While I don't directly use Cascadeur for Freerun AR, its principles are deeply embedded in the game. One of the biggest takeaways from Skater XL was how much players love procedurality in action sports games. Animation at runtime allows for greater player expression, which is why the core gameplay - flips - are fully procedural in Freerun AR.
That's not to say Cascadeur won't be part of our pipeline in the future. Run cycles, get-up animations, and pose loops are all things that could benefit from it. But more than anything, Cascadeur has always been a massive inspiration, shaping how I think about animation, physics, and tool development.