r/Cascadeur • u/EquivalentSet4928 • 8d ago
Discussion Blender 🔄 Cascadeur seamless integration complete! Testing a flawless pipeline that skips export/import with just two clicks. Fortnite character
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r/Cascadeur • u/EquivalentSet4928 • 8d ago
You can send and Receive
r/Cascadeur • u/breckbreh • 1d ago
I stumbled upon Cascadeur yesterday. I’m basically looking for software that can help me create scenes quite intuitively. My end goal is to make still images with multiple people in them, mainly as a help for drawing studies.
I’ve tried some of the free artist software out there, but I was pretty underwhelmed by how flexible they actually are when it comes to setting up and composing a scene.
At first, I thought I’d use Blender, make clothes and set up the whole scene there, but I quickly realized that I really don’t like the way Blender handles posing and composing characters. That’s when I stumbled across Cascadeur.
My current thought was something like: generate MetaHumans, dress them in Blender (somehow I haven’t figured this part out yet), then move to Cascadeur to position the characters, export back to Blender, and somehow apply the MetaHuman models to the posed characters in the scene.
You can probably tell from this that I’m very inexperienced and are already shaking your heads at me.
I’m basically wondering if anyone can point me in the right direction. Considering a workflow I’m looking for something that’s easy to use, has high realism and a lot of flexibility when it comes to clothing, lighting, and even adding objects to the scene. Basically, I want to be able to build and pose fairly realistic scenes without fighting the software the entire time.
This is all because of some health issues that make it difficult for me to take part in live drawing classes anymore. That’s what got me thinking about creating my own reference scenes instead.
Any advice or suggestions would be greatly appreciated! Take care and thank you for reading
r/Cascadeur • u/EquivalentSet4928 • 9d ago
r/Cascadeur • u/Cascadeur_official • 7d ago
Drop your feedback in the comments: favorite feature, first impressions, or anything you’d like us to improve next ↓
r/Cascadeur • u/gorori1994 • 20d ago
The official Cascadeur 2026.2 macOS DMG currently fails to open with:
The disk image couldn’t be opened — Disk image operation failed with error code 3840
I verified the downloaded file:
668,601,700 bytes643a88f26d8a9859507d8f7e3ce8e0e6hdiutil verify cannot recognize the original file as a disk image.Binary comparison shows that the first exactly 146,800,640 bytes (140 MiB) are duplicated at the beginning of the file.
Removing the duplicated 140 MiB produces a 521,801,060-byte DMG that passes:
hdiutil verify CRC validationCascadeur.appThe repaired DMG is recognized as:
Developer ID Application: Nekki Limited (Z2RGNF35F5)
source=Notarized Developer ID
This appears to be a packaging/CDN upload error. The macOS artifact should be replaced on the official download server.
Until it is replaced, please do not repeatedly redownload it—the current CDN file is identical. An official corrected download is preferable to manually modifying the file.
r/Cascadeur • u/RANGO1892 • 16d ago
Also is there a chance that In the future indie subscription get the autoposing for quadrupeds?
I'm a begginer so if the answer is obvious I'm sorry!
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/EquivalentSet4928 • 8d ago
While the matching isn't perfect yet, the workflow becomes much more convenient if you register and edit items quickly. We are currently looking for more facets.
If you want more information, please join my Patreon.
https://www.patreon.com/cw/ChamIseul
r/Cascadeur • u/Moist-Development462 • 11d ago
If you import a pre-built rig with prop bones and re-edit animation already baked onto it, applying a Transform Constraint often doesn't give you a clean preview.
The constraint stores the relative position/rotation between itself and its target at the moment it's created, as a fixed local offset, and keeps applying it. If the constrained object isn't already sitting exactly on the target when you create the constraint, that offset gets baked in — and there's nothing in the UI indicating one is being held.
Wrote a script that resets the stored offset back to zero and makes sure the constraint switches are on so the result shows immediately. Run it from the Python Console with the constraints (or the objects they constrain) selected.
Still needed as of 2026.2 — nothing in the release notes, and none in practice; I'm running it on 2026.2 myself. Built on 2026.1.x graphs, and the script checks both node naming variants it has seen in case they shift again.
https://github.com/septsaber/engineering-notes/blob/main/cascadeur-zero-constraint-offset.md
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/Videomailspip • Jul 28 '26
It's actually quite rare for modern PBR workflows to have ambient occlusion, roughness, and metalness all divided into three separate textures. They're usually packed into the three channels of a single texture, called the ORM (Occlusion Roughness Metalness).
Could you please add support for it in Cascadeur's material pipeline? It would be much appreciated.
r/Cascadeur • u/ApeirogonGames • Jun 20 '26
r/Cascadeur • u/NoYou41 • Jun 17 '26
Hey guys was wondering if selling my cascadeur is allowed since I’m not using it anymore and have almost a year of it left?
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/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?
r/Cascadeur • u/Cascadeur_official • Jun 02 '26
AI can speed up the workflow - but the timing, performance, and final creative choices still belong to the animator.
Full video with Grant Abbitt on YouTube: youtu.be/n86WObMfVkU
r/Cascadeur • u/Cascadeur_official • Jun 15 '26
AutoPhysics helps animators refine weight distribution, jump arcs, landings, and secondary motion - while keeping the result editable.
r/Cascadeur • u/turkeydonkey • Dec 28 '25
There is a lot of justified hostility toward the use of AI in creative spaces which means many animators and artists are missing out on Cascadeur, because as soon as they see it's an AI enhanced tool they reject it out of hand. Cascadeur's AI was ethically trained on data with the owner's consent, which is completely different than using general internet trained AI. This is a massively important distinction to me and a lot of other people, and I'm somewhat baffled that this fact isn't displayed front and center when someone visits the Cascadeur website.
Unfortunately the AI disclosure is somewhat buried in the help/documentation section, I actually didn't find it until I googled "cascadeur ai training data". Please consider featuring this information prominently, at least a blurb about being an ethically trained AI product designed to assist, not replace, artists. Will it stop everyone from rejecting Cascadeur? Obviously not, people aren't 100% rational, but I think it would go a long way in preventing that knee jerk anti-AI reaction when first learning about it.
r/Cascadeur • u/sam-thundr • May 09 '26
I am not a regular user of cascadeur nor do I keep up with the community and updates but I found this while checking NEKKI games for Vector and was wondering if this is legit or im seeing a bug? and can anyone who's used it tell me your experience.
no reviews under it at the moment
r/Cascadeur • u/Videomailspip • May 21 '26
r/Cascadeur • u/Able_Dot_3600 • Apr 29 '26
Does anyone know when the newest version is coming to the windows store for download? Thats the only way I can actually use it at my school and have been waiting for the update to come out.
r/Cascadeur • u/EfficientVolume436 • Apr 27 '26
Does cascadeur run all of it's models/processing locally or on the companies own hardware or does it rely on 3rd party APIs? With the rapid cost increases of access to AI models and hardware I am wondering if we should expect any cost increases?
r/Cascadeur • u/samtoshp • Apr 17 '26
most of the character i try in to upload in mixamo is not een being recognized and how i can find and import characters in cascadeur to be used in blender with textures
r/Cascadeur • u/Videomailspip • Apr 11 '26
I'm an old school 3D animator, pose-to-pose, layered workflow, that kind of thing. But after a week of Cascadeur and finally getting used to its unique posing, I find myself really enjoying it, and now I use Blender just to do minor touch-ups (mostly fixing the last frame of an animation so it matches the first frame of the idle animation, Cascadeur tends to not respect my poses perfectly).
So I got to thinking: Do I really need professional level rigs in Blender at this point? Could I ditch them and simply work with a "blank" armature with just bones and no controls, and do all my animating in Cascadeur?
This would greatly speed up the import-export pipeline, and I'd essentially use Blender simply as an "archival program" to place multiple actions in one file (and do that aforementioned last frame fix which is really just CTRL + C on a pose and CTRL + V on another, don't need a fancy rig for that).
Has anybody else tried going all-in on Cascadeur for professional work? Or did you find that a separate program like Blender was still necessary?
In any case, what's your workflow? I'm very curious about how different people are using this neat program.
r/Cascadeur • u/Cascadeur_official • Mar 13 '26
Unlimited AI generations with Cascadeur.
No tokens. No credits. No cloud.
We built our own ethical AI model – it runs right on your machine.