Two things. Found out how to get collision working with procedural brushes, and reworked the character meshes a bit to get a better idea of how to modularity them.
Started in on Cascadeur today and will be using this week to focus on evaluating it for animations. It has single cam video based mocap as well, which may be the way to go.
The autophysics makes animations like this very easy to do. The question is how much flexibility there is to achieve exact posing and timing. I experienced one crash so far.
Autopose, however, makes posing faster (but less precise), and physics gives it more momentum and mass in places. Overall, I'm starting to get the hang of it. But more practice is needed.
It's easy in Blender to create duplicate polygons, and not zeroing your transformation can get you into trouble. Also there was an issue with a negative scale factor on some polygon faces.
Dealing with all this and googling until I got the answer was frustration. Renders fine in Blender, but if you don't fix these, your exports will be messed up.
Also spent time doing a custom character rig in Cascaduer and debugging my learning there. I should be ready to get our own characters into Cascaduer now.
Ran into a rig problem with Cascaduer when trying to export animations. Spent a lot of time going through the rig hierarchy and testing different things.
It's so much easier to learn than Maya because there is so much information out there. Try that with any other 3D package and the learning curve is twice as long, if you ever find the info you want.
Alright. Stuck on some tech support with Cascadeur and hope to get an answer by tomorrow. Today I took a rest day but watched some vids about feature sets in Substance and Blender.
I think I've finally mastered Boxcutter, which is a super helpful live boolean add-on for blender. Installed Meshmachine, Hardops and will be getting the hang of those next.