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.
Instruments for moving scene objects, including characters and their body parts.
Allows hiding parts of the characters, making editing poses more convenient
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
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.
Provide means for reflecting character poses, simplifying animation process
Used for exchanging positions and spatial orientations of objects between frames
Generates character poses based on user-applied transformations
Used for adjusting multiple frames simultaneously
Provides means for combining several scenes into one without increasing their compexity.
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
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 (OUTDATED) 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.
A set of controls for adjusting camera behavior
Quick Rigging Tool
A simplified option for quickly creating humanoid rigs.