Cascadeur: My First Animations/Tests
Behold, some of my first tests of Cascadeur, one of my favorite new tools ...
I'm sold, I love this software and have huge respect for the devs and the way this product is progressing. I started messing around with incorporating it into my workflow as a game developer who does not have a background in advanced human anatomy and biology, I just know how to make poses and key frames and interpolate them and build animations from them ... the fun part, not the boring crap reading medical research books to see if your left diddly-booger can bend 3.24-deg on an XZ axis, lol ... Cascadeur lets you worry about the action and the frames and uses machine-learning helper AI to pose characters more easily and naturally. It's incredible!
I never really was very into animation because it had so many other additional complexities I just didn't have time to learn. Even though I knew what good animation/action looks like and what it's made of, I never had the finesse or artistic ability to tweak hundreds of tiny character/rig controls in really complicated editors and do all that stuff. I'm a programmer. But this tool, IMHO, is *super* game programmer-friendly. I picked it up and learned the basics almost right away and started having fun ...