What it is
Cascadeur is standalone 3D character-animation software from Nekki that uses AI and physics to speed up keyframe animation for humanoids and quadrupeds. It exports animations to game engines and DCC tools.
Key features
- AutoPosing: neural-network-assisted posing from a few controls (incl. quadrupeds in recent versions).
- AutoPhysics: makes motion physically plausible; 2025.3 improved character interactions and ragdoll angle limits.
- Inbetweening tool and animation unbaking to edit mocap.
- Rigging tools and retargeting (Pro).
- Exports: FBX, DAE, USD (Indie/Pro); free plan exports only .casc.
Full feature tour (from cascadeur.com)
- Inbetweening: AI interpolation instantly generates motion between your keyframes, so you block out key poses and let the tool fill the gaps.
- AutoPosing: move a handful of control points and the neural network places the rest of the body in a natural pose.
- AutoPhysics: a "character double" shows the physically accurate version of your animation, letting you quickly tune secondary motion, inertia and balance.
- Ragdoll: procedural animation that makes characters react to impacts, falls and collisions.
- AI Motion Generation: generate runs, jumps, combat moves, acrobatics and idles as starting points.
- Quadrupeds: quick rigging, AutoPosing and one-click retargeting for cats, dogs, horses and other four-legged animals.
- Rigging: drag and drop joints onto your character and the rig is generated automatically for humanoids and quadrupeds.
- Retargeting: copy and paste animation between characters regardless of skeleton structure and proportions.
- Unreal Engine Live Link: stream animation directly into Unreal Engine; edits update in real time.
- Formats: works with FBX, DAE, GLB/GLTF and USD files.
How to use it
- Download from cascadeur.com and sign in.
- Import or rig a character.
- Pose key frames with AutoPosing; apply AutoPhysics.
- Export FBX to Unity/Unreal/Godot (paid plans).
Use cases
- Mocap cleanup: fix foot sliding, knee pops and geometry penetration in motion-capture data, correct poses with AutoPosing, add weight with AutoPhysics and make changes on animation layers.
- Game prototyping: generate placeholder combat and locomotion sets quickly, then polish the ones that ship.
- Previz: block out action scenes and stunts for film or cinematics before committing to a shoot.
- Editing AI-sourced and markerless mocap: clean up motion captured from video so it looks grounded.
- Learning animation: students can see physically correct arcs next to their own keys and learn why a pose works.
Pricing
| Plan | Monthly | Yearly (per month) | Notes | Source (verified 2026-10-15) |
|---|---|---|---|---|
| Free | $0 | — | Non-commercial, .casc export only | cascadeur.com/plans |
| Indie | $19 | $8 ($96/yr) | FBX/DAE, revenue < $100k/yr | cascadeur.com/plans |
| Pro | $49 | $33 ($396/yr) | All features, unrestricted commercial use | cascadeur.com/plans |
| Educational | $49/yr | — | Students/teachers | cascadeur.com/education |
Yearly Indie/Pro convert into a perpetual license after 12 months.
Which plan should you choose?
- Free: you're learning animation or evaluating the tool. Everything stays inside Cascadeur because export is limited to the native .casc format, so you can't use the results in a game or render.
- Indie ($8/month billed yearly): solo developers and small studios with under $100k in annual revenue or funding. Unlocks FBX/DAE export, which is what makes Cascadeur usable in Unity, Unreal or Godot.
- Pro ($33/month billed yearly): studios above the revenue cap or anyone who needs every feature and unrestricted commercial rights.
- Educational ($49/year): students and teachers with proof of status.
Paying yearly is usually the better deal: besides the lower monthly rate, the yearly Indie and Pro plans turn into a perpetual license for the version you have after 12 months, so you can keep working even if you stop paying (you just stop getting updates).
Workflow tips
- Block out only the key poses first; let Inbetweening fill in the rest before polishing.
- Turn on the AutoPhysics double early so you can see where balance and timing break.
- Use animation layers for tweaks instead of editing baked keys, especially on mocap.
- Generate a base run or jump with AI Motion Generation and customise it rather than starting from zero.
Pros & cons
Pros
- Dramatically faster posing for realistic motion.
- Generous free plan for learning; perpetual license on yearly plans.
Cons
- Free plan can't export to FBX — not usable for real projects.
- Indie restricts commercial use to < $100k revenue/funding.
- Focused on characters only; not a full 3D suite.
Best for
Indie game developers and animators who keyframe characters and want physically believable motion fast.
Alternatives
| Tool | Choose it instead if… |
|---|---|
| Blender (free, not on AI Jet) | You need a full 3D suite including modeling. |
| Godot Engine | You need the game engine to use your animations in. |
| Mixamo (free, not on AI Jet) | You only need stock humanoid animations and auto-rigging, not custom keyframing. |
| Autodesk Maya / MotionBuilder (not on AI Jet) | Your studio pipeline is built around industry-standard (expensive) tools. |
| Move.ai / Rokoko Video (not on AI Jet) | You'd rather capture motion from video than keyframe it. |
| Unreal Engine Control Rig (free, not on AI Jet) | You want to animate directly inside Unreal. |
| Krea | You need AI images or video, not rigged 3D character animation. |
Verdict
Cascadeur is the most efficient way for small teams to produce realistic character animation, with a fair perpetual-license model. Budget at least Indie if you need to export.


