I ‘ve been using this amazing software for months, here's some my thoughts.
+1 to point 2.
An ability to save keyframes to external library referenced from cascadeur project would be useful (assuming that rigs are compatible)

Brandon, thank you for your ideas!
I have forward the list to our CTO and it will be carefully considered by our team.
We rely on feedback like yours to make Cascadeur better and better.

Hi Brandon
Thank you for your feedback. Before I go through the requested features I just want to say that such feedback, from a user who obviously uses Cascadeur a lot, does have an effect on the feature-list priority.
1. Root motion customization. I think this is achievable via rigging tools - node editor and python. We're planning to have one stream on the basics of low-level rigging and than maybe we could have another one, where we would cover some of the features that you requested. Would be great if you could participate!
2. Snapshot pose library. This is a large feature, it won't appear in the next version, but we will try to squeeze it as soon as it's possible. Our team is not super big, so we have to prioritize.
3. Joint constrains. This is a big feature too. Also, when implemented straightforward they do not let to bend to unrealistic angles, but instead they break curve smoothness in interpolation. We hope to find some optimal solution in the future.
4. This is pretty easy to do via Python scripting. We created a task for this internally and we'll post scripts here, once they are ready.
Alex
Here are some features we are looking forward, I believe these would be awesome and improve the work flow efficiency even further.
1 Better rootmotion tool, we are doing an action game project, we use Unreal engine, for now, there is only a "root motion constraint" in our tool box, how ever, this tool allways land the root bone to the ground, It would be better by allowing us to specify a "landing bone", for an example:feet, then we do not have to move the root bone every key frame by hand. Also, after the constraint activated once, the rotation precisely follows the target bone, it would be better to give us an option to lock specific axis, like y axis, because most of time , we only want the root bone to rotate around the vertical direction for a human character. The last, default axis is not suit for other game engine, we have to rotate to match them, we can live with it, but would be better by providing options.
2 A pose snapshot library would be awesome, we really want to save some poses for later references. In our game project, a lot animations are composed with many sub clips, with a pose library, we can quickly set and load them as a key frame and modify them as a base point, also, something like hand poses are commonly needed and hard to craft by hand, then the benefit would be more obvious.
3 Options for customize joint constraints. The current joint handlers allow us to tweak the pose without limit, then we have to tweak the pose very carefully, when dealing with hundreds of key frames, unnatural poses are inevitable, we spend quite a few time on fixing them while keep the consistency between key frames, if the joints can be constraint at a certain point to match the "real human" capability, a lot of works can be easily saved and improve the efficiency of work flow.
4 A "quick export" button in the menu? that override an exported fbx without specify the file path and name again?? As an animator I often tweak a clip a lot of time and reimport it in my game engine, since the output folder are consists with hundreds of other files normally, mis-overriding sometimes happens...
Still other some small issues , but I think we can live with it and bugs will be fixed by the future versions, we will keep creating with your awesome tool and looking forward to new features . Thanks !
Brandon.