To the Cascadeur team: Now with the new pricing model the FREE version is basically to test it out (I think you even said similar on the website) Would it not make sense then to allow ALL features working, so one can test them all? As it do not allow exporting it do not really matter. Also that allows a person to test and produce an animation and then incentive it to upgrade to a fuller version? Maybe its alreay is like this and this is what "complete animation toolset" means? If so I would recommend that you present the different tiers better on what is included or not. As of now it looks like environment interaction, scene linking tool and animation retargeting is only possible to use if you have PRO. I think a classic spreadsheet listing of what is available or not in each tier would be a lot clearer. Yes it would be a longer list but the "Everything on FREE, plus" "Everything on INDIE plus" etc. Is not really a good way to present it. Hope it makes sense. Again amazing work
Yes I found that odd as well. As I mean it seems to work nicely animation wise directy with just adding the box as collider. I would have expected a simple "show collider" viewport setting or if wanted on object level to just select the cube and right click "show as collider" I really do not see why it has to be this complicated. Really bad and slow UX
Hey Cascadeur Team, Can you provide us a tutorial on how to animate metahuman with cascadeur.. though you guys have a documentation on your website , a tutorial would be helpful. ❤
Your videos are great :) Is there a way to layer multiple tracks for the same target (and activate only one at a time)? E.G. I want to animate the arms in 3 different ways and export the final animation 3 times, but with different arm animations? (For example a walk cycle which is altered for one handed and two handed wepaons)
I like te SW, but the UX and UI is classic programmer stuff. It's like the old Blender before they've changed it and it gets widely adopted. Everything is totally random. Adding primitives in "Commands" menu, Constrains are named Fulcrums. Just the video itself shows how badly it is designed. To show the collision box, you have to do ten steps which You simply do not have chance to figure out on your own. I would definitely not guess you have to (shift clicked) to add "snap it to the center of mass" I really, REALLY like what Cascadeur does inside, but it's completely unusable for omst of the people I know (Game animators by trade) simply because of UI and UX. We need SW that you open and KNOW how to do thing, because there's some industry standards. It's like IClone, where you are not able to open assets without manual ;) It's sad that the absolute awesome simulation mode is locked by this GUI
Now we just need to be able to get rigidbodies of two seperate characters two be able to play off each other. Good old handshake. Then you guys don't have to do anything for a very long time.
Have an Indie license... but drop a lesson or two on how to jump on a moving object (skateboard, car roof...), and I think I'll totally NEED pro. Just sayin'
That trail you guys are blazing is leaving a wake of fire behind it. Nobody is going to be able to keep with you guys. This is decades of progression(looking at you Maya) in less than half a decade.
If I understand it correctly. If the feet is positioned close enough when playing the animation it will "snap" to the surface and also of course adjust the center of mass. How come its not possible to do this detection when doing the actual posing? Like many times it would be amazing to be able to have a feet not go through a surface. It could even be an easy way to pose. To move a collider object (which is often quicker and easier. And then move the feet towards it where it makes the feet pivot and stop at the surface. Also is there any way to put a "plant" key so if I have the feet close to the collider and I adjust the collider the feet would follow that collider surface transform change?
Hey CASCADEUR... Can you guys help out us on linux? (Specifically Ubuntu 23.10 (mantic minotaur)) Some of us paid 300$ and we can't use your software (it won't start, clicking the "cascadeur" executable in the "cascadeur-linux" folder won't start it... Is there some kind of dependency we need?
Hello, of course you can upload any objects in fbx format. But it may be more difficult to work with complex surfaces. We will make a separate tutorial on this topic soon!
Это нужно только в том случае если вам необходимо видеть меши поверхностей как физическую копию. На самом деле во многих случаях удобнее видеть только копию персонажа чтобы лишние объекты не мешали видеть изменения анимации на нем
@@elanovaia6455 просто, с точки зрения юзабилити, эргономики и логичности было бы интуитивнее, если б это была какая-то галочка в свойствах объекта "static", "rigid body" - по типу анриала
Да, к сожалению, на данный момент мы не можем поддерживать общение на нескольких языках сразу, поэтому пока был оставлен только английский, как международный язык общения.
It's being downvoted because this is the most basic of features, and it's locked behind the $399 Pro version.. unless you're just using the software to practice walk cycles, it's practically useless without this feature..
Don't just make a demo, make it into a tutorial directly. Learning is really difficult, and the documentation isn't well-written either. The worst part is that we can't customize our own characters. Has the hunchback bug been fixed?