Import Animation from UE

Importing animation from Unreal Engine to Cascadeur is pretty straightforward.

1. In Unreal Engine, select an asset that contains an animation you’d like to export.

2. Right-click it and select Export from the Asset Actions menu:

3. Select the destination to store the file, and a name for it. Use FBX as the recommended export format.

4. Set the export settings.
We recommend to use modern versions of the FBX format, such as 2022 or 2020.

5. Export the FBX file.

Now, you'll need to import this file to Cascadeur and apply the animation to the character in the scene.
To do this:

6. In Cascadeur, open a scene with a character.
The character should have the exact same skeleton as the one used in the animation you plan to import.

7. Select Import → Import Fbx/Dae from the File menu:

8. Select the Animation preset:

9. Set the import parameters:

Fbx up axis should be set to Z.
Adjust axis system on import should be set to Root.

10. Click Import and select the animation file.

Animation should be applied to the same model it is intended to work with in Unreal Engine.

Applying it to a different model would lead to distortions - even when both models have the same skeleton.
If you need to use another model, use the Retargeting feature.

IK Joints

Unreal characters often include a number of IK Joints. For the inverse kinematics to work correctly in the engine, these Joints should be rigged properly. 
How to rig them is described here.

Common Issues

Misplaced Joints

When you export animation from Unreal Engine to Cascadeur, you might get a model with Joints that don’t align exactly like they do in UE.

This happens because in Unreal Engine, there are two types of rigs: full and simple. ‘Full’ rigs have additional Joints for small-scale adjustments, while simple rigs do not.

Cascadeur models by default use simple rigs with reduced Joint count. So when such a rig is supplied with an animation intended for a complex skeleton, you might get distortions.

It can be fixed by baking animations of these additional Joints to regular Joints.
For this, set Bake Actor Animation to Bake All in the Unreal Engine's export dialog:

 

See Also

Import

Export to Unreal Engine

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