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How to use your own rig in Cascadeur

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  • How to use your own rig in Cascadeur

    Many of you continue asking us about how to use YOUR OWN rig in Cascadeur. Rigging is turned off in CBT version, but we will be happy to rig your model for you. Here's what you need to do: attach the rig to your REPLY to the beta test invitation letter you received earlier. BUT. There are some additional rig requirements it should meet to be included in the Cascadeur. And here they are:

    General requirements for rigging:
    1. files need to be in .fbx
    2. the file should contain a single skeleton of one character
    3. the skeleton should be with a skinned mesh

    Click image for larger version  Name:	__storage_Animators_SF3_animation_source__weapons_prc_kusarigama_main_default_stance_30_07.casc_-_Cascadeur_2019-05-08_12.41.38.png Views:	0 Size:	135.3 KB ID:	1012


    We also currently have additional limitations to the skeleton:
    • if a character is symmetrical, all the bones need to be symmetrical
    • elbows and knees of the skeleton should be slightly bent
    • all bones of the skeleton should be in the same hierarchy
    • bone axes should be aligned with rotation axes
    • all bones inside the character must have identity scale
    • symmetrical bones must have suffixes or prefixes separated with "_" (for example: l_hand/r_hand, L_hand/R_hand, hand_Left/hand_Right, etc.)
    Last edited by The Cascadeur; 8 May 2019, 06:01 PM.

  • #2
    Fantastic !! You all are the BEST !

    Are you able to work with CAT rigs from 3ds Max?

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    • #3
      Originally posted by joshpurple View Post
      Fantastic !! You all are the BEST !

      Are you able to work with CAT rigs from 3ds Max?
      Thanks Josh Unfortunately we don't work with CAT rigs though.

      Comment


      • #4
        Originally posted by Polina View Post

        Thanks Josh Unfortunately we don't work with CAT rigs though.
        Good to know, & Thank You for the fast answer .

        Comment


        • #5
          Originally posted by The Cascadeur View Post
          Many of you continue asking us about how to use YOUR OWN rig in Cascadeur. Rigging is turned off in CBT version, but we will be happy to rig your model for you. Here's what you need to do: attach the rig to your REPLY to the beta test invitation letter you received earlier. BUT. There are some additional rig requirements it should meet to be included in the Cascadeur. And here they are:

          General requirements for rigging:
          1. files need to be in .fbx
          2. the file should contain a single skeleton of one character
          3. the skeleton should be with a skinned mesh

          Click image for larger version Name:	__storage_Animators_SF3_animation_source__weapons_prc_kusarigama_main_default_stance_30_07.casc_-_Cascadeur_2019-05-08_12.41.38.png Views:	0 Size:	135.3 KB ID:	1012


          We also currently have additional limitations to the skeleton:
          • if a character is symmetrical, all the bones need to be symmetrical
          • elbows and knees of the skeleton should be slightly bent
          • all bones of the skeleton should be in the same hierarchy
          • bone axes should be aligned with rotation axes
          • all bones inside the character must have identity scale
          • symmetrical bones must have suffixes or prefixes separated with "_" (for example: l_hand/r_hand, L_hand/R_hand, hand_Left/hand_Right, etc.)
          Thank you for letting us know

          Comment


          • #6
            Good to know. This makes it much easier to use Cascadeur along with maya for my project.

            Comment

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