Cascadeur for 3ds max users

This page provides an introduction to Cascadeur from the viewpoint of a 3ds max user. Its purpose is to help you to translate your existing experience into Cascadeur.

The Basics

Cascadeur is not a general-purpose 3D solution. It is not designed for creating 3D models or skinning them to joints/bones. Characters should be prepared for animation beforehand, in other programs.

3ds max and Cascadeur use similar approaches to animation. What you need to do is to create keyframes and define character poses for them, while the software will do the rest.
However, there are some differences:

 3ds max

 Cascadeur

 
 You need to enable Set Key mode before working with keyframes
 
 
 You can work with keyframes right after the scene is loaded
 
 
 You need to set the pose first, then you can add a keyframe
 
 
 You need to add a keyframe and then set a pose for it
 
 
 Each time you alter a pose, you need to reset the keyframe for it
 
 Each time you alter a pose, you need to reset the keyframe for it
 
 Keyframes can be set separately for translation, rotation etc.
 
 
 A keyframe always contains every motion parameter
 


Character poses and positions in Cascadeur are defined by keyframes. Because of this

  • At least one keyframe is always present in the scene
  • There’s no “default” pose (an option to reset a character to a default pose will be added in the future releases)

Every frame in Cascadeur - including non-key ones - stores animation data. This means that regular frames can be moved, copied etc., much like keyframes.

By default, all keyframes in Cascadeur are placed on the same Animation Track and contain animation data for every object in the scene. However, there is still a way to animate only some of the objects in the scene, or a specific part of your character. Create an separate track for this part or object and place keyframes on that track.

The timeline in Cascadeur is discreet. It always includes an integer number of frames, and keys cannot be placed in the subframe space.
You do, however, still have full control over animation. It can be stretched, retimed and altered in other ways.

At the moment, there isn’t any sort of Graph Editor in Cascadeur. It will be added in the future.

However, Cascadeur includes a variety of tools for adjusting animation directly in the Viewport window. These include:

...and more.

Another feature of Cascadeur is its Physics Tools. This set of instruments can be used for easily creating physically accurate motions, as well as for improving the quality of the existing animations.

Interface


1 - Viewport(s)
2 - Timeline/Animation & Time controls
3 - Toolbar/Main Toolbar
4 - Outliner/Scene Explorer

Quick Glossary

 3ds max

 Cascadeur

 Bone  Joint
 Viewport(s)  Viewport
 Main Toolbar  Toolbar
 Animation/Time controls  Timeline
 Main Menu  Main Menu

Controls

 Action

 3ds max

 Cascadeur

 Camera Actions
 Rotate Camera  Ctrl + R  Alt + LMB
 Zoom Camera  Alt + Z  Alt + RMB
 Pan Camera  Ctrl + P  Alt + Mouse Wheel
 Selecting Objects
 Select an object  LMB  LMB
 Border Select  Hold LMB and drag  Hold LMB and drag
 Manipulators
 Translate an object  W  W
 Rotate an object  E  E
 Hide an object  Ctrl + H  V
 Make all objects visible  Alt + U  Alt + V
 Frames and Animation
 Add Keyframe  K  F

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