybe instead you could skip 2 two and show a small message bottom right with that action and an option to undo in case the user did it by mistake, as you are trying to confirm before.
Thanks for the tutorial, because a natural character fighting interaction with body mechanics is difficult to create. But is it possible to create it without a reference, since a good reference is hard to find?
Does cascadeur have a add "plane" ability if you wanted to have someone laying on a couch or bed or climbing stairs for auto physics or do you have to use the intervals every time I try auto physics my character rockets to the sky and bounces lol
Is there a way to set the initial frame after you move your characters into position to set them to where its a zero roation/position reference point so when I upload it and apply it to my character its not getting turned around and moved?
This is amazing. I have a question though, how does one export those animations for a game engine after that? I imagine they would need to be alligned near the origin
You can actually parent the root bone to the hips of the character so then they have root motion. This will makethe root follow the hips wherever they move, allowing for root motion. Then when exporting, it won't matter how far away the character moves from the origin, you can enable root motion in the game engine. I am talking specifically Unreal Engine as they have an 'Enable Root Motion' Button within their animation editor.
I love Cascadeur, It's my favorite softoware in the world, but this could go wrong if you taught some weird people how to make 2 character touch each other lol
I am having problems with exporting the animation to UE5. There was no problems in exporting animation of 1 character, but this time it exports wrong. First, it can't match with UE5 Manny, secondly it imports animation sequence, skeleton, but there is no skeletal mesh, I can't even retarget the animation to UE5 Manny. Please tell us how to export properly
Whenever I enable Autophysics, the autophysics character doesnt behave like the animation at all.. he just jumps up for ever.. the original animation is supposed to be a sitting animation... i dont get it.. can someone help?
but how to export these two to useable 1 of them is not start from middle of scene after that complex movement how do I move all frame to start from the center to use on actual game
In my case, first character exports as should, but second one has problems. The solution that I found is to export animation of second model to fbx; open new scene with this second model; import animation from fbx; export animation with this character to fbx again (you can replace same fbx file with animation from previus step); (in this case UE4/UE5 recognize it as correct skeleton and animation).
The performer whose movement you’re copying isn’t credited here. His name is Trevor Logan. Love what you guys are doing. But seriously… Give credit if you’re going to take their movement and copy it for your own product videos...
Я же правильно помниаю, что 1 сцена содержит только 1 анимацию. Что я не могу вернуться к "базовой" позе, или переключаться между анимациями или типа того? Программа по настоящему крутая, а ни инфы нормальной ничего... (про заброс ру компьюнити вообще молчу)
Amazing! Cascadeur just keeps on improving the animation workflow
I absolutely adore Cascadeur, built from the ground up with physics in mind, exactly how animation should be, because all animation is, is one big physics problem.
I don’t think all animation fits that bubble, but yes Cascadeur is great
@@cjeff99 I can't really think of anything that wouldn't, but I might have a different idea of what constitutes using physics.
@@Jofoyo 1 example is you cascadeur is not optimized for fps animations
@@Jofoyo If you're going for a more stylized style instead of realism for example.
@@Caehlyn Idk, even that I'd still say is a physics problem, it's just a lot more lenient with it and tends to be exaggerated.
THANK YOU! I just made a help post in the discord because working with multiple characters is something I struggle with, and you guys go ahead and post this video! Keep up the good work guys :)
Incredible detail
the dot's are so many! when posing with cascadeur. I would suggest a feature to hide those dots and they should be able to be selected just by clicking the nearest surface. It would be more comfy
thank you, this is awesome, i just hoped that you mentioned Cascadeur's version so we know if we are on the same version as you, thanks again and keep the tutos coming.
I believe it should be the current release one 2023.2.1
Bane's Backbreaker will look fabulous with this tool 😍
Such a great breakdown. Please keep videos like this coming, as this was really well done!
that is one HELL of a thumbnail
This is awesome!!! I can probably use Cascadeur to enhance my animation for things like punches to the head and kicks to the gut.
Once you guys figure out how to incorporate naturalmotion style Ragdoll and collision there will never be a need for another animation software.
keep going guys. With the advancement of recent AI tools, it's undoubtedly useful for your tool, Cascadeur. I hope we see some unprecedent ideas and improvements. Cascadeuuuuuuuuuuuuuuuuuuuuuuuuuuuuur
I love cascadeur, sadly I missed both times that it was available for free. So I'll have to save to buy it. In the meantime I don't mind learning with these great videos. Thank you.
Thanks for everything you do! Keep it up. We need tutorials like this. Continue!
I just made an animation based on the tutorial and it turned out even better than original! I didn't expect it to be that good. Very nice teacher.
P.S.
A built-in metahuman skeleton would be nice, by the way.
I love this program so much I had to pay for it!! And I'm gonna tell anyone I know about cascadeur and there is no one who can stop me!!🤩
That is great. I mean that is what one usually do with the commercial stuff one use. Pay for it I mean...
This is incredible, thank you for this 🙏
Such a great tutorial. thank you!
Thanks. Collisions are hard in other animation apps because of pass-through.
Awesome stuff this will help me in the future for my Fighting game demo
Awesome how he animated Shadow's trick from shadow fight 3.
Cool tutorial, next I would like to see gun detach from other person to you maybe some vehicle animations or something like that
Hi, I'm trying to make a Sisyphus animation in Cascadeur, basically a character pushing a rock up a hill. is it possible to utilize the physics feature in Cascadeur and make the character react to the weight of the sphere?
I don’t know why the States are throwing away such software. The reason is like, if not us, then someone else is quite strange.
What is this referring to?
Great tutorial
Is it possible to see from you tutorial on pipeline Blender+Unreal+Cascadeur+Mixiamo for indi Gamedev? Or some sort of bridge tool?
I want to suggestion something regarding the UX, in 17:07 there is a 2 confirms dialogs I guess this is the 99% time of the user choice, maybe instead you could skip 2 two and show a small message bottom right with that action and an option to undo in case the user did it by mistake, as you are trying to confirm before.
Thanks for the tutorial, because a natural character fighting interaction with body mechanics is difficult to create. But is it possible to create it without a reference, since a good reference is hard to find?
I love this tutorial, is there any way how to take this animation and apply it in Blender?
Does cascadeur have a add "plane" ability if you wanted to have someone laying on a couch or bed or climbing stairs for auto physics or do you have to use the intervals every time I try auto physics my character rockets to the sky and bounces lol
Is there a way to set the initial frame after you move your characters into position to set them to where its a zero roation/position reference point so when I upload it and apply it to my character its not getting turned around and moved?
Thank you
So efficient might have to switch programs 😭
Having one video is nice for the AI mocap is nice, but having multiple cameras such as synched GoPros will have much nicer animation
Наконец-то, 300 лет ждал этого урока. Но теперь вопрос, как затригерить анимации в юнити, если вы ещё на юнити работаете
This is amazing. I have a question though, how does one export those animations for a game engine after that? I imagine they would need to be alligned near the origin
You can actually parent the root bone to the hips of the character so then they have root motion. This will makethe root follow the hips wherever they move, allowing for root motion. Then when exporting, it won't matter how far away the character moves from the origin, you can enable root motion in the game engine. I am talking specifically Unreal Engine as they have an 'Enable Root Motion' Button within their animation editor.
lol this video give more information then the document itself
Can you animate hands and arms? I mean for first-person perspective projects. That would be awesome.
I love Cascadeur, It's my favorite softoware in the world, but this could go wrong if you taught some weird people how to make 2 character touch each other lol
I am having problems with exporting the animation to UE5. There was no problems in exporting animation of 1 character, but this time it exports wrong. First, it can't match with UE5 Manny, secondly it imports animation sequence, skeleton, but there is no skeletal mesh, I can't even retarget the animation to UE5 Manny. Please tell us how to export properly
exporting each animtion seperately helped me! (just click hide character on the track and then export scene)
Sso good ! Thanks ~
Amazing !!
О, я ждал этого урока)
how to use it in Unity Engine ? Maybe, we should divide it into 2 animation for 2 character. I don't sure about that
how to set this animation for player and enemy character in unreal engine? teach this please
Whenever I enable Autophysics, the autophysics character doesnt behave like the animation at all.. he just jumps up for ever.. the original animation is supposed to be a sitting animation... i dont get it.. can someone help?
Check the fulcrums!
@@ElenaLanovaia yeah i fixed it.. had to turn off the physis corrector and not mess with the fulcrums.. then it worked
How to zoom in and out of characters in Cascadeur ?????
Where do you acess the reference, can you post a download or something in the description?
set priorty frame is not working when i was following the tuturial
would be interesting to know how long it took. just to compare with other software and if I would do it myself in Cascadeur.
Will Cascadeur be able to export vertex animation to mdd, alembic and/or geocache?
very cool!
Please make a tutorial for FPS arms animation
perfect
any plan in releasing a 2 or 3 angle video to mocap, for more accuracy?
Awesome!!!
I want to see first person animations if it can do as well as mw2019-2022
Is this same ref video available to use? I don't see a link to it.
Is it possible to have the AI compare and adjust the movement to the reference video?
you can use the mocap feature
Finally
body parts name are not showing in my viewport , any tips?
Perfect!!!
Please do gun reload next
I have my own rig . Can i not use my own rig with my character?
but how to export these two to useable
1 of them is not start from middle of scene
after that complex movement
how do I move all frame to start from the center to use on actual game
In my case, first character exports as should, but second one has problems.
The solution that I found is to export animation of second model to fbx;
open new scene with this second model;
import animation from fbx;
export animation with this character to fbx again (you can replace same fbx file with animation from previus step);
(in this case UE4/UE5 recognize it as correct skeleton and animation).
Now I realize how it's hard to create an animation movie.
The final result is really impressive but man... there are so many settings...
Agreed. Some buttons are not exactly obvious or buried in menus, but they have a big impact.
I love your software but somehow the mocap files don't come out very well. Please make mocap better
kick name
Is this software free
Heart
The performer whose movement you’re copying isn’t credited here.
His name is Trevor Logan.
Love what you guys are doing. But seriously… Give credit if you’re going to take their movement and copy it for your own product videos...
Credits for movement? LMAO so every time I create a walking animation I'll have to give credit to every human in the world?
Я же правильно помниаю, что 1 сцена содержит только 1 анимацию. Что я не могу вернуться к "базовой" позе, или переключаться между анимациями или типа того?
Программа по настоящему крутая, а ни инфы нормальной ничего... (про заброс ру компьюнити вообще молчу)
Тоже интересно
i hate animating with 1000
Amazing !!