In Cascadeur, it is possible to work with the physical behavior of the characters because the characters have a special physical rig. This rig consists of rigid bodies, each of a certain size and weight.
Rigid bodies and controllers are created for the joints. Creating the joints themselves, as well as skinning, are not possible in the program at the moment.
To work with your own model in Cascadeur, you need to create a physical rig first.
To create a rig in Cascadeur you will need an .FBX or .DAE model with joints and skinned mesh. Let’s take our simplest character - Chibi.
In order to correctly work with character mirroring in the future, you need to select the axis of symmetry.
If your character is facing the X-axis (red arrow), then the XY axis will suit you. The XZ plane is used for characters who have the same upper and lower parts, and the mirroring plane is horizontal.
You can also use Viewcube to determine the plane that you need:
Additional point controllers are those that will determine the rotation of the body parts of the character. For humanoid characters, it’s convenient when they face forward.
The hierarchy of rig elements will correspond to the order in which the elements are created. Therefore, it is important to choose the joint from which the creation of the rig will begin and then create the elements sequentially. Begin the creation of the rig with a joint that corresponds to the character's pelvis.
Since the pelvic joint has several children - two legs and a back, you must also choose a back joint to set the direction.
Usually a human pelvis weighs an average of 12 kg, but since it is a cartoonish character, you can set the weight as you wish. Try not to avoid extreme weights though.
Make sure that sizes of rigid bodies approximately coincide with body parts sizes. This will also affect the physical behavior of the character in the future.
You can create several elements of the rig for several joints at the same time.
Our character has symmetrical limbs, so you can create rig elements for only one arm and one leg.
For small parts of the character, you can create box controllers. Such parts will not affect the character’s physical behavior. For example, you should not create rigid bodies for the character’s fingers, because box controllers are enough. Our character does not have fingers, but there is a joint capable of controlling the foot. Since this is a fairly small element, a box controller will be enough for it.
For correct mirroring, it is necessary to enter the designations of the left and right sides.
Now that the sides are correctly indicated and the mirroring plane is selected, you can create the second arm and leg.
Some skeletons have special joints called twists.
These joints help maintain a correct mesh appearance when rotating some parts of the body.
Do not create rigid bodies for twists!
To verify that a twist has been created, open the Proto box tab - twist strength should change to 0.750
All the rig elements are ready, but so far they are just prototypes. To animate the character using these controllers, you need to create a rig out of them. Before rig generation, save the scene or create a JSON file, so that you can quickly generate the rig again or make changes to it later.