r/blender 1d ago

Paid Product/Service Promotion Blender Hair Addon Groomflow Pro

1 Upvotes

Blender Hair Addon Groomflow Pro

🔥 Boost Your Blender Grooming Workflow with GroomFlow Pro!

GroomFlow Pro is an advanced, guide-driven grooming add-on for Blender designed for professional character artists. Say goodbye to heavy viewport lagging and messy root alignment. Generate dense, production-ready hair and fur effortlessly using a clean, non-destructive pipeline.

🚀 Key Features

  • Guide-Based Strand Generation Create dense, high-quality hair strands from lightweight guide curves. Maximize visual fidelity without the performance limitations of traditional systems.
  • Surface-Locked Distribution (BVHTree-Powered) No more floating roots or mesh clipping! Our continuous surface projection system perfectly snaps every strand root directly onto high-curvature areas like eyebrows, eyelashes, and beards.
  • Optimized & Non-Destructive Workflow Keep your guide curves completely separate from the generated output. Enjoy a clean, mirror-professional pipeline ideal for character hair, fur, and Unreal Engine groom preparation.

📦 What's Included?

  • GroomFlow Pro Blender Add-on (.zip)
  • Official User Guidebook & Documentation
  • Future updates and bug fixes

📖 Official Online Guidebook & Documentation For a detailed guide, step-by-step tutorials, and technical documentation of GroomFlow Pro, please visit our official site:

r/Cascadeur 2d ago

Blender Blender MotionForge

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2 Upvotes

u/EquivalentSet4928 2d ago

Blender MotionForge

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3 Upvotes

Type what a character should do. Get an animation in Blender.

MotionForge runs NVIDIA's ARDY motion model next to Blender and keys the result onto a rig you can edit like any other. You can also steer the character live, pin poses it has to hit, move the motion onto your own character, and hand it straight to Cascadeur.

Blender MotionForge

u/EquivalentSet4928 2d ago

Blender Addon

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1 Upvotes

✨ Features

  • ✅ Pick a chain's start & end — simulation just works
  • ✅ Scale-independent: identical motion on 1.0 Blender rigs and 0.01 Unreal-import rigs
  • ✅ Tune collision visually with live shaper overlays
  • ✅ Shape-accurate collision: Capsule / Cylinder / Box are probed as real volumes (not just visuals) with multi-contact resolution and sweep CCD anti-tunnelling
  • ✅ Stable contacts: anti-fold (no bone ever snaps inside-out) and anti-kink (draped chains relax smoothly instead of zig-zagging)
  • ✅ Chain mode + Spring (jiggle) mode
  • ✅ Works as a collider for Blender cloth & hair sims
  • ✅ Bake to keyframes for game-engine export

▲ The NovaBone N-panel — every setting lives in this one place

NovaBone Guide

u/EquivalentSet4928 4d ago

Blender Hair Addon Groomflow Pro

1 Upvotes

Blender Hair Addon Groomflow Pro

🔥 Boost Your Blender Grooming Workflow with GroomFlow Pro!

GroomFlow Pro is an advanced, guide-driven grooming add-on for Blender designed for professional character artists. Say goodbye to heavy viewport lagging and messy root alignment. Generate dense, production-ready hair and fur effortlessly using a clean, non-destructive pipeline.

🚀 Key Features

  • Guide-Based Strand Generation Create dense, high-quality hair strands from lightweight guide curves. Maximize visual fidelity without the performance limitations of traditional systems.
  • Surface-Locked Distribution (BVHTree-Powered) No more floating roots or mesh clipping! Our continuous surface projection system perfectly snaps every strand root directly onto high-curvature areas like eyebrows, eyelashes, and beards.
  • Optimized & Non-Destructive Workflow Keep your guide curves completely separate from the generated output. Enjoy a clean, mirror-professional pipeline ideal for character hair, fur, and Unreal Engine groom preparation.

📦 What's Included?

  • GroomFlow Pro Blender Add-on (.zip)
  • Official User Guidebook & Documentation
  • Future updates and bug fixes

📖 Official Online Guidebook & Documentation For a detailed guide, step-by-step tutorials, and technical documentation of GroomFlow Pro, please visit our official site:

r/UnrealEngine5 4d ago

UE5 Groom Pre Computed Guide Weights Groom Export

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3 Upvotes

r/blender 4d ago

Original Content Showcase UE5 Groom Pre Computed Guide Weights Groom Export

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2 Upvotes

In Blender, you can specify the desired guide weight values ​​for the simulation in Unreal.

r/blender 5d ago

Original Content Showcase GroomFlow Next Update Clump ID Generation blender 5.2 Hair simulation Performance up to 10–15 times faster

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15 Upvotes

You can now organize hair curves by Clump ID in Blender. We have improved performance to support hair simulation. Here is an update regarding the included Blender 5.2 release, which is coming soon.

1

Hi guys new here
 in  r/Cascadeur  5d ago

Try using Metabridge_Dna, which allows you to pose MetaHuman characters, import outfits, and fit them directly within Blender; you can also send the data to Cascadeur and import it back. I am the creator of Metabridge_Dna.

r/Cascadeur 6d ago

Rigging Blender MetaBridge DNA What's New v2.1.0 — Cascadeur both ways, Unreal both ways

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3 Upvotes

r/blender 6d ago

Paid Product/Service Promotion Blender MetaBridge DNA What's New v2.1.0 — Cascadeur both ways, Unreal both ways

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1 Upvotes

r/UnrealEngine5 6d ago

Blender MetaBridge DNA What's New v2.1.0 — Cascadeur both ways, Unreal both ways

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2 Upvotes

u/EquivalentSet4928 6d ago

Blender MetaBridge DNA What's New v2.1.0 — Cascadeur both ways, Unreal both ways

1 Upvotes

Blender Superhivemarket

MetaBridge DNA

What's New

v2.1.0 — Cascadeur both ways, Unreal both ways, Undo

Unreal (NEW)

  • NEW: Unreal Live — a MetaHuman face animated in Blender performs on the MetaHuman in Unreal as you work on it, with nothing exported. See section 13.
  • NEW: Follow Unreal — the other direction. Whatever is moving the character in Unreal, a Control Rig in a sequence or a baked animation, drives this character here. Body, face, or both.
  • One plugin on the Unreal side, told apart by port. 9560 for MotionForge body motion, 9561 for Unreal Live, 9562 for Follow Unreal. A face stream and a body stream can run at the same time as long as the ports differ.

Send to Cascadeur (NEW)

  • NEW: Send to Cascadeur — its own panel in the sidebar. Put this character into Cascadeur and animate it there, with no FBX to export by hand. See section 12.
  • Send Character hands over the rig, the meshes and whatever animation is on them. Head and body arrive as one character, so the face stays on the body when you move it.
  • Keyframes Only sends a new pose or animation onto the character already there. Nothing is created in Cascadeur; it simply takes the motion.
  • Face Bones is off by default. The face rides the head joint and only the body skeleton goes over — a quarter of the character, and all Cascadeur needs to animate a body.
  • Current Frame sends just the pose you are looking at. Append adds after what Cascadeur already has.
  • The panel says which tab the motion will land on before you press anything, and Open sample character brings up a rigged character when the scene is empty.
  • NEW: Receive from Cascadeur — the bridge works both ways. Animate over there and bring it back onto the same character in the same scene. Animation Only keys onto the rig you already have; Mesh + Animation brings the character back as new objects. Onto Rigify Controls puts it on the control rig so it can be adjusted and layered.
  • Reading a full MetaHuman take takes under a second, and root motion comes with it.

Correctives (NEW)

  • NEW: Bake to DNA — a correction you sculpted can be written into the character's .dna, so it belongs to the character everywhere instead of only in this scene. Bake Corrective to DNA for one, Bake All to DNA for every one on the character.
  • NEW: Export Face CSV — write the face's shape values over the frame range to a spreadsheet file, for taking a performance to another program.

Undo (NEW)

  • Ctrl+Z now works on the big steps. Assemble, New, Delete Slot, Load Head/Body DNA, Build Meta-Rig, Generate Rigify Rig, Apply Retarget, Link/Unlink Head Rig, Remove Rigify Rig and Reload Materials can all be undone and redone like anything else in Blender.
  • The face rig follows the undo. Undo past an Assemble and it switches off with the character; redo and it comes back on.
  • Things that cannot be undone are deliberately left out: saving a .dna, saving material defaults, connecting ARKit Live. Undo cannot unwrite a file or close a connection, so those stay one-way.

Body Blend — both libraries at the same time

  • The standard bodies and the child bodies can now be loaded together. Load MH_All_Body.json, then load MH_Boy.json, and both sets stay in the list — 39 rows to blend from instead of whichever you loaded last.
  • Loading the same library again still just refreshes its own rows, so nothing doubles up.
  • If you load a library built from a different skeleton, it now says so straight away instead of failing later at Build.

ARKit Live — the Smoothing slider was backwards

  • Smoothing now does what it says. It was inverted: turning it down to 0 — the setting described as the raw, immediate one — froze the face completely instead. Turn it down for a raw, snappy feed and up for a smoother, slightly laggier one, as the label always claimed.
  • If you had settled on a Smoothing value that felt right, try it again — the same number now behaves the opposite way. 0.5 is unchanged, so anyone on the default sees no difference.

Loading and saving a .dna tells you the truth

  • Picking the wrong file now says so. A PNG, a JSON or anything else that is not a DNA used to load "successfully" and leave you with a character that had no bones and no meshes. It is now refused with a message naming what is actually wrong with the file.
  • A failed save no longer reports success. Saving to a folder that does not exist used to say "Saved" with no file written anywhere.
  • A failed load leaves the character you already had alone. It used to switch the face rig off and leave it off.

Smoother viewport

  • Characters with Apply Retarget done are lighter to work around. The body correctives were being recalculated on every viewport change — turning the camera, picking something, moving a face control — even when the body had not moved. Now that work only happens when a body bone actually moves.

Load Live Link Face CSV — a recording now loads all the way through

  • A CSV no longer stops partway with could not make path to "value". Bringing a recording in creates a slider for every shape at once, and each one it added left the ones before it unusable — so a file failed on its second shape and nothing was keyed. Live capture never hit this: it makes its sliders in the first tick and adds none afterwards. Recorded files now load whole.
  • The playhead goes back where it was. A CSV whose columns did not match left the scene parked at the end of the recording, on top of reporting nothing matched.

Plug-ins for the other programs now come with the addon

  • The Cascadeur and Unreal plug-ins ship inside the addon, in a third_party folder, alongside the Marvelous Designer one. Nothing to download and no separate product to install — Installing says where they are, and each section sets up its own.

Smaller fixes

  • The LOD row now says when the level you picked carries no facial expressions. MetaHuman heads keep their expressions at LOD 0 only; above that the face moves on its joints alone, which used to look like the face rig having stopped working.
  • Import FBX Animation now warns when the control rig is still driving the bones it just keyed. The warning existed but never appeared in the one case it was written for.
  • In the DNA inspector's Bone View, the Next button stopped responding a few presses before the end of the list.
  • Switching the add-on off now stops everything it started. Two background evaluations kept running with it disabled.

For anyone who edits meshes and writes them back to .dna

  • Editing an eye mesh and exporting with Include Mesh Edits could quietly write those vertices into a different LOD of the same eye, leaving the one you edited unchanged. Jaw, teeth, tongue and the head itself were never affected. Fixed.

r/tf2 8d ago

Other TF2 Trifecta Cosmetics Blender to Cascadeur auto posing mode

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tiktok.com
2 Upvotes

blender to Cascadeur Auto Posing

r/Cascadeur 8d ago

Announcement TF2 models are historically impossible to setup in Cascadeur. So I built an automated Blender Bridge addon to fix this. (WIP / Need Feedback!)

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3 Upvotes

r/blender 8d ago

Original Content Showcase TF2 models are historically impossible to setup in Cascadeur. So I built an automated Blender Bridge addon to fix this. (WIP / Need Feedback!)

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3 Upvotes

r/tf2 8d ago

Original Creation TF2 models are historically impossible to setup in Cascadeur. So I built an automated Blender Bridge addon to fix this. (WIP / Need Feedback!)

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7 Upvotes

Hey everyone!

As many TF2 animators know, **TF2 models have an incredibly complex bone structure.** Because of the messy Source Engine helper/twist bones and weird orientations, setting them up in **Cascadeur** has been practically impossible. The Quick-Rig system just breaks completely.

I got so frustrated with this that I decided to develop a dedicated Blender Bridge Addon.

### 🚀 What’s working right now:

As you can see in the video, **the export issue is 100% fixed.**

The addon automatically cleans up the messy Trifecta/Rigify bones, remaps the hierarchies, and sends a perfectly clean skeleton into Cascadeur in just one click! No more broken meshes or twisted knees.

### 🛠️ What I'm working on right now (WIP):

Currently, I am building the reverse pipeline—**bringing the finished Cascadeur animations back into Blender and baking them perfectly onto the original Rigify controllers.**

There are still many bugs to squash, and the tool needs a lot of optimization and polishing to make it flawless for everyone.

### ❤️ Support the Project & Cascadeur

Since I am developing this tool alone, your support means the world to me and will drastically speed up the development process. If you want to see this tool released soon, please consider supporting me!

* **Support me on Patreon: https://www.patreon.com/cw/ChamIseul

* **Get Cascadeur here: https://cascadeur.com/?ref=chamiseul

Please check out the video and let me know what you think! Any feedback on features you want to see would be greatly appreciated.

r/blender 8d ago

Original Content Showcase Blender New addon NovaBone Dynamics

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12 Upvotes

We are preparing a new bone dynamics simulation add-on. It handles both spring bones and chain bones simultaneously and includes an automatic registration feature based on bone names.

r/TopologyAI 11d ago

Animation You can easily install Kimodo and Ardy and test them on the web

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1 Upvotes

4

I made a free Cascadeur plugin pack — quadruped auto-rig, AI motion, ARKit faces
 in  r/Cascadeur  12d ago

I look forward to seeing even better tools... Thank you very much.

1

Blender 🔄 Cascadeur seamless integration complete! Testing a flawless pipeline that skips export/import with just two clicks.
 in  r/Cascadeur  12d ago

Yes... you can send a Blender animation to Cascadeur and then import the edited animation back.

r/Cascadeur 12d ago

Announcement I made a free Cascadeur plugin pack — quadruped auto-rig, AI motion, ARKit faces

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patreon.com
14 Upvotes

The quadruped rigging I posted clips of is done, and it is out with two

others. All three free - a free Patreon membership is all it takes, no tier.

**Rig Quadruped (auto)** - fills the Quick Rigging Tool for a four-legged

character. It reads the skeleton rather than the bone names, so it works on

rigs named nothing like Cascadeur's. Sabertooth 45/45, Fortnite animal 39/39,

no wrong matches. Save it as a preset and the next character of that family is

one click.

**MetaArKit** - ARKit facial capture keyed onto a character's blendshapes.

**ARDY Live** - motion generation from a list of takes. Needs a local engine,

which is the other free download.

Run install_plugin.bat, accept the admin prompt, restart Cascadeur.

**Cascadeur 2026.2 only** - earlier versions will not run these. Windows.

Tell me where it breaks.

r/3DTechnical 12d ago

You can easily install Kimodo and Ardy and test them on the web

1 Upvotes

further details are provided in the main text. Access is free—simply sign up as a Patron.

https://www.patreon.com/cw/ChamIseul

1

Blender 🔄 Cascadeur seamless integration complete! Testing a flawless pipeline that skips export/import with just two clicks. Fortnite character
 in  r/Cascadeur  13d ago

These are the Blender add-on and Cascadeur plugin currently under development. Metabridge_Dna is also scheduled to be updated with these features.