A standart scene with one character in the Viewport window
Animation in Cascadeur is created within Scenes. A scene is, in essence, a set of objects all of which are available for editing at the same time. A scene can be saved to a .casc file, and a previously saved scene can be restored from a file.
Scenes are primarily viewed through the Viewport window. You can open multiple scenes at the same time, with each one occupying a separate tab in the Viewport.
To learn about controlling the scene, see Main Controls
Working on an animation project should start with creating a new scene. There are two ways to do this.
First, you can click the Start New button on the splash screen that appears when you run Cascadeur:
Second, you can select New Scene from the File menu:
Either way, this will create a new empty scene:
A newly created scene in the Viewport window
Alternatively, you can load a pre-existing scene to use it as a base for your work. As with creating a new file, this can be done in two ways:
First, you can select Open... from the File menu:
A standard Open File dialogue will appear. Use it to specify the file you need to open.
Second, you can open a folder that contains the file you need in any file manager and double-click the name of the file:
Either way, the file you've chosen will be loaded to Cascadeur and shown in the Viewport window:
The cube.casc (included in the installation package) file opened in the program
A scene can include the following types of objects:
- Camera objects
- Helper objects
Characters are complex 3D objects that can be animated. This is the main type of object in a scene, most of the tools in Cascadeur are designed for working with characters.
A character includes:
- a Mesh (one or several) that defines the appearance of the character
- a Rig attached to the mesh(es). A rig provides means for posing and animation the character
Simple 3D objects without rigs can be animated as well, but, unlike characters, options for animating them are much more limited.
If you need to view your scene from a pre-defined angle, this can be achieved by adding a Camera object to the scene. To do this, select Camera from the Objects menu.
After you created a new Camera, select it by clicking its name in the Outliner window at the right:
Note: a camera object is only visible when it is selected
Camera objects cannot be adjusted using general controls described above. The only way to change their positions and spatial orientation is by applying manipulators.
To see the scene through an additional camera, press the Align to Camera button in the Toolbar.
This type of objects is used for improving animation, creatig physically accurate motions and such.
Available helper objects include:
Cascadeur installation package includes several example files that you can use as templates or as means to learn about software's features. These examples are located in the .../cascadeur/scenes folder. Character models in these files are fully rigged and ready for animation.
- backflip_animation.casc - a complex animation of a character (same model as in the standard_model files) performing a backflip. Makes use of Cascadeur's physical tools such as Ballistic Trajectory
- cube.casc - a simple scene including one cube
- Sabertooth.casc - a model of a sabertooth cat
- simple_model - a scene containing one simple character model
- standard_model - a scene with a more complex character model
- standard_model+box.casc - a scene with a standard character model and a box
- standard_model+giantSword+box.casc - a scene with a standard character with a giant sword attached, and a box
- standard_model+sabres+box.casc - a scene with a standard character with two sabred attached, and a box
- UE4_SK_Mannequin.casc - a scene with a standard Unreal Engine 4 character
There are some incompatibilities between the closed Beta and the current Open Beta versions of Cascadeur. These incompatibilities prevent scenes from the older version to properly work in the newer one.
So if you want to use an outdated scene, you'll need to migrate it to the new version.
See Migrating Scenes to learn how to do it.