Cascadeur - new character animation software (beta)

There is a new physically based character animation program being developed and I was wondering if this could be useful in a blender pipeline!

I especially like the autoposing tool…

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Yes.
You can already sent meshes with armature in, build the control rig in cascadeur, animate it and sent it back to blender via fbx.

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Very cool. Nice fluid-looking, animation.

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Too early.
Correction:
I actually do have problems getting the mesh back into Blender. :slightly_frowning_face:
Blender says ASCII FBX files are not supported, and the Collada import also produces a bug.
Seems like there are still some issues with compatibility.

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I read briefly on the forums that .dae works better.

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I applied for a beta license, can’t wait to get my hands on it!
As for FBX import in Blender, you can use FBX Converter from Autodesk, it is free for Win and mac OS.

I just installed the FBX converter, if someone sends me an ASCII file from Cascadeur I will try and convert it to see if it works!

yeah the tool looks really nice. I applied for beta testing a while a go, and go a license, but never really used it. Since I stopped doing animation at work, by the time I got the license. Still it looks interesting. Would love to try it out one day.

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Does anyone know if this is open or closed source? Paid or free? Or, if paid, what price point they’re aiming for?

I think it’s an open beta for now, but you have to get in line. And after that it will be paid. That’s the notion I got back then.
If it was going to be free I think they would had setup a development fund. So no doubt they plan on selling it rather than giving it out for free.

Works like a charm.

I agree, if it was going to be free, we’d see a Kickstarter for it already, or similar!

My goal with this is to replace a motion capture suit, with the added bonus of being able to do high jumps and acrobatics, which I just can’t do to be completely honest!

So, even if it is paid for, it is most likely that it will cost a lot less than any decent mocap suit!

Yeah, and I think on blender today, the guy asking about blender developers working the the cascadeur team, said he already asked the cascadeur team and they told him that they want to collaborate with blender, so there might be some bridge addon for blender.

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That would be very cool, I haven’t got a beta license yet, but as soon as I do, I will make a few animations with it, to test it out, can’t wait to be honest!

You’re logic is sound, okuma.

Their license agreement makes some rather odd statements:

1.6. If User wants to use the Result for commercial purposes, he must previously receive a permission from Nekki.

2.2. The Service can be used only for personal, non-commercial purposes. Any commercial use of the Service (for example, when the created content is deemed to be sold or licensed) is prohibited.

That’s like an anti-user license. I guess socialism is well and truly dead in Russia. :slight_smile:

Also, despite their claims that this software is meant to be easy for beginners, from what I saw in the tutorials, rigging is insanely complex.

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I might not be interested in physical animation at all, but these motion lines and ghosting frames are top notch. Make animation really easy while in Blender you have to loose too much time guessing and correcting by scrubbing the timeline.

Yes,
this just proves the notion that if you put your mind to it, and the end user’s ability to quickly and easily debug their own animation is the center of the tool development, things actually turn out really well.

Just few days a go, I complained about how annoyingly unclear curves in the graph editor were, to the #animation module room in blender.chat. I was basically mocked for by suggestion. So I went out and designed in Affinity Designer and actually there is a quite easy solution from visual standpoint to the problem. But that would involve some extra coding, done with the user in mind.

More or less I feel the same about graph editor because is very 90s concept. Is only good for cleaning up keyframes and doing other managerial tasks. But the real deal is to have immediate feedback on how things look in the viewport.

The bottom line is that this person animating the ninja in the video mentioned before, not even once scrubbed the timeline and went from point A to point B. This is a huge boost according to my opinion.

That’s actually not true, you can see him scrubbing or playing the animation on the timeline.
Also we see cuts,not the whole process.

But I didn’t saw him using anything like a graph editor either.

It’s definitely not going to be free.
But I’ve read that they’ll do an Indie pricing for hobbyists and individual artists.

Hmm, sounds to me like they don’t want people to use the Beta version for commercial usage. The license will probably be updated the moment the full version releases.

No, it is not. You only need to build the control rig, which is fairly easy to do if you know the steps.
It takes about 10-15 minutes and you just have to memorize it - not difficult at all. I’ve done it several times already with different characters.

There is none AFAIK.

The idea behind physical animation is to be able to make animation believable, which can only be achieved if the animation’s center of mass is properly set, otherwise the eye catches that something is amiss, and Cascadeur seems to have good tools to achieve that!

I have no problems with paying for it, especially if it means not having to buy a mocap suit, or hiring an actor that can do acrobatics, not to mention having to set up an entire mocap studio!