Tools, or instruments, are used for editing scenes. Each tool is designed for a specific task, with some of them intended for editing character poses and creating animatons, while other are for improving complete animations, creating physically accurate movements or working with character rigs.

This page lists every tool available in Cascadeur. For convenience, tools are separated into categories depending on their functionality.

Animation Tools


Instruments for moving scene objects, including characters and their body parts.

Hiding Tool

Allows hiding parts of the characters, making editing poses more convenient

Fixing Tool

Allows pinning selecting objects to their positions for more precise control


Simplify creating additional poses and can be used for fixing animation errors


This mode is useful when you need to make sure that character poses are expressive and easy to read


Show paths travelled by objects and can be used for editing them

Rotation Trajectories

Show how objects rotate as they move, and can be used for adjusting these rotations


Used for enhancing object movement by adding inertia, making trajectories more smooth etc.

Mirror Tools

Provide means for reflecting character poses, simplifying animation process

Copy Tools

Used for exchanging positions and spatial orientations of objects between frames


Generates character poses based on user-applied transformations

Interval Edit Mode

Used for adjusting multiple frames simultaneously

Scene Linking Tool

Provides means for combining several scenes into one without increasing their compexity.

Graph Editor

Used for editing animation curves.


Provides guiding lines for working with scene composition.

Spline IK

This tool uses curves to work with joint chains.

Root Constraint

Used for creating animation that involve root motion.

Timeline Tools

A set of instruments for setting character poses, creating transitions between them and otherwise building character movements

Keyframes define character poses and positions

Interpolation is used to create transitions between key poses

Animatiuon Tracks separate the scene into parts for convenience of the animation process

Track Stretching Mode is used for adjusting interpolation intervals

Playback Tools is set of controls for playing back animations

Animation Cycles are used for easily producing looping animations

Physics Tools

Physics tools are used to improve character animation by making it physically accurate, or for creating physics-based movements such as jumps.

Center of Mass - a centerpiece part of a character rig, necessary for creating physically accurate movements

Angular Momentum helps to determine if character's rotation is physically possible and how it can be improved

Fulcrum Forces visualize forces applied to characters at fulcrum points

Ballistic Trajectory is used for creating physically accurate jumps

Ballistic Ghosts are used for correcting rotation of a character in the state of free flight

Fulcrum Points is an instrument for making character interaction with fulcrums (such as landing spots) look more lifelike

AutoPhysics analyzes the animation you’ve created and suggests a physically accurate version of it.

Secondary Motion improves animation generated by AutoPhysics by making it more smooth and accentuated

Spring Secondary Motion improves animation using a different approach; can be used in conjunction with the regular Secondary Motion.

Camera Tools

A set of controls for adjusting camera behavior.

Rigging Tools

Rigging Tool
A set of instruments for creating character rigs.

Quick Rigging Tool
A simplified option for quickly creating humanoid rigs.


See Also

Interface Guide

Was this article useful to you?