Cascadeur Animation & Mocap Cleanup¶
Last Updated: 2026-04-30
Sources: - AdvancedSkeleton - "MetaHuman" — Body vs face export workflow - Rokoko - "UE 5.6 Face Mocap BREAKTHROUGH" — Facial mocap pipeline - Cascadeur Official Docs — Auto-posing, IK/FK, smoothing
Table of Contents¶
- Core Cleanup Workflow
- Import & Auto-Posing
- Filtering & Smoothing
- IK/FK Refinement
- Manual Keyframe Editing
- Export & Integration
- Tips & Pitfalls
1. Core Cleanup Workflow¶
Pipeline Order Matters¶
- Auto-pose first — Fix impossible positions before anything else
- Smooth second — Remove jitter while preserving intent
- IK/FK fix third — Correct limb placement
- Manual refine last — Polish details
2. Import & Auto-Posing¶
Import Formats¶
- FBX — Universal, preserves skeleton hierarchy
- BVH — Common mocap format, lightweight
- Collada (.dae) — Less common but supported
Auto-Posing Features¶
- Detect impossible poses — Joints beyond natural limits
- Auto-correct — Snap to nearest valid pose
- Physics-based — Cascadeur uses physics simulation for natural corrections
When to Use Auto-Posing¶
- ✅ Mocap with joint popping or limb snapping
- ✅ Impossible angles (elbows bending backward)
- ✅ Initial pass on raw data
- ⚠️ Don't over-rely — auto-pose can lose performance nuance
3. Filtering & Smoothing¶
Filter Types¶
| Filter | Use Case | Strength |
|---|---|---|
| Gaussian | General jitter removal | Moderate |
| Butterworth | Frequency-based filtering | Precise control |
| Key Reduction | Remove redundant keys | Cleanup |
| Savitzky-Golay | Preserve peaks while smoothing | Advanced |
Smoothing Workflow¶
- Select problematic curves — Not everything needs smoothing
- Apply Gaussian first — Gentle pass (sigma 2-5)
- Check result — Don't over-smooth (kills organic motion)
- Iterate — Multiple light passes > one heavy pass
- Manual curve adjustment — For timing refinement
⚠️ Pitfall: Over-Smoothing¶
- Kills micro-expressions and natural variation
- Makes motion look floaty and robotic
- Always A/B compare with original
4. IK/FK Refinement¶
IK Corrections¶
- Lock feet to ground during contact phases
- Fix hand positions during interaction shots
- Correct knee/elbow direction with pole vectors
FK Adjustments¶
- Arc refinement — Ensure limbs follow natural arcs
- Timing shifts — Offset keys for overlap and follow-through
- Ease in/out — Adjust curve tangents for natural acceleration
Cascadeur-Specific IK/FK¶
- Built-in IK/FK switching per body part
- Auto-gesture features for quick pose fixes
- Physics-aware adjustments maintain natural weight distribution
5. Manual Keyframe Editing¶
Essential Techniques¶
- Stepped vs. smooth tangents — Use stepped for blocking, smooth for polish
- Pose library — Save and apply common poses for speed
- Ghosting/ONion skin — View previous/next frames for timing reference
- Track view — Select and edit multiple curves simultaneously
Key Reduction Strategy¶
- Auto-reduce to every 2-3 frames
- Manually add keys at extremes and direction changes
- Let interpolation handle the rest
- Always verify on playback, not just curve view
6. Export & Integration¶
Export Format¶
- FBX — Universal, bake all animation
- Always bake animation before export (no dependencies on constraints/solvers)
Export Targets¶
| Target | Considerations |
|---|---|
| Unreal Engine | Match skeleton, retarget to MetaHuman |
| Maya | Import with namespace, verify joint mapping |
| Blender | Check axis orientation (Y-up vs Z-up) |
| MotionBuilder | Native FBX, best retargeting pipeline |
Export Checklist¶
- [ ] Bake all constraints and IK
- [ ] Verify frame range
- [ ] Check for negative scale values
- [ ] Confirm joint hierarchy is intact
- [ ] Test import in target application
7. Tips & Pitfalls¶
✅ Best Practices¶
- Always work on a copy of raw mocap data
- Use multiple light smoothing passes instead of one heavy pass
- Compare with reference video frequently
- Test in-engine early — what looks good in Cascadeur may differ in Unreal
- Save incrementally — v1, v2, v3 so you can roll back
❌ Common Mistakes¶
- Over-smoothing (kills organic motion)
- Skipping auto-pose (working with broken base)
- Not baking before export (broken constraints)
- Mixing IK/FK without matching (pops and snaps)
- Ignoring foot contact (sliding feet)