I already said a similar thing under Grant Abbitt's video, but this software is certainly not for beginners. If you're just starting with animation, please don't let AI do thinking for you, you're bound to learn bad habits. Learn by controlling the entirety of the rig manually, so that you can fully understand all principles of animation, and only once it's all like the second nature to you, start thinking about ways to speed up your workflow.
Yes and no. If you're wanting to be an animator than yes. If you just want to get a project done than I don't think you have to learn everything in depth
Like others have mentioned, as an indie dev with no animation career aspirations I don’t really care about bad habits as long as the end product is good. That seems to be who Cascadeur is really aimed at, devs who couldn’t animate but now can because of how the program assists you. It’s a great tool for people like me
As someone who is really not patient enough to get really good at animation (especially those in between and physical bits) this is one of the greatest tools I've ever seen. I wonder if it would work for Minecraft animation.
I have had this software for over a year the online videos are not very clear on pipeline integration details and retargeting in various softwares (Blender, Maya C4D) I use Auto rig pro & it’s retarget panel that has presets for importing Mixamo, Reallusion, unity & unreal skeleton. I literally have not had the time to sort out what I am supposed to export from Cascadeure to get a an accurate ret-target back in Blender. leaving your primary software to do character animation to be imported back is not a desirable workflow for most people unless the back & forth is pretty seamless.
i use iclone, one click solutions. Not a free option but pipeline is very very easy... I had horrific time with AI Video Mocap, the pelvis would start bobbing up n down frantically when using video to mocap (plask, Deepmotion). I asked casc help enquiries and they said it looked fine? even though the character was bobbing up and down like a madman... So not much use from them.
@@armondtanz I use Iclone and the free Reallusion pipeline tool for blender with a clear process for retargeting to ARP or even rigify rigs. I honestly do NOT want to hand key pose to pose animation in Cascaduere. But I would like to import an ARP rigged animated character from Blender( with their motion data from Iclone) and apply cascadeure auto physics,for easy secondary motion,and bring that DATA back to Blender and have it compatible with the original rig. I would like to see someone do a clear tutorial on how to do this as I have not the time to trial & error through it myself only to find it is not even possible.
@@Animotions01 Whoa, sounds pretty specific. On the reallusion forum there are a couple of guys who know the under the hood tech pretty good, they have all sorts of answers for blender-iclone etc. They may even know casc pipeline u desire.
I tried it for a year but then I switched to Auto rig pro and I have more control I can do more especially facial expressions and also I got tired moving back forth with blender and casadeur I like having all my tools in one program like blender that's my opinion 😁😁😁
the reason for even using this is for the automated secondary physics... it seemed like you didn't even needed cascadeur in the first place if your workflow is just fine doing just primary movement
so as I understand it, the Auto-physics is a physics engine, not AI. It does some kind of calculation to get trajectories, as opposed to the auto-posing tool, which is a Machine Learning AI tool (notably, completely dissimilar to LLM and Stable Diffusion-style AI apps). The AI is quite limited and targeted in its scope, and that's part of the reason it's so much better than any other AI app on the market. It's focused on doing the one annoying task that AI is good at, and getting out of your way, otherwise.
It's fun, like a marionette, you pull just a few stings (connectors) and it does everything with just a few manipulations. Then you say yes I did use AI to animate this character but it's not a nefarious AI.
but this isn't new it's been around for years. i was someone lucky enough to test it when they announced it, back then it was specifically advertised as a physics based animation software but now they've added a.i features so it basically did the same thing as before
This is mostly marketing hype. When the whole body moves with one limb or bone, it's called Full Body IK and it's been around forever (Maya HumanIK for example). What I laud them for is a nice animation interface.
I think the issue with AI is that it gives you a Bypass on learning the fundamentals of Art,id rather have AI help with technical side of art like UV,Baking,Retopo and stay away from Sculpting,Modeling,Texturing,Animation Rapid growth of AI will eventually kill innovation in Art,Because if enough people don't understand the basic rules of fundamentals they won't be able to innovate and break those rules and put it back together in their own unique style
The exact reason I don't wanna touch Cascadeur. It's a great software don't get me wrong. But it shouldn't be used to grade someone on their animation skill/knowledge. Same reason I don't really mess around with mocap. It's fun but it doesn't showcase 100% of what YOU know and can do in animation. I'd rather stick with Blender.
Yes, if you use cheaper mocap like deepmotion or plask, you get character pelvis bobbing up n down, i asked their help enquiry and they were very unhelpful :(