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:
- Check “Insert T-Pose at keyframe 0” — Cascadeur’s rigging tool expects a T-pose on the first frame
- Keep “Include Root Motion” checked (the default) — Cascadeur handles armature-level root motion natively
Download the
.fbx file.Importing into Cascadeur
- Open Cascadeur and go to
File → Import → FBX
- Import your Mimem
.fbxfile as Model
Rigging
Run the Quick Rigging Tool to set up Cascadeur’s rig on the imported skeleton:
- Open the Quick Rigging Tool
- Use default settings — don’t manually reassign bones
- Generate the rig
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:
- Import your target character model into the scene
- Use Cascadeur’s retargeting tools to transfer the animation
- 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) |