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  • Wray's Cascadeur Tricking Animations

    i will be posting my animations in this thread. here is my first one, a simple standing back tuck. I wanted to try the physics animation stuff like the center of mass trajectory and the angular momentum thing.

    any helpful critique or advice that could avail me of other cascadeur features i should be using would be greatly appreciated. As it is, the ease of use of this tool is very nice, and it seems that even with a bad blocking pass, the trajectories can be easily and automatically corrected.

    some problems I had were keeping the feet attached to the ground. not sure if theres a better way I should be doing this, but changing the mode from IK to FK didn't seem to entirely prevent them moving, so I simply selected them and copied their keys on the frames that they were supposed to not move. In order to IK feet, we have to change the tangents on only the specific layer? or is their another way?

    EDIT: a tutorial on fulcrums would be helpful. I don't remember seeing it in the list and I dont know how to use it

    EDIT 2: if you dont wanna go to page 2, ill be putting all anims in the first post

    newest:













    Last edited by wrayayrton; 04-17-2019, 09:16 PM.

  • #2
    Nice job.

    I having problems getting out of the gate. I can marquee but not select anything. Another user seems to be having that problem. Any tips on just getting started selecting and getting the rig to activate?

    BTW, I saw something on using the R key to lock the feet or pin.

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    • #3
      the R key only pins for editing, doesnt change animation. I had thought the same thing, that it worked on a key by key basis like a link constraint in 3ds max

      idk what your problem with the selection tools is. I click on the joint tool to show the dots then click on a dot.
      moving joints works kinda like endorphin where if you dont have everything below it selected, it won't rotate or it will move weird.

      thanks!

      Comment


      • AVTPro
        AVTPro commented
        Editing a comment
        Thanks for your Wrayarton,

        Actually I wasn't thinking of the R key as in Endorphins constraint but more so as Pinning in HumanIK (autodesk) where it is only locking the rig the animation. In other words, R or pin then set a key to stabilize. However, even with HIK pinning is still a graph editor to stabllize feet if I do a final polish.

        Also I recall during one of videos mentioned how to lock feet by switching from FK to IK. Check "Cascadeur Tutorial 9 Timeline (IK_FK Interpolation)".

        Again, thanks. There's another user having the same selection problem. It may be our configurations. I only have Window7 HE. I don't want to upgraded because it make mess up Endorphin.

    • #4
      some problems I had were keeping the feet attached to the ground.
      You can try to use linear interpolation on the feet layers

      Click image for larger version

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      Last edited by Helen L; 03-01-2019, 01:57 PM.

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      • #5
        Hey Guys,

        its not really stated in the tutorial vids but I found it way easier to work in the controller mode (boxes) instead of using the points. This "broken control rig" approach with every limb being pinned basically all the time reminded me a lot of Mobu's human IK rig with IK weights and Translation/rotation pins activated. To get some FK behaviour you have to work around it a little.
        For example if I want to bend the forearm of the character, I cant just select the lower arm and use the rotate tool. Instead you have to select the controls of the lower arm as well as those of the hand to be able to use rotation. Otherwise youre stuck with postioning the limb ends.

        It's cool but definitly takes some time to get into. Does anyone of you know the shortcut to switch between local and global ? ^_^

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        • #6
          I believe it's the tilde key to switch. The squiggly thing next to the 1

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          • #7
            Originally posted by NiklasB View Post
            Hey Guys,
            Does anyone of you know the shortcut to switch between local and global ? ^_^
            Try tilde! Also you can see and set all hotkeys in the Settings/Hotkey editor

            Click image for larger version

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            Attached Files
            Last edited by Helen L; 03-01-2019, 04:50 PM.

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            • #8
              Thank you so much Guys!
              Having a lot of fun right now.

              Also: Great work on that flip, cant wait for that Arial!

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              • #9
                tha nks so much for the comments guys!! I'll be doing that aerial today, looks like helen L is right, the best way to key feet is to use the layers. I didn't even think to set them back to step/linear tangents

                I will agree with archimedex, i expected the layers to be additive, but I guess i can see why they're this way if deslecting something doesnt unshow its keys on the timeline. this software is awesome and super fun. I'm so glad i got to be part of the beta

                BTW: is there any way to automatically set all new tangents on creation to bezier? I don't like them automatically always being steps

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                • #10
                  Originally posted by NiklasB View Post
                  For example if I want to bend the forearm of the character, I cant just select the lower arm and use the rotate tool. Instead you have to select the controls of the lower arm as well as those of the hand to be able to use rotation. Otherwise youre stuck with postioning the limb ends.
                  You can just double click elbow's point controller, then rotate. It's pretty fust if you get used to! You can also double click on box controllers.Click image for larger version  Name:	dclick controllers1.gif.gif Views:	0 Size:	615.0 KB ID:	79Click image for larger version

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                  Last edited by Helen L; 03-01-2019, 05:43 PM.

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                  • #11
                    yeah i got the hang of that, i'm just used to 3ds max where it auto rotates all stuff below it, so having the rig controls feel like endorphin was a bit of a surprise, but I liked endorphin too, and I'm gradually coming to like cascadeur

                    Comment


                    • #12
                      Originally posted by wrayayrton View Post
                      BTW: is there any way to automatically set all new tangents on creation to bezier? I don't like them automatically always being steps
                      Maybe you can set key somewhere at the end of the timeline at start (when you have no keys yet) and choose Bezier on interval between that start and end keys. Then set new keys on that bezier interval.
                      Last edited by Helen L; 03-01-2019, 05:41 PM.

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                      • #13

                        here was yesterdays stream


                        here was the aerial I made. (it's a long stream, i dont blame you :P) Still not in my opinion quite as good as I could do in 3ds max, but it's an improvement from the backflip and I'm starting to get the hang of the software. I'll be doing a round-off double backflip soon when i get a few hours to dump to it and i'll stream that. Forgot to post the stream here yesterday but i mainly just showed it to my interested gamedev friends.

                        one thing I notice is that the angular forces sometimes make the rotation perhaps a bit TOO uniform and it feel's like it's not taking into account how the weight is getting thrown around, like if a character tucks his knees in when at the peak of his jump vs at the bottom of his jump, the rotation speed would be very different, but here it seems like it tries to just make it the same no matter how the pose is changing in the air. perhaps there are more settings for this, or i'm not doing it right, but that's my observation thus far.

                        minor complaint. I still love this software. most fun I've had 3d animating in a while!

                        EDIT: thank you helen L thats actually a very good idea. I feel dumb for not realizing it

                        Comment


                        • preecher
                          preecher commented
                          Editing a comment
                          I watched your entire stream. it helped me immensely. thank you!!!

                      • #14
                        Thanks for testing our software

                        We should be taking the rotation into account correctly, at least as far as I know
                        The rotation momentum is calculated with assumption that points with masses move in arcs around the center of mass, with linear-changing radius

                        can you provide some examples where the behaviour was strange? (maybe timing from the stream?)

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                        • #15
                          THANKS FOR GIVING IT TO ME TO TEST!!!!

                          with the aerial, it's not so noticeable, and doing physics barely changed it from the original blocking pass, however for the standing back tuck, i kinda felt like the rate at which the legs propelled him into his flip post using physics features was a bit "homogenous" and didn't quite so well represent the "set then tuck" biomechanic of the standing back tuck. it seemed to make his rotation happen regardless, and not appear to be a reaction to the swift pose change. perhaps starting my "snap to angular ghosts" post "set" at the frame near the height of his leap where the knees come to the chest would have made this better?



                          it was my first anim in this so i probably did quite a few things wrong. I will be trying a double backflip soon, so it'll give me the opportunity to do this better. I also just got a tutorial on fulcrum forces, so i'll be trying to implement that technique as well. I wont forget to link the stream in this thread this time.
                          Last edited by wrayayrton; 03-02-2019, 07:38 PM.

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