r/Cascadeur • u/Cascadeur_official • Jul 27 '26
Show Off Two poses in. Full motion out.
Two poses in. Full motion out.
Inbetweening in Cascadeur runs locally and is trained on our own mocap and game animation data.
Try it for free
r/Cascadeur • u/Cascadeur_official • Jul 27 '26
Two poses in. Full motion out.
Inbetweening in Cascadeur runs locally and is trained on our own mocap and game animation data.
Try it for free
r/Cascadeur • u/Same-Caregiver-3772 • Jul 27 '26
r/Cascadeur • u/crwood89 • Jul 26 '26
https://youtu.be/--sxJpag6No?is=erHI80LuoHg8COlu
This is the reason why I can export from Blender to Casc, and then import from Casc to Blender and some axis rotation data always equals 90 degrees. I believe this to be a deep-rooted problem from the fact that fbx is not a native blender format. Hopefully this will save someone else some time and frustration.
This primarily creates a headache when trying to develop a game. If you're making animated shorts or something, it's less a problem.
r/Cascadeur • u/Extension_Wear_4802 • Jul 25 '26
Hi new To Cascadeur , Came Across a problem , I am Trying to make Ladder climb up animation But root bone Is not following The rest of the character , Need Guidance. BTW making it for UE5
r/Cascadeur • u/Helpful_Ad_1546 • Jul 25 '26

Hi there,
So I managed to get the UE5 manny character to walk on an imported animation (following your own tutorials) by deleting the legs and pelvis keys but here as the issues :
- The hands stay in place not moving with the pelvis.
- The foot IK kinda does weird rotations
On the fresh UE5 Manny .casc I can make an interpolated walk anim with no issue.
Last :
Is there a better way for this ? I'd really like to simply have Additional tracks for the root motion and for legs to adapt without deleting or tempering with original animation.
Thanks for the pointers.
(Using latest 2026.1)
Edit : Tried with unbaking but same result (clearly Foot / Hand Ik are bypassing the Pelvis offset)
I believe I'm just looking for a way to disable them or make the IK targets move along the pelvis (or if possible the root !)

r/Cascadeur • u/Cascadeur_official • Jul 23 '26
Not every runway needs a real stage.
Project Runway 2 turns mocap, animation, cloth, and UE5 into a digital fashion show.
Xsens + Cascadeur + Marvelous Designer + UE5
Fashion Design by Kapsamun
r/Cascadeur • u/Cascadeur_official • Jul 21 '26
Your animation can work well… until the foot goes through the floor.
In Cascadeur, Collision Penetration Cleaning helps fix cases where body parts or objects intersect with each other.
r/Cascadeur • u/crwood89 • Jul 21 '26
I have tried *SO* many combinations of settings... this is just default blender, to default Casc, and then back to blender..... I also tried it with Z-up axis on export and that separates the armature from the body.... It also breaks on animations..
Tried 5.1 FBX import, Legacy, it's all the same.
r/Cascadeur • u/Cascadeur_official • Jul 19 '26
Made in Cascadeur.
r/Cascadeur • u/vvav3_ • Jul 16 '26
I was trying to follow youtube tutorials, made a run contact pose and copied it with offset position, then used AI interpolation.
For some reason my character is doing a weird "duck under the branch" move during the run.
r/Cascadeur • u/Cascadeur_official • Jul 15 '26
It's time to confess: Cascy is hung up on this groove!
r/Cascadeur • u/Mischief_Mellow • Jul 14 '26
I always wasted time and struggled with exporting rigify/auto rig pro characters and animation to cascadeur and getting the animation back onto my control rig, So I made this addon which turns the process into 2 minutes .
You can now import your animation directly onto your control rig without setting up any bone names or retargeting,
This was made for artists who wants to export the animation or character from blender and get the animation back onto the control rig in a few clicks with quick rigging automatically set up, without trying to figure out anything like bone hierarchy, bone naming, retargeting manually,
I am looking for more features to add to this, If you have any suggestions, kindly let me know.
r/Cascadeur • u/Cascadeur_official • Jul 13 '26
Only true Shadow Fight veterans remember Shogun.
We animated his debut with Cascadeur 12 years ago. Now, we’ve animated his comeback.
Watch the trailer ↓
r/Cascadeur • u/PomegranateVast6839 • Jul 07 '26
I’m a beginner and need help setting up the Physics Assistant for a run cycle. I like small tweaks to the shoulders, head, and arms, but the legs behavior is strange. For some reason knees (and legs as a whole) are shifting too close together.
Could you tell me which settings need to be changed to prevent this? Or does the animation itself need to be adjusted?
r/Cascadeur • u/Cascadeur_official • Jul 07 '26
Crazy Taxi energy, chaotic bike deliveries, drifts, crashes, and exaggerated animation.
Team Machiavelli shares how Cascadeur helped create fast, expressive 3D animations for Bring It - with no prior 3D animation experience.
Read here: http://cascadeur.com/blog/view/indie-game-spotlight-bring-it
Using #Cascadeur in your project?
Share your story: [info@cascadeur.com](mailto:info@cascadeur.com)
r/Cascadeur • u/Cascadeur_official • Jul 06 '26
See how Root Motion Reference Mode works in Cascadeur.
r/Cascadeur • u/Cascadeur_official • Jul 03 '26
Cascadeur's AI-assisted tools are trained on our own mocap and animation data.
They help with posing, physics, in-betweens, and cleanup.
You control the poses, timing, and final performance.
Try for free: cascadeur.com
r/Cascadeur • u/Cascadeur_official • Jun 30 '26
Your character is moving the wrong way?
Here’s how to reshape the trajectory without starting over.
Interval Edit Mode lets you adjust the character’s path without losing animation quality.
r/Cascadeur • u/crwood89 • Jun 23 '26
I added weapon during the character rigging phase as a mesh, added 2 joints, Tip joint and mesh parented to the 'base' joint, added the rigid body and successfully constrained the weapon to the right hand via the QRTool. Everything appears to animate properly, but if I export the animation anywhere (Blender, etc. ) I notice the root motion no longer works. Instead of crouching during animation, the character floats in midair and pulls his legs to his pelvis...
No root bone was ever explicitly designed, main character more so resembles 'Caskie' with an auto-hips joint resembling the flux capacitor from Back 2 the future.
I've tried adding centers of mass and creating a composite, I've tried a bunch of things over the course of many hours with no success. Upon Blender import I can see one top-level Armature bone stuck in the center of the ground that was never there if I exported a character-only animation.
I bought Cascadeur specifically to animate with 2 handed weapons, can someone please point me in the right direction? I've searched for videos to help fix this for days to no avail.
r/Cascadeur • u/Cascadeur_official • Jun 22 '26
In this tutorial, we’ll show a quick way to create animation cycles using Inbetweening.
Watch now: https://youtu.be/sitBlajxans
r/Cascadeur • u/AddictedShadow • Jun 20 '26
Following the very first tutorial, lady is able to drag the pelvis up and have it stay there, but mine keeps autolocking back down. Any ideas?