Not sure I really understand what you’re asking. I’m going to ponder it a bit. I own GenX but other than playing with it I really haven’t gotten much use out of it. A shame I know.
Anyway, here’s the Sojourn V4 dress converted to Genesis and then Genesis morphed to G4 proportions. I wanted something extremeish to see how it would hold up. It did quite well (booties were only auto-converted, but I may try your methodology with similar boots designed for Genesis to see if I can get a better result when I can find some time).
In regard to V4 shoes, there is a similar method that I have found to provide at least decent results. It works for low or high heels.
This is based on a tutorial “DS4 Tutorial:Rigging High-Heels for Genesis rev1” by niccipb at http://www.sharecg.com/v/61954/browse/3/PDF-Tutorial/DS4-TutorialRigging-High-Heels-for-Genesis-rev1 Nicc.ipb’s method is probably best but the following represents a fairly quick way to get decent recent results:
- Load the V4 shoe(s) for conversion. If the shoes load as left and right, you can de-select one of them by simply turning off the visibilty of the each node on the shoe from Thigh down through Toes.
- Export shoe as OBJ then delete from scene.
- Import saved OBJ
- Load Genesis and apply V4 morph. I always set Left Foot Propagating Scale and Right Foot Propagating Scale on Genesis to -10%. Kathy provides a script for this at http://www.sharecg.com/v/61263/gallery/21/DAZ-Studio/Genesis-Foot-Resize-to-V4
- Now we need to fit Genesis to the shoe or the shoe to Genesis. The advantage of using Genesis is that you will not have to re-export the OBJ. To do this, I recommend setting the opacity of the shoe to 50-60%. This allows you to clearly see the foot and where it pokes through the shoe. It is important to final result to get a good fit here.
- Run Transfer
- The Source will be Genesis and the source Item Shape will be Current. The Target will be the imported shoe obj and Item Shape Default.
- The Projection Template is set to Boots->BootsThigh
- On Show Options, select Add Smoothing Modifier. Press Accept.
- Now, at this point the shoe will not look as though it is fit to Genesis. This is because the bones do not align.
- Select the Joint Editor. First click on Genesis and then using <Ctrl> also select the shoe. In the view, right click Edit->Transfer Rigging (Figure Space). This should put the shoe back on Genesis.
- The shoe will probably look funky at this point. Go to Parameters tab, select Currently Used and set FBMVictoria4 from 100% to 0%.
- Adjust Mesh Smoothing by selecting Smoothing Type Generic and then upping Smoothing Iterations until the shoe looks the way you want.
There will not be any morphs for the shoe at this point. If there are any morphs from that original that you wish to transfer back in:
- Load the original shoe figure but do not fit to Genesis. Select it in the scene.
- On the Scene menu select Edit->Convert Figure to Weight Mapping… and press Accept
- Run Transfer.
- The Source will be the original shoe figure and the source Item Shape will be Default. The Target will be the imported shoe obj and Item Shape is Default
- On Show Options, deselect all but Morph Targets. Click on Morph Targets and select Source Morphs. Press Accept. Morphs will be transferred.
Save as Figure/Prop Asset.
This may work fine for shoes that load as left & right, but I have not tested it, as yet.