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Import into Cascadeur

Mimem gives you production-quality motion capture from ordinary video. Cascadeur gives you physics-based auto-posing, interpolation, and retargeting. Together, they make a fast pipeline: capture with Mimem, polish and retarget in Cascadeur, export a clean FBX for any DCC tool or game engine.

Preparing Your Mimem Export

When processing your animation in Mimem, make sure to:
  1. Check “Insert T-Pose at keyframe 0” — Cascadeur’s rigging tool expects a T-pose on the first frame
  1. Keep “Include Root Motion” checked (the default) — Cascadeur handles armature-level root motion natively
Download the .fbx file.

Importing into Cascadeur

  1. Open Cascadeur and go to File → Import → FBX
  1. Import your Mimem .fbx file as Model

Rigging

Run the Quick Rigging Tool to set up Cascadeur’s rig on the imported skeleton:
  1. Open the Quick Rigging Tool
  1. Use default settings — don’t manually reassign bones
  1. Generate the rig
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Important: Do not assign twist bones (like forearm_twist_1 or thigh_twist_1) to Body slots. This causes “duplicate joint assignment” errors and crashes rig generation. Let twist bones auto-detect, or assign them only in the Twists section.
If you see “Hinge problem” warnings on joints like forearm_r or calf_r, make sure you processed the animation in Mimem with Insert T-Pose at keyframe 0 checked — a missing T-pose is a common cause.

Auto-Posing

With the rig generated, Cascadeur’s Auto-Posing works immediately on Mimem animations. Use it to:
  • Adjust poses to match your character’s proportions and style
  • Fine-tune ground contact and foot placement
  • Blend or extend the animation with Cascadeur’s interpolation tools

Retargeting to Your Character

To apply the animation to a different character rig:
  1. Import your target character model into the scene
  1. Use Cascadeur’s retargeting tools to transfer the animation
  1. Export the result as FBX for your target DCC or game engine

Troubleshooting

Problem
Likely Cause
Fix
Quick Rigging crashes with “duplicate joint assignment”
Twist bones manually assigned to Body slots
Re-run with defaults — let twists auto-detect or use the Twists section only
Auto-Posing says “no objectIds”
Rig wasn’t generated successfully
Re-run Quick Rigging Tool with default settings
Character starts in wrong pose
Missing T-pose at keyframe 0
Re-process in Mimem with Insert T-Pose at keyframe 0 checked
“Hinge problem” warning on forearm/calf
Often caused by missing T-pose at keyframe 0
Re-process in Mimem with Insert T-Pose at keyframe 0 checked
Root drifts or floats
Root motion missing
Re-export from Mimem with Include Root Motion checked (the default)
 

Take your first step toward flawless motion capture today—set up your cameras, start recording, and let Mimem.AI do the heavy lifting. If you have any further questions or need additional support, feel free to contact our team. Happy capturing!