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	<title>physics - DIGITAL PRODUCTION</title>
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		<title>Inertia brings clicky physics to Blender</title>
		<link>https://digitalproduction.com/2026/04/30/inertia-brings-clicky-physics-to-blender/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 30 Apr 2026 05:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D production tools]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Blender 5.1]]></category>
		<category><![CDATA[geometry nodes]]></category>
		<category><![CDATA[geometry nodes add-on]]></category>
		<category><![CDATA[Gumroad]]></category>
		<category><![CDATA[Inertia]]></category>
		<category><![CDATA[NodeMonkey]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[physics animation]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=273642</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-00-34-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="An artistic representation of space showcasing a glowing orange sun surrounded by planets in orbit. Swirling trails illustrate their paths against a deep black starry background, with the words 'PROCEDURAL ASTROPHYSICS' prominently displayed in bold white and blue text." /></div><div><p>Inertia targets physics-style motion in Blender 5.1 with three ready-made systems and a live viewport trajectory preview, plus docs and demo scenes.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/30/inertia-brings-clicky-physics-to-blender/">Inertia brings clicky physics to Blender</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-00-34-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="An artistic representation of space showcasing a glowing orange sun surrounded by planets in orbit. Swirling trails illustrate their paths against a deep black starry background, with the words 'PROCEDURAL ASTROPHYSICS' prominently displayed in bold white and blue text." /></div><div><h3 id="the-pitch-stop-keyframing-the-math" class="wp-block-heading">The pitch: stop keyframing the math</h3>
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<p class="wp-block-paragraph">Physics-style motion looks simple right up until you try to animate it by hand. You want an object to arc, spin, fall, and land with a believable rhythm. Then you end up nudging curves, correcting timing, and trying to keep the rotation from looking like it came from a different universe than the translation.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/z20gciYWMYU?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph"><a href="https://nodemonkey.gumroad.com?utm_source=chatgpt.com">NodeMonkey</a> built <a href="https://nodemonkey.gumroad.com/l/inertia?utm_source=chatgpt.com">Inertia</a> around the idea that artists should steer intent, not equations. The tool targets <a href="https://www.blender.org">Blender</a> 5.1 and is a Geometry Nodes-powered add-on that handles the math and generates trajectories, rotations, and gravity-based motion. The claim is workflow first: fewer clicks, fewer editors, and less time spent hand-authoring the same ballistic arc for the hundredth time.</p>



<p class="wp-block-paragraph">A free version is available, alongside a paid edition. Pricing is shown as €0+ so you can name your own price, and pay what you think is fair. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-00-09-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?quality=72&ssl=1"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-00-09-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?resize=1200%2C675&quality=72&ssl=1"  alt="A stylized 3D design features a blue geometric base with a circular top, from which three colored projectiles—red, blue, and orange—emerge dynamically. Bold white text below states &quot;SHOOT PROJECTILES,&quot; adding a playful emphasis to the action-oriented scene."  class="wp-image-274446" ></a></figure>



<h3 id="three-systems-three-kinds-of-pain-relief" class="wp-block-heading">Three systems, three kinds of pain relief</h3>



<p class="wp-block-paragraph">The core of <a href="https://nodemonkey.gumroad.com/l/inertia?utm_source=chatgpt.com">Inertia</a> is three built-in systems, each aimed at a familiar animation task that tends to spiral into curve surgery.</p>



<p class="wp-block-paragraph">Projectile Inertia focuses on launched objects. The tool includes an auto-aim function intended to help consistently hit targets. Think arrows, thrown props, or anything that needs to land where art direction says it must land, while still pretending physics had a say.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-00-26-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-00-26-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?resize=1200%2C675&quality=72&ssl=1"  alt="In a digital design software interface, a 3D model of a fluid curve is prominently displayed on a green plane. The screen on the left showcases a detailed view of the curve&#039;s trajectory, while the right side features controls and settings for manipulation, highlighted by bold text reading &quot;FROM ANY ANGLE.&quot;"  class="wp-image-274447" ></a></figure>



<p class="wp-block-paragraph">Orbital Inertia targets celestial mechanics. If you ever tried to keyframe orbital paths and keep speed and curvature consistent, you already know why a dedicated system exists for it.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-00-39-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-00-39-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?resize=1200%2C675&quality=72&ssl=1"  alt="A sleek visualization of a glowing sun at the center, with vibrant, glowing trajectories illustrating path predictions swirling around it. The dark space background enhances the luminosity of the paths, while bold text at the bottom reads &#039;REAL-TIME PATH PREDICTION&#039; in contrasting colors."  class="wp-image-274448" ></a></figure>



<p class="wp-block-paragraph">Curve Inertia keeps objects locked to paths with gravity-like behavior. The examples called out include jet fighters and roller coasters, which is another way of saying motion that must follow a path but still feel like weight and momentum exist.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-00-59-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-00-59-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?resize=1200%2C675&quality=72&ssl=1"  alt="A small airplane gracefully arcs through the sky over a tranquil ocean, set against a backdrop of fluffy clouds illuminated by a warm sunset. Below, the water glistens softly as the aircraft performs a stunning maneuver, showcasing the concept of &#039;Automatic Banking&#039;."  class="wp-image-274449" ></a></figure>



<p class="wp-block-paragraph">All three systems sit inside <a href="https://www.blender.org">Blender</a> 5.1 and lean on Geometry Nodes rather than external solvers or custom simulation frameworks. About a third of the way in, here is the small gotcha you should keep in mind: any tool that generates motion procedurally can hide complexity behind friendly UI. That is great until you need to debug. Test early, test with your real scene scale, and test with the constraints you actually ship, not the demo that came in the download.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-01-13-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-01-13-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?resize=1200%2C675&quality=72&ssl=1"  alt="An interface displaying a digital project with the bold text &quot;100% GEOMETRY NODES&quot; prominently featured. Below, a network of interconnected nodes represents complex geometry manipulation in a graphical software environment, highlighted by bright, colorful lines."  class="wp-image-274450" ></a></figure>



<h3 id="viewport-prediction-the-part-you-will-actually-use" class="wp-block-heading">Viewport prediction: the part you will actually use</h3>



<p class="wp-block-paragraph">The most practical feature is a real-time predictive curve drawn directly in the viewport. The idea is simple: see the path before you press Play. That means you can adjust aim and motion direction with visual feedback instead of running the timeline like a slot machine.</p>



<p class="wp-block-paragraph">The same preview concept applies to both projectile arcs and orbital paths, displayed as a live line in the viewport. It is a small change that can save a lot of micro-iterations, especially when you work under direction that changes its mind three times before lunch.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-00-14-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-00-14-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?resize=1200%2C675&quality=72&ssl=1"  alt="An abstract 3D visual showing a blue sphere on the ground, a red ring hovering above, and a stylized arrow segment pointing upwards. The background is dark gray, contrasting with the vibrant colors of the elements. Bold white text at the top reads &quot;TARGET SPREAD&quot;."  class="wp-image-274451" ></a></figure>



<p class="wp-block-paragraph">The Sources also claim you do not need to know Geometry Nodes to use the tool. Instead, you adjust sliders for Gravity, Friction, and Speed without opening the node editor. That is the classic adoption strategy for node-based power features: give artists a clean control surface first, let the curious dig deeper later.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-01-13-21-the-easiest-way-to-animate-physics-in-blender-free-tool-1.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-01-13-21-the-easiest-way-to-animate-physics-in-blender-free-tool-1.png?resize=1200%2C675&quality=72&ssl=1"  alt="An interface displaying a node-based setup for 3D modeling, prominently featuring the text &quot;100% GEOMETRY NODES&quot; in bold blue letters. Various interconnected nodes and sliders showcase options and parameters for geometry manipulation on a dark background."  class="wp-image-274453" ></a></figure>



<h3 id="practical-notes-for-production-brains" class="wp-block-heading">Practical notes for production brains</h3>



<p class="wp-block-paragraph">If you plan to use <a href="https://nodemonkey.gumroad.com/l/inertia?utm_source=chatgpt.com">Inertia</a> for shots, treat it like any new procedural motion system. Run a few stress tests with your real frame ranges and scene scale. Check whether the motion remains stable when you change FPS, time-warp, or hand off to another artist who needs to tweak the result without breaking the rig. Verify how the generated motion behaves when you render on the farm or upgrade <a href="https://www.blender.org">Blender</a> mid-project.</p>



<p class="wp-block-paragraph"><br /><a href="https://nodemonkey.gumroad.com/l/inertia" title="">https://nodemonkey.gumroad.com/l/inertia</a></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/04/30/inertia-brings-clicky-physics-to-blender/">Inertia brings clicky physics to Blender</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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		<title>Today: ICE.ART 2026.I kicks off on April 7</title>
		<link>https://digitalproduction.com/2026/04/06/tomorrow-ice-art-2026-i-kicks-off-on-april-7/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Mon, 06 Apr 2026 16:50:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[ArcGis]]></category>
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		<category><![CDATA[ICE.ART]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[splatting]]></category>
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					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/ice_2026i_2048x1024.png?fit=1200%2C600&quality=72&ssl=1" width="1200" height="600" title="" alt="A panoramic view of a city skyline under a dramatic, swirling sky. Clouds cast warm golden and brown hues above towering skyscrapers, while a stylized icy blue crystal, symbolizing the conference, hovers prominently. Text reads "ICE.ART 2026.1, 7 - 9 April 2026, The 3D Environment Conference"." /></div><div><p>ICE.ART 2026.I begins April 7 at 5:00 PM CEST. Physics sims, Q and A, prizes, then stages and splats across three nights.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/06/tomorrow-ice-art-2026-i-kicks-off-on-april-7/">Today: ICE.ART 2026.I kicks off on April 7</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/ice_2026i_2048x1024.png?fit=1200%2C600&quality=72&ssl=1" width="1200" height="600" title="" alt="A panoramic view of a city skyline under a dramatic, swirling sky. Clouds cast warm golden and brown hues above towering skyscrapers, while a stylized icy blue crystal, symbolizing the conference, hovers prominently. Text reads "ICE.ART 2026.1, 7 - 9 April 2026, The 3D Environment Conference"." /></div><div><p class="wp-block-paragraph"><em>For those who don’t know the event: <a href="https://www.ice.art/?utm_source=chatgpt.com">ICE.ART 3D Environment Conference 2026.I</a> is a free online environment conference hosted by <a href="https://digitalproduction.com/tag/vrbn/" title="vrbn">VRBN</a> and delivered via <a href="https://www.goto.com/webinar?utm_source=chatgpt.com">GoTo Webinar</a>. No lock in, no big fuss, just a very specific kind of nerd joy.</em></p>
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<p class="wp-block-paragraph"><a href="https://www.ice.art/" title="">ICE.ART 3D Environment Conference 2026.I</a> kicks off April 7, 2026, running 5:00 PM to 8:30 PM CEST as a live webinar on <a href="https://attendee.gotowebinar.com/register/96699203094794328" title="">GoTo Webinar</a>. Day I runs under the Physics Simulations banner, with an intro, two talks with Q and A, prizes, a panel discussion, and an open community chat. Registration is free of charge on the event site, so the only real cost is admitting you enjoy hearing other people talk about creativity, technology and physics. Bring a headset and a mildly disciplined browser tab situation.</p>



<h3 id="goran-pavles-brings-blockbuster-sim-scars-to-ice-art" class="wp-block-heading">Goran Pavles brings blockbuster sim scars to Ice.Art</h3>


<div class="wp-block-image">
<figure class="alignleft size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-1.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="250"  height="250"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-1.jpg?resize=250%2C250&quality=80&ssl=1"  alt="A man with a confident expression stands against a dark background, wearing a fitted black sweater. His short hair is neatly styled, and his calm demeanor exudes a sense of self-assuredness. The soft lighting highlights his facial features, adding depth to the scene."  class="wp-image-267043" ></a></figure>
</div>


<p class="wp-block-paragraph"><a href="https://www.linkedin.com/in/goranpavles/">Goran Pavles</a> is a Visual Effects Supervisor at <a href="https://www.stormbornvfx.com/" title="">Stormborn VFX</a>. He leads a team at Stormborn Studios, an Emmy and VES Award winning visual effects company based in Vancouver. He has over 15 years of experience in VFX and specializes in complex FX driven sequences for film and television, including  2012, Man of Steel, and 300: Rise of an Empire, plus series work on Yu Yu Hakusho, 5 Days at Memorial, and The Penguin.  On the agenda, he is slated to present Artdirecting Physics Simulations for Hollywood Blockbusters, with Q and A.</p>



<h3 id="andre-thomas-lives-at-the-intersection-of-games-and-real-sets" class="wp-block-heading">André Thomas lives at the intersection of games and real sets</h3>


<div class="wp-block-image">
<figure class="alignleft size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-2.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="250"  height="250"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-2.jpg?resize=250%2C250&quality=80&ssl=1"  alt="A middle-aged man with short, neatly combed gray hair smiles warmly at the camera. He wears stylish black rectangular glasses and a dark gray textured shirt, giving him a friendly and approachable appearance. The background is plain and white."  class="wp-image-267044" ></a></figure>
</div>


<p class="wp-block-paragraph"><a href="https://www.linkedin.com/in/andre-thomas-30343b/">Prof. Dr André Thomas </a>is Co-Head of the<a href="https://www.hslu.ch/de-ch/informatik/forschung/labs/immersive-realities/" title=""> Immersive Realities Research Lab at Lucerne </a>University of Applied Sciences and Arts. He founded <a href="https://triseum.com/">Triseum</a> in 2014, where he serves as CEO and leads the creation of award winning academic video games.  He has more than 30 years in CGI production and has worked on video games, live action feature films, and commercials, including being Head of Graphics for EA SPORTS Football titles and contributing graphics for films including Men in Black, Con Air, Independence Day, Valiant, Ant Bully, and Tomorrow Never Dies.  On the schedule image, he appears on Day II with Planning Physical Studios: Managing Business and Creativity.</p>



<h3 id="tobias-hauck-bridges-film-instincts-and-gis-scale" class="wp-block-heading">Tobias Hauck bridges film instincts and GIS scale</h3>


<div class="wp-block-image">
<figure class="alignleft size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-5.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="250"  height="250"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-5.jpg?resize=250%2C250&quality=80&ssl=1"  alt="A young man with short dark hair and a light beard smiles warmly at the camera. He wears a black shirt and stands against a softly blurred background filled with vibrant green plants, adding a refreshing, natural ambiance to the scene."  class="wp-image-267050" ></a></figure>
</div>


<p class="wp-block-paragraph"><a href="https://www.linkedin.com/in/tobiashauck">Tobias Hauck</a> is a Software Development Lead at the <a href="https://www.esri.com/de-de/about/about-esri/stuttgart-rd" title="">Esri Stuttgart Research and Development Center</a>. His work focuses on Reality Mapping, turning imagery and laser scans into accurate large scale 3D meshes and Gaussian splats for GIS and digital twin workflows. He is with Esri since 2016, previously worked in feature film visual effects, and brings a passion for rendering, computer animation, and 3D environment creation. On the agenda , he is listed on Day II with Geospatial Gaussian Splats: Creating 3D Maps of Large Envrionments, with Q and A.</p>



<h3 id="come-hang-out-learn-something-maybe-win-something" class="wp-block-heading">Come hang out, learn something, maybe win something</h3>



<p class="wp-block-paragraph">The agenda includes prizes and a panel discussion. By the way, the webinar puts attendees in listen-only mode  (You are muted automatically). The invite is simple: register, block the evenings, and bring at least one question you have been saving for a day when someone else has to answer it.</p>



<p class="wp-block-paragraph"><br />Homepage: <a href="https://www.ice.art/?utm_source=chatgpt.com">https://www.ice.art/</a><br />Registration: <a href="https://attendee.gotowebinar.com/register/96699203094794328">https://attendee.gotowebinar.com/register/96699203094794328</a></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">P.S: Afterwards, some or all of the talks will go online in full length on <a href="https://www.youtube.com/@ice_conference" title="">Youtube</a>. </p>



<p class="wp-block-paragraph"><a href="https://www.youtube.com/@ice_conference">https://www.youtube.com/@ice_conference</a></p><p>The post <a href="https://digitalproduction.com/2026/04/06/tomorrow-ice-art-2026-i-kicks-off-on-april-7/">Today: ICE.ART 2026.I kicks off on April 7</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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<post-id xmlns="com-wordpress:feed-additions:1">266999</post-id>	</item>
		<item>
		<title>Save the date: ICE.ART 2026.I is in two weeks</title>
		<link>https://digitalproduction.com/2026/03/24/save-the-date-ice-art-2026-i-is-in-two-weeks/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 24 Mar 2026 16:11:56 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[3D environments]]></category>
		<category><![CDATA[Conference]]></category>
		<category><![CDATA[Esri]]></category>
		<category><![CDATA[GoTo]]></category>
		<category><![CDATA[ICE.ART]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[splatting]]></category>
		<category><![CDATA[stages]]></category>
		<category><![CDATA[Stormborn]]></category>
		<category><![CDATA[vrbn]]></category>
		<category><![CDATA[webinar]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=262544</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/ice_2026i_1920x1080_register_now.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A digital artwork promoting ICE.ART 2026, featuring a stylized iceberg in front of a city skyline under a dramatic clouded sky. Text includes "ICE.ART 2026.1, 7-9 April 2026, Register now! The 3D Environment Conference" in bright colors." /></div><div><p>The ICE.ART 3D Environment Conference 2026.I goes live on 7, 8, and 9 April 2026, each day from 5:00 PM to 8:30 PM CEST. It is a webinar series, so your commute is the distance from your chair to your snack stash.</p>
<p>The post <a href="https://digitalproduction.com/2026/03/24/save-the-date-ice-art-2026-i-is-in-two-weeks/">Save the date: ICE.ART 2026.I is in two weeks</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/ice_2026i_1920x1080_register_now.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A digital artwork promoting ICE.ART 2026, featuring a stylized iceberg in front of a city skyline under a dramatic clouded sky. Text includes "ICE.ART 2026.1, 7-9 April 2026, Register now! The 3D Environment Conference" in bright colors." /></div><div><p class="wp-block-paragraph"></p>
<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:13774,&quot;href&quot;:&quot;https:\/\/attendee.gotowebinar.com\/register\/96699203094794328&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;https:\/\/register.gotowebinar.com\/register\/96699203094794328&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13775,&quot;href&quot;:&quot;https:\/\/www.stormbornvfx.com\/?utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260324161927\/https:\/\/www.stormbornvfx.com\/?utm_source=chatgpt.com&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-03-24 17:09:22&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-30 10:13:49&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-09 10:21:11&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-09 10:21:11&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13776,&quot;href&quot;:&quot;https:\/\/www.linkedin.com\/events\/ice-art3denvironmentconference27437804320210702336&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;https:\/\/www.linkedin.com\/uas\/login?session_redirect=https%3A%2F%2Fwww.linkedin.com%2Fevents%2Fice-art3denvironmentconference27437804320210702336&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13777,&quot;href&quot;:&quot;https:\/\/discord.com\/invite\/m9patWzrPa&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260324163545\/https:\/\/discord.com\/invite\/m9patWzrPa&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-03-24 17:09:35&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-30 10:24:32&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-09 10:21:07&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-09 10:21:07&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13772,&quot;href&quot;:&quot;https:\/\/www.ice.art\/?utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260324143848\/https:\/\/www.ice.art\/?utm_source=chatgpt.com&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-03-24 16:08:45&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-06 16:56:43&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-13 03:31:02&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-23 08:21:21&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-26 14:06:31&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-05-05 22:26:34&quot;,&quot;http_code&quot;:206}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-05 22:26:34&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;}]"></span>


<h3 id="three-evenings-three-tracks-one-calendar" class="wp-block-heading">Three evenings, three tracks, one calendar</h3>



<p class="wp-block-paragraph">The three track themes are set as Physics Simulations for Day I, Physical Sets and Stages for Day II, and Gaussian Splatting for Day III. Registration is free of charge, with sign-up<a href="https://attendee.gotowebinar.com/register/96699203094794328" title=""> routed through a GoTo Webinar registration page</a>.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-31.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="809"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-31.png?resize=1200%2C809&quality=72&ssl=1"  alt="A detailed schedule of events from April 7 to April 9, 2026, featuring sessions on &#039;Physics Simulations,&#039; &#039;Physical Sets & Slopes,&#039; and &#039;Gaussian Splitting.&#039; Each section includes presentation titles, speakers, and times for panel discussions."  class="wp-image-262749" ></a></figure>



<p class="wp-block-paragraph">Each day is structured around an intro block, multiple presentation slots, a panel discussion, and a wrap-up. The agenda also includes a prize lottery segment and a communal chat slot to hang out after the formal outro. Some presentation slots are still to be determined, so full session titles and speaker names are not complete currently.</p>



<h3 id="the-topics" class="wp-block-heading">The topics</h3>



<p class="wp-block-paragraph">Day I carries the Physics Simulations theme. One listed session title for this day is “Artdirecting Physics Simulations for Hollywood Blockbusters,” with Goran Pavles from <a href="https://www.stormbornvfx.com/?utm_source=chatgpt.com">Stormborn Studios</a>.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-30.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="362"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-30.png?resize=1200%2C362&quality=72&ssl=1"  alt="Four award announcements showcasing winners from 2023 and 2025. Categories include Emmy, Leo, and VES awards for outstanding visual effects, with mentions of the productions &#039;5 Days at Memorial - Day Two&#039; and &#039;The Penguin&#039;."  class="wp-image-262646" ></a></figure>



<p class="wp-block-paragraph">If your work lives in fx heavy shots, large-scale destruction, or the fine art of making a solver behave on a deadline, this day looks designed to scratch that itch while staying in the orbit of environment craft.</p>



<p class="wp-block-paragraph">Day II is themed Physical Sets and Stages. Even without the speaker list, the track theme is clear: this is the part of the conference aimed at the reality-capture-to-digital handoff, the on-set-to-post handshake, and the practical constraints that keep virtual worlds grounded in physical ones.</p>



<p class="wp-block-paragraph">Day III is themed Gaussian Splatting. One session is Geospatial Gaussian Splats: Reality Mapping in ArcGIS, with the speaker Tobias Hauck from an Esri R&D Centre in Stuttgart.</p>



<h3 id="how-to-attend" class="wp-block-heading">How to attend?</h3>



<p class="wp-block-paragraph">The event is delivered as a webinar series with three scheduled sessions. The attendee email for the event includes a unique join link or a webinar ID for joining. Audio can be taken through computer audio or by telephone as an alternative option (Follow the Event there if you want to make it an apparently enormous phone call, to give you some space from your coworkers, family, whatever. We are not judging).</p>



<p class="wp-block-paragraph">Attend via Linkedin: <a href="https://www.linkedin.com/events/ice-art3denvironmentconference27437804320210702336">https://www.linkedin.com/events/ice-art3denvironmentconference27437804320210702336</a></p>



<p class="wp-block-paragraph">Register via GoTo Webinar: <a href="https://attendee.gotowebinar.com/register/96699203094794328">https://attendee.gotowebinar.com/register/96699203094794328</a></p>



<p class="wp-block-paragraph"><a href="https://discord.com/invite/m9patWzrPa" title="">Join the Discord! </a></p>



<h3 id="pricing-and-availability" class="wp-block-heading">Pricing and availability</h3>



<p class="wp-block-paragraph">Registration is free of charge on the conference website. No paid ticket tiers, upgrades, or pricing options beyond that free registration statement. You will join via GoTo Webinar, and registration is open now. The event is positioned as the conference for anything related to creating 3D environments, plus there are prizes to win (including free Digital Production Subscriptions), which is the most elegant way to justify watching another talk when your to-do list starts to stare back. Save the dates, tell your favorite env nerd, and warm up your question asking fingers.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/partner_digital_production_2_weeks.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="1080" width="1080"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/partner_digital_production_2_weeks.jpg?resize=1080%2C1080&quality=80&ssl=1"  alt="A promotional graphic for the ICE ART 2026.1 conference, featuring a modern city skyline at dusk. Text highlights include &quot;Proud ICE Partner,&quot; &quot;Two weeks left! Register now!&quot; and &quot;Attend to win prizes!&quot; in vibrant colors."  class="wp-image-262643" ></a></figure>



<p class="wp-block-paragraph">Register: <a href="https://www.ice.art/?utm_source=chatgpt.com">https://www.ice.art/</a><br />Questions: conference@ice.art</p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/03/24/save-the-date-ice-art-2026-i-is-in-two-weeks/">Save the date: ICE.ART 2026.I is in two weeks</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A digital artwork promoting ICE.ART 2026, featuring a stylized iceberg in front of a city skyline under a dramatic clouded sky. Text includes "ICE.ART 2026.1, 7-9 April 2026, Register now! The 3D Environment Conference" in bright colors.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">262544</post-id>	</item>
		<item>
		<title>iCrowds 2.0.0: Ragdolls arrive, dignity leaves</title>
		<link>https://digitalproduction.com/2026/03/16/icrowds-2-0-0-ragdolls-arrive-dignity-leaves/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Mon, 16 Mar 2026 06:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[crowd animation]]></category>
		<category><![CDATA[crowd simulation]]></category>
		<category><![CDATA[crowds]]></category>
		<category><![CDATA[Cycles]]></category>
		<category><![CDATA[Eevee]]></category>
		<category><![CDATA[geometry nodes]]></category>
		<category><![CDATA[GPL]]></category>
		<category><![CDATA[iCars]]></category>
		<category><![CDATA[ICity]]></category>
		<category><![CDATA[iCrowds]]></category>
		<category><![CDATA[iCrowds Generator]]></category>
		<category><![CDATA[Parametra]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[ragdoll]]></category>
		<category><![CDATA[ragdoll physics]]></category>
		<category><![CDATA[Superhive]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=259676</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image_processing20251029-2-tzsy6.png?fit=1200%2C600&quality=72&ssl=1" width="1200" height="600" title="" alt="A dimly lit urban street scene with silhouetted figures walking along a wet sidewalk. Streetlights and signs cast faint glows while blurred outlines of buildings create a mysterious atmosphere." /></div><div><p>iCrowds Generator 2.0.0 adds ragdolls for Blender crowds, so collisions can look messy in the good way, with less setup.</p>
<p>The post <a href="https://digitalproduction.com/2026/03/16/icrowds-2-0-0-ragdolls-arrive-dignity-leaves/">iCrowds 2.0.0: Ragdolls arrive, dignity leaves</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image_processing20251029-2-tzsy6.png?fit=1200%2C600&quality=72&ssl=1" width="1200" height="600" title="" alt="A dimly lit urban street scene with silhouetted figures walking along a wet sidewalk. Streetlights and signs cast faint glows while blurred outlines of buildings create a mysterious atmosphere." /></div><div><p class="wp-block-paragraph"><a href="https://parametra.net/icrowds/?utm_source=chatgpt.com">iCrowds Generator</a> now ships as version <a href="https://parametra.net/icrowds/?utm_source=chatgpt.com">iCrowds</a> 2.0.0 and adds a new Ragdoll system. The update targets physics-driven crowd motion and lets characters switch from regular animations like walking or running into ragdoll motion after collisions or falls. The toolset gives artists control over when and where ragdoll behavior kicks in.</p>
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<p class="wp-block-paragraph"></p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/QRKDR6zPRIY?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="less-wrestling-more-falling-down" class="wp-block-heading">Less wrestling, more falling down</h3>



<p class="wp-block-paragraph"><a href="https://parametra.net/icrowds/?utm_source=chatgpt.com">iCrowds</a> aims to deliver fast, believable results directly inside <a href="https://www.blender.org/?utm_source=chatgpt.com">Blender</a> without forcing a complex physics setup or manual constraints. The add-on supports the included <a href="https://parametra.net/icrowds/?utm_source=chatgpt.com">iCrowds</a> characters and also supports custom models. The same update pitch calls out VFX work, action scenes, cinematics, and big environment population like stadiums and city crowds as typical uses.</p>



<p class="wp-block-paragraph">Ragdolls can turn clean crowd motion into readable chaos, and this update focuses on that moment where an agent stops acting and starts obeying simulation. When you control exactly where ragdolls appear, you can keep background motion consistent until the precise beat where someone gets clipped, trips, or hits the ground, then let the sim take over. That shift matters most in action shots, where timing and silhouette carry the beat. It also matters in evacuation style setups, where the Fluid system lets you steer large-scale flow while you still demand local reaction.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/assets.superhivemarket.com/store/productimage/1111773/image/xlarge_og-2b0c5deeb91c4ddebf09a80a83a9ea27.png?w=1200&quality=72&ssl=1"  alt="https://assets.superhivemarket.com/store/productimage/1111773/image/xlarge_og-2b0c5deeb91c4ddebf09a80a83a9ea27.png" ></figure>



<h3 id="the-crowd-brain-the-crowd-river-and-the-crowd-herd" class="wp-block-heading">The crowd brain, the crowd river, and the crowd herd</h3>



<p class="wp-block-paragraph"><a href="https://parametra.net/icrowds/?utm_source=chatgpt.com">iCrowds</a> includes a City system that drives needs-based behaviour. Characters react to hunger, sleep, fun, and more, acting on those needs autonomously. <a href="https://parametra.net/icrowds/?utm_source=chatgpt.com">iCrowds</a> also includes a Fluid system that hands you full artistic control over crowd movement. The same feature set is useful for emergency evacuation visualisation, where you guide characters toward locations or repeaters and set up avoidance zones. Because when there is an emergency, someone is going to Ragdoll!  The Walkers System focuses on pedestrian traffic, and the Stadium system targets populated venues with flexible distribution methods. The Scatter toolset rounds out the package with additional flexibility.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/assets.superhivemarket.com/store/productimage/1111774/image/xlarge_og-2f91617e4a03a9f5231a71f8aba04a5b.png?w=1200&quality=72&ssl=1"  alt="https://assets.superhivemarket.com/store/productimage/1111774/image/xlarge_og-2f91617e4a03a9f5231a71f8aba04a5b.png" ></figure>



<h3 id="pipeline-reality-check-with-parametra-in-the-room" class="wp-block-heading">Pipeline reality check, with <a href="https://parametra.net/">Parametra</a> in the room</h3>



<p class="wp-block-paragraph"><a href="https://parametra.net/icrowds/?utm_source=chatgpt.com">iCrowds</a> positions itself as an integrated crowd simulation system for <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender</a> with distribution and simulation features like Orientation, the Walkers System, a Vertex System for mesh-vertex placement, and a Ground System for terrain scattering with density control and masking.</p>



<p class="wp-block-paragraph"><a href="https://superhivemarket.com/products/icrowds?search_id=44555132" title="">The product page</a> also claims hybrid control. It suggests you can use distribution systems for precise placement, then switch to a Fluid Engine for physics-driven movement and avoidance.  The same page says it optimizes cinematic rendering for <a href="https://developer.blender.org/docs/features/eevee/?utm_source=chatgpt.com">Eevee</a> and <a href="https://www.blender.org/features/rendering/?utm_source=chatgpt.com">Cycles</a>. </p>



<p class="wp-block-paragraph">Treat those claims like you treat any fresh sim feature: you trust it after it survives your shots, your cache budget, and your inevitable layout tweak at the worst possible time.</p>



<h3 id="pricing-compatibility-and-the-boring-bits-that-matter" class="wp-block-heading">Pricing, compatibility, and the boring bits that matter</h3>



<p class="wp-block-paragraph">The <a href="https://superhivemarket.com/?utm_source=chatgpt.com">Superhive</a> listing shows <a href="https://parametra.net/icrowds/?utm_source=chatgpt.com">iCrowds</a> 2.0.0 at 19 US dollars, compatible with <a href="https://www.blender.org/?utm_source=chatgpt.com">Blender</a> version 4.5, render engines <a href="https://www.blender.org/features/rendering/?utm_source=chatgpt.com">Cycles</a> and <a href="https://developer.blender.org/docs/features/eevee/?utm_source=chatgpt.com">Eevee</a>, and the license as <a href="https://www.gnu.org/licenses/gpl-3.0.en.html?utm_source=chatgpt.com">GPL</a>. </p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/03/16/icrowds-2-0-0-ragdolls-arrive-dignity-leaves/">iCrowds 2.0.0: Ragdolls arrive, dignity leaves</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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		<title>Cascadeur on physics, AI and control</title>
		<link>https://digitalproduction.com/2026/02/18/cascadeur-on-physics-ai-and-control/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 18 Feb 2026 09:00:38 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[AI animation]]></category>
		<category><![CDATA[Cascadeur]]></category>
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		<category><![CDATA[machinelearning]]></category>
		<category><![CDATA[Nekki]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[physics animation]]></category>
		<category><![CDATA[ragdoll]]></category>
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		<guid isPermaLink="false">https://digitalproduction.com/?p=253398</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/inbetweening_01.png?fit=1200%2C657&quality=72&ssl=1" width="1200" height="657" title="" alt="A 3D animation software interface displaying a sequence of seven humanoid figures in varying poses, with one figure standing in a center position, showcasing character animation progress. The background is black, emphasizing the models." /></div><div><p>Cascadeur explains how physics solvers and local AI shape modern keyframe animation. Physics-assisted keyframing and AI-generated Inbetweening sound like shorthand for automation. In practice, they describe a layered system that revolves around explicit poses, timing and animator intent.</p>
<p>The post <a href="https://digitalproduction.com/2026/02/18/cascadeur-on-physics-ai-and-control/">Cascadeur on physics, AI and control</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/inbetweening_01.png?fit=1200%2C657&quality=72&ssl=1" width="1200" height="657" title="" alt="A 3D animation software interface displaying a sequence of seven humanoid figures in varying poses, with one figure standing in a center position, showcasing character animation progress. The background is black, emphasizing the models." /></div><div><p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://cascadeur.com/" title="">Cascadeur</a> by <a href="https://nekki.com/" title="">Nekki</a> is a standalone 3D character animation DCC focused on physics-assisted keyframe animation, AutoPosing and AI Inbetweening. It supports FBX and USD pipelines into engines such as <a href="https://digitalproduction.com/tag/unity/" title="Unity">Unity</a> and <a href="https://digitalproduction.com/tag/unreal/" title="Unreal">Unreal Engine</a>, and began life as an internal game tool.</em></p>
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11:01:17&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-09 21:05:26&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-09 21:05:26&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]"></span>

<div class="wp-block-image">
<figure class="alignleft size-full is-resized"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/image-30.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="1371"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/image-30.png?resize=1200%2C1371&quality=72&ssl=1"  alt="A young man smiling while leaning on a table, surrounded by lush green foliage. The background features a blue wall and a bright blue sky, creating a vibrant, cheerful atmosphere."  class="wp-image-253418"  style="width:280px;height:auto" ></a></figure>
</div>


<p class="wp-block-paragraph"><strong><a href="https://www.linkedin.com/in/alexander-grishanin-aba690168" title="">Alexander Grishanin</a></strong> is a software engineer and CTO of Cascadeur. With a background in applied mathematics and real-time systems, he focuses on combining classical physics simulation, machine learning, and intuitive animation workflows into a cohesive production tool. </p>



<p class="wp-block-paragraph">He joined Nekki in 2014 as a game developer, contributing to character animation systems for titles such as the <em><a href="https://shadowfight2.com/" title="">Shadow Fight</a></em> series. Today, together with Cascadeur’s original creator, Eugene Dyabin, he shapes the software’s technical vision, focusing on lowering the barrier to entry for 3D animation while preserving precise artistic control.</p>



<h2 id="cascadeur-today" class="wp-block-heading">Cascadeur Today </h2>



<p class="wp-block-paragraph"><strong>DP: What was the very first problem you wanted Cascadeur to solve?</strong></p>



<p class="wp-block-paragraph">Alexander Grishanin: To put this into context, it helps to know that Nekki originally started more than 20 years ago as a game development studio. Animation was always a core production topic for us, not a theoretical exercise. We were building real games under real-life conditions.</p>



<p class="wp-block-paragraph">The original idea for Cascadeur came from one of Nekki’s co-founders, <a href="https://www.linkedin.com/in/eugene-dyabin-534919240/" title="">Eugene Dyabin</a>. Eugene has always been interested in animation, but approached it from a very technical perspective. What bothered him early on was that established tools like Maya, while extremely sophisticated, were almost completely disconnected from physics. For someone with a technical background, that felt like a fundamental mismatch, because character animation, beyond its artistic dimension, is strongly influenced by physical principles such as balance, weight and momentum.</p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/3.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="642"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/3.png?resize=1200%2C642&quality=72&ssl=1"  alt="A computer screen displaying an animated character in a martial arts pose, wielding a sword. The interface shows animation tools and a timeline at the bottom, with a shadow of the character behind. The logo &#039;Cascadeur&#039; is visible in the upper left."  class="wp-image-253427" ></a></figure>



<p class="wp-block-paragraph">At that time, Nekki was producing fighting and parkour games such as <em>Shadow Fight</em> and <em>Vector</em>. To generate large volumes of believable motion for those games, Cascadeur began as an internal tool. Initially, it was a relatively simple animation editor that relied on physics-based calculations to help animators manage balance, weight, and momentum more intuitively, rather than constantly tweaking animation curves.</p>



<p class="wp-block-paragraph">What began as a small internal project gradually evolved as we added the tools we needed in production. For a long time, the idea was simply to use Cascadeur inside our own studio. But as the tool matured and proved itself in real projects, it became clear that it could be useful far beyond Nekki,  which eventually led to the decision to turn Cascadeur into a standalone product in 2019.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/image-2-1.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="657"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/image-2-1.png?resize=1200%2C657&quality=72&ssl=1"  alt="A 3D animation software interface displaying two character models in a jumping pose. One model is green and the other is gray, with colorful trajectories represented by lines. The settings panel on the right side shows physics configuration options."  class="wp-image-254065" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: And, when we look at the current version of Cascadeur, has that problem been solved? </strong></p>



<p class="wp-block-paragraph">Alexander Grishanin: Largely, yes. But it was definitely not a single step; it was a long evolution. In its early days, Cascadeur was far from being a full-featured 3D animation tool. It used a very specific internal format and was tightly coupled to our own production setup. </p>



<p class="wp-block-paragraph">Over time, especially with the rise of Unity and Unreal Engine, it became clear that Cascadeur had to integrate seamlessly into standard pipelines. A key part of “solving the problem” was turning it into a proper 3D editor: supporting skeletal animation as used in game engines and enabling reliable import and export via common formats such as FBX and USD. From a pipeline perspective, that part is largely solved today.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/10-1.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/10-1.png?resize=1200%2C675&quality=72&ssl=1"  alt="A digitally-rendered image of a person&#039;s hands playing a guitar, focusing on the fingers positioned on the fretboard and strings. The scene includes 3D wireframe elements and markers indicating joint movements."  class="wp-image-253413" ></a></figure>



<p class="wp-block-paragraph">On the physics side, the journey was just as long. Initially, we worked with very explicit physics concepts: centre of mass, force vectors, and angular momentum visualisations. We even built detailed visual tools showing forces and reaction forces. Technically, that worked well, but we quickly realised that this approach had a very high entry barrier. While powerful, it required animators to think in highly abstract physical terms, which was intimidating for many artists.</p>



<p class="wp-block-paragraph">That insight led to a fundamental shift in approach. Instead of asking animators to <em>understand</em> physics, we focused on letting the software <em>demonstrate</em> it. This resulted in what we now call the Physical Assistant (aka “Green ghost”): essentially a physically accurate version of the character that moves alongside the animator’s animation and shows how the motion would look if it fully respected physical laws. It’s generated automatically and acts as a continuous reference rather than a diagnostic tool.</p>



<p class="wp-block-paragraph">At this point, we’re quite happy with where we landed. There’s still room for refinement and more automation, but in terms of making physics-based reasoning practical and usable in everyday animation work, the original problem is largely solved.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/5.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="636"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/5.png?resize=1200%2C636&quality=72&ssl=1"  alt="A digital animation interface showing a character in mid-jump wielding a spear. The background features abstract shapes in pink and blue hues. Below, a timeline displays various animation keys and settings for the character."  class="wp-image-253426" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: One of Cascadeur’s party tricks is simplifying any Biped Rig, and making it usable for animation – how does it decide what parts of an imported rig should be simplified?</strong></p>



<p class="wp-block-paragraph">Alexander Grishanin: To be honest, there is no fully automatic “magic” that analyses an imported rig and decides which bones are essential and which are not. At least not at the moment. Our approach is actually quite pragmatic.</p>



<p class="wp-block-paragraph">When you import a character into Cascadeur, it can indeed come with hundreds of bones: helper bones, controllers, deformation chains, design-driven additions – all the things riggers love. But for physically plausible biped animation, only a well-defined subset of those bones is actually relevant. Beyond areas like the spine, which often needs more detail, the structure required for body mechanics is fairly consistent.</p>



<figure class="wp-block-embed is-type-rich is-provider-embed-handler wp-block-embed-embed-handler"><div class="wp-block-embed__wrapper">
<div style="width: 640px;" class="wp-video"><video class="wp-video-shortcode" id="video-253398-1" width="640" height="360" preload="metadata" controls="controls"><source type="video/mp4" src="https://cascadeur.com/images/original/sections/feature/1/1.mp4?_=1" /><a href="https://cascadeur.com/images/original/sections/feature/1/1.mp4">https://cascadeur.com/images/original/sections/feature/1/1.mp4</a></video></div>
</div></figure>



<p class="wp-block-paragraph">So what Cascadeur does is this: the user selects the bones that the internal Cascadeur rig should work with. This can be done either via presets, which we created for common rig types or manually in the rigging tool. The generated Cascadeur rig then controls only this selected subset, while the rest of the bones follow through skinning or constraints.</p>



<p class="wp-block-paragraph">This is very similar to how quick rigging or humanoid setup works in game engines. Once the system knows which bone represents the pelvis, the feet, the hands, and so on, a lot of things become much easier, including physics-based tools and retargeting between characters. So rather than automatically “simplifying” rigs in a black-box way, Cascadeur relies on a clear, explicit mapping. That gives us predictability and compatibility with existing production pipelines.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/fingers-1fix-1.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/fingers-1fix-1.png?resize=1200%2C675&quality=72&ssl=1"  alt="Close-up view of two sculpted human hands positioned over the keys of a piano, showcasing detailed fingers and knuckles, with digital markers visible on the hands. The piano keys are mostly black and white, creating a striking contrast."  class="wp-image-253412" ></a></figure>



<h2 id="when-is-a-joint-really-a-joint" class="wp-block-heading">When is a joint really a joint? </h2>



<p class="wp-block-paragraph"><strong>DP: How does the system identify what counts as a joint?</strong></p>



<p class="wp-block-paragraph">Alexander Grishanin: This is handled in essentially the same way as rig simplification. If the system recognises a known rig, a preset can be loaded that defines the joints. Otherwise, joint identification is done manually during the rig setup.</p>



<p class="wp-block-paragraph">Currently, Cascadeur does not automatically analyse an arbitrary hierarchy to determine what counts as a joint. We rely on explicit user input rather than automated heuristics. More automated approaches may be possible in the future, but currently the process is intentionally straightforward and transparent.</p>



<p class="wp-block-paragraph"><strong>DP: How does Cascadeur separate intentional mocap motion from noise?</strong></p>



<p class="wp-block-paragraph">Alexander Grishanin: At the moment, Cascadeur does not have a specialized system that automatically distinguishes intentional mocap performance from noise. Mocap cleanup is not the core focus of the software. Cascadeur is primarily designed for creating animation from scratch, but we do provide tools that make working with mocap data practical.</p>



<p class="wp-block-paragraph">Our main approach in this regard is the so-called Unbaking workflow. You can import a baked mocap animation and unbake it, which converts the motion into a reduced set of keyframes and interpolations while preserving the original movement as much as possible. This makes the animation much easier to edit and clean manually. Smaller jitters can be reduced through Unbaking precision settings, but larger artifacts will still be preserved and need manual correction.</p>



<p class="wp-block-paragraph">In practice, this works well because most modern mocap systems already perform significant jitter reduction in their own software before the data reaches Cascadeur. On our side, we focus on making the resulting animation editable, readable, and controllable. Additional tools, such as automatic foot contact handling and upcoming collision-penetration fixes, help improve the overall cleanup process, but we don’t currently attempt to automatically distinguish artistic intent from noise.</p>



<h2 id="version-2025-3" class="wp-block-heading"><strong>Version 2025.3</strong></h2>



<figure class="wp-block-embed alignfull is-type-wp-embed is-provider-digital-production wp-block-embed-digital-production"><div class="wp-block-embed__wrapper">
<span class="1g3Bdyde4fx2sYEqKGSswVok42W6maGQlJNfx75tpPYNtMiCZPaDFb8vX9myghurzewL6"><blockquote class="wp-embedded-content" data-secret="q3JjuU7s86"><a href="https://digitalproduction.com/2025/11/28/cascadeur-2025-3/">Cascadeur 2025.3: Inbetweening De Luxe</a></blockquote><iframe class="wp-embedded-content" sandbox="allow-scripts" security="restricted"  title="“Cascadeur 2025.3: Inbetweening De Luxe” — DIGITAL PRODUCTION" src="https://digitalproduction.com/2025/11/28/cascadeur-2025-3/embed/#?secret=DUaQLdTWiJ#?secret=q3JjuU7s86" data-secret="q3JjuU7s86" width="600" height="338" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"></iframe></span>
</div></figure>



<p class="wp-block-paragraph"><strong>DP: Having that in mind: How challenging was the transition from bipeds to quadrupeds? And does AutoPosing behave differently for quadrupeds?</strong></p>



<p class="wp-block-paragraph">Alexander Grishanin: The challenging part was not so much the core technology, but standardization. The underlying rigging system in Cascadeur (the part that generates IK/FK rigs)  is actually not tied to bipeds at all. You can rig pretty much anything with it, and our users have been doing that for years, including complex robots or non-humanoid characters.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/4.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="642"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/4.jpg?resize=1200%2C642&quality=80&ssl=1"  alt="A 3D animation software interface displaying a character performing a mid-air stunt. The figure is shown in an arched trajectory with motion curves highlighted. The workspace features toolbars and timelines, emphasizing animation controls."  class="wp-image-253425" ></a></figure>



<p class="wp-block-paragraph">What <em>was</em> new with quadrupeds in version 2025.3 was turning this flexibility into a standardized, production-ready workflow. That meant defining a clear IK/FK rig structure for quadrupeds and extending the rigging and “cooking” tools so users don’t have to build everything manually anymore.</p>



<p class="wp-block-paragraph">AutoPosing was the second major piece, and here the behavior is indeed different. Quadrupeds have fundamentally different anatomy: more complex spines, different roles for front and hind legs, and different balance logic. So AutoPosing for quadrupeds is not a simple extension of the biped system – it’s a separate solution built on top of the same foundations, but with different assumptions.</p>



<p class="wp-block-paragraph">From a system perspective, nothing really broke, but we had to add new logic and support layers to make quadrupeds feel natural to work with. We’ve already improved this significantly in recent updates, and there’s more coming in the next major release 2026.1. Retargeting for quadrupeds is now supported as well.</p>



<p class="wp-block-paragraph">One thing we don’t yet have for quadrupeds is in-between pose generation at the same level as for bipeds. That requires a much larger and more specific dataset, and we’re currently exploring ways to obtain that. The transition is well underway but not yet complete.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/autoposing-1.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/autoposing-1.png?resize=1200%2C675&quality=72&ssl=1"  alt="A digital art scene displaying four stylized humanoid figures in motion, posed dynamically around images of a woman dancing in a gray outfit. The figures are in varying stances, showcasing movement, with a dark background and grid floor."  class="wp-image-253402" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: How does AutoPosing decide which constraints to prioritise between keyframes?</strong></p>



<p class="wp-block-paragraph">Alexander Grishanin: There’s a small clarification needed here: AutoPosing itself does not operate between keyframes. It is a tool used <em>on</em> a keyframe to generate or adjust a pose.</p>



<p class="wp-block-paragraph">Our Inbetweening system is a separate mechanism. It generates motion between keyframes based on the keyframe poses, their timing, and optionally the tangents defined at the start and end keys. At the moment, it does not evaluate or prioritise constraints in the traditional sense. The keyframes themselves, and their timing, are the constraints.</p>



<p class="wp-block-paragraph">When connecting two animation segments, the system interpolates between the defined poses, respecting timing and tangents rather than resolving competing constraints. More advanced constraint-aware Inbetweening is something we may explore in the future, but it’s not how the system works today.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/retarget-4-1.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="718"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/retarget-4-1.png?resize=1200%2C718&quality=72&ssl=1"  alt="A 3D animation software interface displaying a running human figure in grayscale, transitioning to a blue humanoid character. An arrow indicates movement direction, with a timeline and editing tools visible in the background."  class="wp-image-253403" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: How does retargeting interact with locked joints or pinned positions?</strong></p>



<p class="wp-block-paragraph">Alexander Grishanin: Retargeting in Cascadeur does not explicitly take joint locks or pinned positions into account. What we focus on instead are fulcrum points – points of contact that should retain their global position, such as feet on the ground. These are detected and preserved during retargeting.</p>



<p class="wp-block-paragraph">Technically, retargeting operates at the joint or IK-rig level, but it does not account for existing constraints or joint locks. Constraints exist in Cascadeur, but the retargeting system itself does not account for them.</p>



<p class="wp-block-paragraph">In practice, this keeps the behaviour predictable. For example, when weapons or props are involved, they are usually switched to FK and remain in place, rather than being dynamically resolved during retargeting. More advanced constraint-aware retargeting would require significantly more context and assumptions, and at the moment, we don’t try to make it work “magically.”</p>



<p class="wp-block-paragraph"><strong>DP: Cascadeur now understands complex collisions and “stuff in the scene” How far can Cascadeur go with understanding objects and full environments?</strong></p>



<p class="wp-block-paragraph">Alexander Grishanin: At the moment, Cascadeur handles environments in a fairly pragmatic way. The system automatically recognises the ground plane, and any additional objects in the scene can be treated as environment elements – as long as they have colliders assigned to them. Once that is set up, characters can interact with those objects, for example, by walking on them or making physical contact.</p>



<figure class="wp-block-embed is-type-rich is-provider-embed-handler wp-block-embed-embed-handler"><div class="wp-block-embed__wrapper">
<div style="width: 640px;" class="wp-video"><video class="wp-video-shortcode" id="video-253398-2" width="640" height="360" preload="metadata" controls="controls"><source type="video/mp4" src="https://cascadeur.com/images/original/sections/feature/5/5.mp4?_=2" /><a href="https://cascadeur.com/images/original/sections/feature/5/5.mp4">https://cascadeur.com/images/original/sections/feature/5/5.mp4</a></video></div>
</div></figure>



<p class="wp-block-paragraph">Most of our physics-based tools already account for these environment colliders. We support different types of collision behaviour, such as pinned or surface-based collisions, which allow for reasonably complex interactions with scene geometry.</p>



<p class="wp-block-paragraph">The current limitations are higher-level automation. AutoPosing and Inbetweening do not yet consider environment colliders when generating poses or motion. We plan to improve this in the future, but it’s a complex problem, and we don’t want to overpromise on timelines.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/rigging-1.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/rigging-1.png?resize=1200%2C675&quality=72&ssl=1"  alt="A 3D modeling software interface displaying a stylized humanoid model in orange and cyan. The right panel features a &#039;Quick Rigging Tool&#039; with options for body parts, including a list of rig elements and buttons for adjustments."  class="wp-image-253405" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: And within a scene, the movement is either interpolated from Keyframe to Keyframe, or inbetween-ed along a vector, curve or trajectory? </strong></p>



<p class="wp-block-paragraph">Alexander Grishanin: In Cascadeur, animation is fundamentally built around keyframes. Between those keyframes, we support several types of interpolation. Most of them are fairly standard: linear, Bézier-based interpolation. Quite similar to what you find in other 3D animation tools.</p>



<p class="wp-block-paragraph">One notable difference is on the rig side: we rely heavily on spherical interpolation. This gives us greater control over rotation continuity and tangents while avoiding issues such as gimbal lock. Compared to quaternion interpolation, it offers more predictable behaviour when animators want to art-direct motion using curves and timing.</p>



<p class="wp-block-paragraph">Inbetweening is a separate mechanism. It uses AI to generate motion <em>between</em> keyframes, but it does not currently follow curves, trajectories, or environmental context. Its constraints are the poses, timing, and optionally the tangents defined at the surrounding keyframes. Artistic control still comes primarily from how those keyframes are set up.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/2D0myjbrWVo?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph">We are exploring more advanced systems in the future. For example, root-motion-based generation that could follow a trajectory or directional intent. But that would not be traditional interpolation. It would be more of a generation step, where you define intent and let the system propose motion.</p>



<p class="wp-block-paragraph">So even as locomotion and motion flows become more complex, the core idea remains the same: keyframes define intent, interpolation and Inbetweening assist – but art direction always stays with the animator.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/inbetweening_01-1.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="657"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/inbetweening_01-1.png?resize=1200%2C657&quality=72&ssl=1"  alt="A digital animation workspace showcasing a variety of stylized character models in motion. One central character with an animal head is performing a dance pose, surrounded by outlines of other characters in different poses. The background is dark, highlighting the animation timeline and editing tools at the bottom."  class="wp-image-253406" ></a><figcaption class="wp-element-caption">Inbetweening</figcaption></figure>



<p class="wp-block-paragraph"><strong>DP: And how does Cascadeur switch between interpolation and Inbetweening? </strong></p>



<p class="wp-block-paragraph">Alexander Grishanin: It’s entirely a choice made by the animator. There is no automatic switching. In earlier Cascadeur versions, Inbetweening was a separate operation: you selected a time interval, triggered the tool, and it generated a baked animation for that section.</p>



<p class="wp-block-paragraph">In version 2025.3, this changed. Inbetweening is now implemented as a type of interpolation. That means the animator explicitly chooses, per segment, whether motion between keyframes should use a traditional interpolation method or Inbetweening. From a workflow perspective, this makes the system much more coherent and predictable.</p>



<p class="wp-block-paragraph">One of the main challenges with this change was ensuring smooth transitions between different interpolation types. We added mechanisms to blend and smooth those transitions, so switching between standard interpolation and Inbetweening doesn’t introduce visual discontinuities. So the logic is simple: the animator decides what works best for a given situation, and the system focuses on making that choice behave consistently and smoothly.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/inbetweening_02.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="655"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/inbetweening_02.png?resize=1200%2C655&quality=72&ssl=1"  alt="A digital animation workspace displaying a series of character models in different walking poses. A central character is in full color, while adjacent figures are in various shades of gray, illustrating motion. The interface shows tools and timelines."  class="wp-image-253407" ></a></figure>



<h2 id="how-about-ragdolls" class="wp-block-heading">How about Ragdolls? </h2>



<p class="wp-block-paragraph">Alexander Grishanin: Yes. But it’s important to clarify how physics and ragdoll simulation work in Cascadeur. Ragdoll is a type of physical simulation that operates on the <em>resulting animation</em>, not on the process that created it.</p>



<p class="wp-block-paragraph">From the physics system’s point of view, it doesn’t matter whether an animation was created using standard interpolation, Inbetweening, imported mocap, or even a fully baked clip from a library. All interpolation and Inbetweening are evaluated first. Physics, including ragdoll, then uses the final animation frames as input and simulates from that point.</p>



<p class="wp-block-paragraph">Once you activate ragdoll, the simulation will typically override the animation quite significantly. For example, when a character starts to fall. There is no tight coupling among interpolation, in-Betweening, and ragdoll logic. Physics simply “consumes” the finished motion and reacts to it.</p>



<p class="wp-block-paragraph">In that sense, both interpolation and Inbetweening are fully compatible with ragdoll features – because physics doesn’t care how the motion was authored, only what the motion is at the moment the simulation starts.<br /></p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/8.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="636"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/8.png?resize=1200%2C636&quality=72&ssl=1"  alt="A digital animation software interface showing a character in a dynamic pose, holding weapons, with visible motion paths and timeline controls at the bottom. The workspace includes a 3D model and property settings panel."  class="wp-image-253424" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: When we look at “AI-assisted Inbetweening”, wouldn’t the next step be to get additional data from a scene? </strong></p>



<p class="wp-block-paragraph">Alexander Grishanin: That kind of scene-level, event-driven Inbetweening is far beyond what we are aiming for in the near future. Conceptually, it is interesting to use full-scene context, simulations, particles, or semantic events to influence animation behaviour, but this quickly becomes a very different class of system.</p>



<p class="wp-block-paragraph">Right now, our focus is much more grounded. We aim to improve the quality, robustness, and controllability of AI-assisted Inbetweening, based on animation data and clearly defined inputs such as poses, timing, and physical plausibility. Adding higher-level scene understanding would significantly increase complexity and assumptions.</p>



<p class="wp-block-paragraph">Ideas like text-driven reactions to explosions or environmental cues are intriguing, but they are not where Cascadeur is heading in the foreseeable future. Our priority is to make AI a reliable assistant within a traditional animation workflow, not a system that attempts to interpret entire scenes or narratives.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/turnik_0.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="656"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/turnik_0.png?resize=1200%2C656&quality=72&ssl=1"  alt="A 3D animation software interface displaying a green humanoid model performing a jumping action near a vertical pole. On the right, animation settings are visible, including options for position and frame rate, with a timeline at the bottom showing keyframes."  class="wp-image-253408" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: With more interpolation tools added, how do you keep the timeline clean?</strong></p>



<p class="wp-block-paragraph">Alexander Grishanin: There isn’t a strict formal rule behind this. In practice, we test ourselves and carefully determine what should appear directly on the timeline and what can be placed in menus or settings. The goal is to keep the timeline readable, even as more interpolation options are added.</p>



<p class="wp-block-paragraph">Unbaking is a good example of where this balance is not perfect. It can introduce quite a lot of keys and visual noise on the timeline. We’re aware of this, though in practice it hasn’t become a major usability issue yet.</p>



<p class="wp-block-paragraph">In the long term, we would like to hide more of this complexity. Ideally, animators wouldn’t have to think in terms of linear versus Bézier versus IK or Inbetweening at all. You would define intent, and the system would choose the appropriate interpolation under the hood. That said, this is more of a direction or a vision than a concrete feature on the roadmap. By the way, if you want to know what we are working on right now, our Roadmap is public, and you can have a look here: <a href="https://trello.com/b/oNlIizJh/cascadeur-roadmap">https://trello.com/b/oNlIizJh/cascadeur-roadmap</a></p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/image-1-1.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="657"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/image-1-1.png?resize=1200%2C657&quality=72&ssl=1"  alt="A 3D animation software interface displaying a humanoid character model with a cat-like head. The character is center-stage with a grid background, and two ghosted silhouettes of the same model in motion are visible to the right."  class="wp-image-254067" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: How big can an unbaked animation get before performance drops?</strong></p>



<p class="wp-block-paragraph">Alexander Grishanin: In practice, extremely long unbaked animations are more of a theoretical stress test than a real production scenario. We have users working with animations of up to 10,000 frames, and that is definitely possible. In version 2025.3, we added another round of optimisations specifically to improve performance with long timelines.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/CUo1V6H9OkM?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph">That said, usability becomes the limiting factor much earlier than raw performance. Working meaningfully with 10,000 frames is already very difficult, simply because it becomes hard to understand what is happening where. Most animation work happens in much smaller ranges, typically a few hundred frames at a time.</p>



<p class="wp-block-paragraph">Cascadeur is optimised around that typical use case. When you focus on a limited time interval, for example, 300 to 500 frames, the system only evaluates and updates what is needed for that interval. The total length of the animation outside that range has very little impact on interactivity. That’s exactly what we improved further in 2025.3.</p>



<p class="wp-block-paragraph">So yes, unbaked animations with 10,000 frames are feasible today. Beyond that, you’re likely to hit practical and conceptual limits before you hit hard technical ones. A 200,000-frame animation, for example, is far outside what we would consider a realistic working scenario.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/turnik_02-1.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="657"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/turnik_02-1.png?resize=1200%2C657&quality=72&ssl=1"  alt="A 3D model figure performing a pull-up on a green gym apparatus, with joint controls visible. The animation timeline is displayed below, indicating movement adjustments in a digital interface."  class="wp-image-253409" ></a></figure>



<h2 id="ai-in-animation" class="wp-block-heading"><strong>AI in Animation</strong></h2>



<p class="wp-block-paragraph"><strong>DP: Of course, in 2026 Cascadeur has AI-tools. What training data did the new Machine Learning tools rely on?</strong></p>



<p class="wp-block-paragraph">Alexander Grishanin: Our machine learning tools are primarily trained on data we own and understand very well. A large part of it comes from animation data created over many years for Nekki’s own games, especially the <em>Shadow Fight</em> action game series. That includes a substantial amount of hand-crafted animation and poses produced by Nekki’s animators.</p>



<p class="wp-block-paragraph">In addition, we generate our own motion-capture data. We use two Xsens motion-capture suits internally and record motion data exclusively for training and validation. This allows us to create clean, well-defined datasets that align with the motion Cascadeur is designed to handle. So the foundation is a combination of long-term in-house animation data and dedicated mocap recordings, rather than external datasets.</p>



<figure class="wp-block-embed is-type-rich is-provider-embed-handler wp-block-embed-embed-handler"><div class="wp-block-embed__wrapper">
<div style="width: 640px;" class="wp-video"><video class="wp-video-shortcode" id="video-253398-3" width="640" height="360" preload="metadata" controls="controls"><source type="video/mp4" src="https://cascadeur.com/images/original/sections/feature/7/7.mp4?_=3" /><a href="https://cascadeur.com/images/original/sections/feature/7/7.mp4">https://cascadeur.com/images/original/sections/feature/7/7.mp4</a></video></div>
</div></figure>



<p class="wp-block-paragraph"><strong>DP: Do the new AI features change the minimum system requirements?</strong></p>



<p class="wp-block-paragraph">Alexander Grishanin: No, the new AI features do not change the minimum system requirements. At the moment, our AI-related computations run entirely on the CPU and are comparable in complexity to existing systems such as physics tools or interpolation.</p>



<p class="wp-block-paragraph">We don’t rely on the GPU for AI processing, and all calculations are performed locally. Nothing is sent to the cloud. From the user’s perspective, AI in Cascadeur behaves like any other internal tool in terms of performance and system requirements.</p>



<p class="wp-block-paragraph"><strong>DP: Wait, you said that all computation is done locally. None of it relies on the cloud?</strong></p>



<p class="wp-block-paragraph">Alexander Grishanin: Yes, Cascadeur runs completely on the client system. None of the AI features rely on the cloud. The neural networks we use are intentionally very lean. AutoPosing is quite small, and Inbetweening is a bit larger, but still nowhere near the scale of large models that require massive amounts of memory or external infrastructure. Because of that, all computation can happen locally without any special hardware or online connection.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/razdelenie_01.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="656"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/razdelenie_01.png?resize=1200%2C656&quality=72&ssl=1"  alt="A digital workspace displaying a 3D animation software interface. On the left, a gray model is in a dynamic pose, while on the right, a green model mirrors the pose. The physics settings panel is visible on the right side of the screen."  class="wp-image-253411" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: How do you balance classical physics with machine learning inside Cascadeur?</strong></p>



<p class="wp-block-paragraph">Alexander Grishanin: At the moment, classical physics and machine learning in Cascadeur are clearly separated and complement each other rather than competing. We don’t use AI inside the physics tools themselves. Physics is based on classical methods, mainly nonlinear equation optimisation, and operates on top of the animation that already exists in the scene.</p>



<p class="wp-block-paragraph">Machine learning comes into play earlier. AI is used to help generate or refine animation, especially in cases where creating complex motion manually would be difficult or time-consuming. Physics tools then take that result and propose a physically correct version of the motion, for example, by improving balance or contact behaviour.</p>



<p class="wp-block-paragraph">Over time, we realised that physics alone, while extremely valuable, cannot solve everything. An animation can be physically correct and still look wrong from an animation or artistic perspective. Contact situations are a good example: even with correct fulcrum points, physics does not necessarily enforce all the constraints needed to make motion look convincing.</p>



<p class="wp-block-paragraph">This is where AI helps. It can generate complex, plausible motion that would be difficult to achieve solely through physics-based constraints. At the same time, AI is not particularly good at physics on its own. In practice, they work very well together: AI supports motion generation and plausibility, while physics supports correctness and grounding.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/correcting-am.gif?ssl=1"><img data-recalc-dims="1"  decoding="async"  width="800"  height="450"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/correcting-am.gif?resize=800%2C450&ssl=1"  alt=""  class="wp-image-253423" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: How did you train the Inbetweening model, and what can artists tweak?</strong></p>



<p class="wp-block-paragraph">Alexander Grishanin: Our Inbetweening model is trained on our own animation data, basically to learn how it should behave in real production scenarios. We’re not trying to teach it some abstract idea of motion, but very concrete situations: how to move from one pose to another in a way that feels plausible for character animation.</p>



<p class="wp-block-paragraph">For artists, the main controls are still very familiar ones. Poses and timing matter the most, by far. If you change the key poses or the spacing between them, the result changes immediately. That’s where most of the artistic control lies.</p>



<p class="wp-block-paragraph">In Cascadeur there is also the option to add simple labels, for example saying “this should be a walk” rather than a run. That helps in cases where the same poses can be interpreted differently. Right now, those labels have less influence than poses and timing, but we’re actively looking at making them more meaningful.</p>



<p class="wp-block-paragraph">Even though AI is involved, the idea is that animators remain in charge. You don’t tweak neural network parameters. You animate, and the AI adapts to what you’re telling it through poses and timing.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/image-31.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="657"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/image-31.png?resize=1200%2C657&quality=72&ssl=1"  alt="A 3D animation software interface displaying a humanoid model with a skeletal rig. The model is posed in a dynamic stance on a grid background. The right panel shows an outline of the model&#039;s structure and properties."  class="wp-image-254068" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: Considering the plethora of “Animation Libraries”, which, like the Stock Photo Libraries of ancient times (Or, 2019), have a giant, very specific set of premade animations: Is that necessary when Inbetweening is available in Cascadeur? </strong></p>



<p class="wp-block-paragraph">Alexander Grishanin: Animation libraries are still very relevant. Inbetweening and Unbaking solve different problems, and they don’t make libraries obsolete. At least not today.</p>



<p class="wp-block-paragraph">Our Unbaking works very well with ready-made animations, including clips from animation libraries. You can import them, unbake them, and then edit or adapt them much more easily. Inbetweening, on the other hand, creates <em>new</em> motion between poses. It works best for relatively simple or well-defined movements. When animations become very complex, it’s often hard to describe them purely through poses, and in those cases libraries are still the more practical option.</p>



<p class="wp-block-paragraph">Right now, Inbetweening doesn’t replace animation libraries; it complements them. That said, it does point in an interesting direction. In the future, if you combine Inbetweening with tools such as text-to-motion or more advanced motion generation, libraries could become less central. At that point, searching a library by keywords might be replaced by simply describing the motion you want and letting the system generate it.</p>



<p class="wp-block-paragraph">But we’re not there yet. Today, animation libraries, Unbaking, and Inbetweening all have their place. Inbetweening is mainly about assembling and refining motion, not about replacing large collections of finished animations.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/image-3-1.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="656"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/image-3-1.png?resize=1200%2C656&quality=72&ssl=1"  alt="A 3D animation workspace showcasing a character model resembling a humanoid cat with joints and controls visible. The interface includes various settings, timelines, and 3D view options, displaying a grey background."  class="wp-image-254069" ></a></figure>



<h2 id="the-future" class="wp-block-heading"><strong>The future</strong></h2>



<p class="wp-block-paragraph"><strong>DP: With the improved viewport, do you see a future where artists animate directly in final-quality scenes?</strong></p>



<p class="wp-block-paragraph">Alexander Grishanin: Yes, definitely. That’s very much the direction we’re moving in. The improved viewport is an important step toward allowing animators to work much closer to final-quality visuals while they animate.</p>



<p class="wp-block-paragraph">That’s also why we invested in a more advanced renderer. With Cascadeur 2026.1 we will completely shift to Filament, a physically based rendering system originally developed by Google. The idea is not to replace final offline rendering, but to give animators a visual result that is much closer to what they’ll see at the end, while they’re still working on motion.</p>



<p class="wp-block-paragraph">Looking further ahead, there are a couple of possible paths. One is tighter integration with high-end rendering systems or real-time engines. Another is using AI-based upscaling or enhancement, where you work with a simpler representation and let the system automatically improve visual quality. It’s hard to predict exactly which direction will dominate.</p>



<p class="wp-block-paragraph">What we are already actively working on, though, is better live connectivity. For example, we’re improving live links between Cascadeur and other software, including Unreal Engine. That’s a concrete step toward workflows where animation occurs in Cascadeur, allowing artists to immediately see the result in a final or near-final environment. So yes, animating directly in scenes that feel close to final quality is absolutely something we believe in – whether that happens inside Cascadeur itself or through tight integration with other tools.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/interaction_01.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="657"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/interaction_01.png?resize=1200%2C657&quality=72&ssl=1"  alt="A 3D animation software interface displaying two humanoid figures in dynamic poses. One figure is in green, showcasing the physics settings, while the other is in gray, indicating a different stage. Tools and settings are visible in the right panel."  class="wp-image-253410" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: What does an ideal animation workflow look like to you?</strong></p>



<p class="wp-block-paragraph">Alexander Grishanin: Looking ahead, I think the biggest room for improvement comes from how input works. In an ideal world, an animator can use many different types of input: posing with controllers, of course, but also video references, maybe voice input, maybe text prompts. The key point is that all of this input produces a single, fully editable output. Nothing should become a black box.</p>



<p class="wp-block-paragraph">In my “dream pipeline,” you can bring in any reference you want, create motion quickly with minimal input, and then dive into any part of the animation and refine it manually if needed. Whether that input comes from controllers, video, or text is secondary. What matters is that everything remains controllable.</p>



<p class="wp-block-paragraph"><strong>DP: How do you imagine animation pipelines in 2030 or 2040? And what do you imagine Cascadeur will look like in the year 2050?</strong></p>



<p class="wp-block-paragraph">Alexander Grishanin: If we look ten, twenty or even twenty-five years ahead, I think the most honest answer is that a lot is still open. Not everything depends on animation tools like Cascadeur. We’re in a phase right now where content creation is changing very quickly, and it’s hard to draw clean lines that far into the future.</p>



<p class="wp-block-paragraph">What’s very clear already is that 2D image and video generation is moving extremely fast with AI. One reason is that it’s much easier to collect data on it. 3D is lagging behind at the moment, but it’s definitely catching up. We’re seeing more tools that can automatically generate meshes, skeletons, and even basic animation. But as soon as you want to actually use those assets in a meaningful way, you still need a proper animation tool to refine and control motion. That’s where Cascadeur fits in.</p>



<p class="wp-block-paragraph">On a more personal note, I believe 3D will become increasingly important over the long term. Even many 2D AI systems seem to rely on some internal 3D understanding of the world. Making that structure explicit, with meshes, joints and motion, is simply a more consistent way to build believable worlds. AI can help a lot here by lowering the barrier to entry.</p>



<p class="wp-block-paragraph">If we push this idea further, I hope we end up in a world where creating 3D worlds and animated stories becomes as easy as writing text or drawing images today. Right now, far more people can paint, write or make music than create something in 3D, simply because 3D is still very complex. If that complexity goes away, content creation could change dramatically.</p>



<p class="wp-block-paragraph">That would also affect who creates stories. Instead of a few large studios targeting large audiences, we might see many more creators building highly specific worlds for smaller communities. Animation and 3D would no longer be just about large productions, but also about personal expression, much like photography or music today.</p>



<p class="wp-block-paragraph">At the same time, I can imagine tools for generating worlds, environments, or even basic scene setups becoming more integrated into animation workflows. Whether those systems live inside Cascadeur or connect to it seamlessly is an open question. What matters is that, once a world or scene is generated, you can step in and precisely shape how characters move and behave inside it.</p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/02/18/cascadeur-on-physics-ai-and-control/">Cascadeur on physics, AI and control</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
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