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Akira1364 aka ZootAllures91

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Akira1364

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About this mod

A fully-featured (including complete support for auto-pose mode), extremely user-friendly Falmer animation rig. Works with both the Free (up to v2023.2.1) and Pro (any) versions of Cascadeur.

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This is the first of a series of Cascadeur animation rigs I intend to release. In my totally-not-biased opinion it is simultaneously the most capable and user-friendly Falmer rig that has ever been available for any software, both directly and also indirectly via my included guide for using Jonas Gernandt's wildly underrated "Blender HKX" plugin to export the FBX files that Cascadeur produces, from Blender into game-ready HKX files. I have bundled a ready-to-go prebuilt copy of his (MIT licensed) plugin as a secondary file on this page, including the necessary EXE and the relevant Falmer HKX skeleton for this rig.

Q) Don't you need 3DS Max 1981 to make Skyrim animations?!?! I hear Skyrim animation very hard! Much not-fun! Very scary!

A) No. This was basically the case at one time, but it is not currently.

Q) What are the limitations of Cascadeur Free vs Cascadeur Pro?

A) There are two. The first is a limit of number of joints in a rig per scene, and it is irrelevant here as the Falmer skeleton fits very comfortably into said limit regardless. The second, which is a 300-frame limit per scene file in the Free version is actually relevant but not really a realistic "problem", as this amounts to 10 seconds (which is significantly longer than any vanilla animation for any creature or race) at the standard 30 FPS Skyrim expects animation files to be.

Q) Doesn't Cascadeur limit manual control?

A) No, this is a weird misconception people have, it is normal animation software with normal box and point controllers for every rigged joint, the "AI" aspect is merely an optional enhancement in one particular controller mode that you have to intentionally switch to if desired.

Q) How can I add [any arbitrary annotation for whatever] to animations produced by this rig?

A) Once you've exported a given animation to HKX, I recommend using DTry's HKAnno Convenience Tool to add any necessary or desired annotations to it. You can also add them as "pose markers" in Blender, after importing an FBX produced by Cascadeur, right before you export it to HKX (the "Blender HKX" plugin automatically converts the markers to annotations on export).

Please look over the attached image files, as they aim to address in an easy-to-understand manner exactly the necessary steps for this rig's intended export pipeline.

Example of a simple attack animation made with this rig in just a few minutes: