Digital Art Zone

 
     
C8.5 Beta - Conforming Pumps on V4 broken?
Posted: 12 February 2013 07:27 PM   [ Ignore ]
Active Member
Avatar
RankRank
Total Posts:  303
Joined  2004-11-12

Just thought I’d post the question here to see if:
1) anyone else has encountered this problem, or am I missing something (or just being dense)
2) if it is a bug - has it been reported

I’m not at my computer right now, but I tried to add pumps from two different items last night, and neither set would conform properly, and all the standard work arounds I’ve used in the past didn’t work (spent about 45 min. trying to get them to conform). Then I tried the same pumps in 8.1 and they worked perfectly. Has anyone else had this problem with pumps or shoes with heels in the latest Beta?

The items in question are the pumps from Red Rabbit (http://www.renderosity.com/mod/bcs/red-rabbit/97577) and the shoes from Vixen Nights (http://www.renderosity.com/mod/bcs/vixen-nights-for-v4-a4-g4-elite/72027).

TIA

 Signature 

My Rendo Gallery

Profile
 
 
Posted: 12 February 2013 10:48 PM   [ Ignore ]   [ # 1 ]
Addict
Avatar
RankRankRankRank
Total Posts:  7096
Joined  2009-07-13

I do not have those shoes but shoes always give me endless issues esp since I animate figures so I do this.
export the shoes as an obj
(for mapped textures this usually works better from studio)
import the obj
(reapply textures if needed)
resize and align with feet with your figure in default position
if you need a high heel pose use it but bear in mind the figure reverts to default position in the next step so lots of jumping between the spanner tab and hand tab needed.
go into vertex mode using the spanner tool on left (not vertex room) so you can still see your figure
with them selected choose symmetry on right
now you can just select one shoe and rotate and size it to fit nice
use softselect to shift induvidual bits that pokethrough and tweek them
check periodically by clicking the hand icon next to the spanner going back to assembly room mode
this needs to be done a lot using high heel poses

now your shoes are fitted and lined up to the feet
select them in the scene tab.
hold shift
select vicky or your figure of choice’s hip

with both selected go up the top to animation
choose attach skeleton

now they are rigged to the figure

you can go into the vertex room and use the animation mode (between modeling and uv on right) then pick weightpainting brush to tidy up any wrongly boned vertices, just pick foot and toe bones and paint as needed.

 Signature 

WARNING do not click tongue rolleye what video horrors will be seen if you do cannot be unseen.
my render thread
my gallery

Profile
 
 
Posted: 13 February 2013 07:40 AM   [ Ignore ]   [ # 2 ]
Active Member
Avatar
RankRank
Total Posts:  303
Joined  2004-11-12

Thanks Wendy! grin Sounds like a relatively simple work around. When I get a chance I’ll test a few high heeled shoes from here in 8.1 and 8.5 and post here to let everyone know if it seems to be a consistent problem with 8.5 (probably won’t get to it until tomorrow - got another 12+ hour work day ahead of me).

 Signature 

My Rendo Gallery

Profile
 
 
Posted: 13 February 2013 03:25 PM   [ Ignore ]   [ # 3 ]
Power Member
Avatar
RankRankRank
Total Posts:  1059
Joined  2007-10-15

What specifically is the problem you’re having? Is it the one shown in this image?

If so, what I do is this:

Once you have the pose applied that comes with the shoe to get the feet posed correctly, go to each shoe and zero out the X rotation for the shoe Toe bone (or was it the Foot bone…I think it was the Toe bone). That seems to snap the shoe into place. Just make sure you’re doing the SHOE’s toe bone, not the character’s….

You may also have to rotate the shoe’s Foot bone into place.

Another thing I do on occasion (as necessary) is to make the character’s toe invisible so there’s no poke-thru. And of course you want to apply the “foot for shoe” pose that comes with V4 or whatever.

Image Attachments
Shoes.jpgShoes1.jpg
Profile
 
 
Posted: 13 February 2013 03:44 PM   [ Ignore ]   [ # 4 ]
Active Member
Avatar
RankRank
Total Posts:  303
Joined  2004-11-12

Thanks!! That is exactly the problem I’m having. The key must be rotating the toe bone first, I was rotating the foot bone first, then rotating the toe bone, and things just always seemed to not work quite right - I’d get close but not quite there.

 Signature 

My Rendo Gallery

Profile
 
 
Posted: 13 February 2013 04:10 PM   [ Ignore ]   [ # 5 ]
Power Member
Avatar
RankRankRank
Total Posts:  1059
Joined  2007-10-15
dustrider - 13 February 2013 03:44 PM

The key must be rotating the toe bone first…

Yeah, I think it is…

What I do is just go to the X rotation value, which tends to start out as 60 or -60 degrees or something like that, and just erase that and put in 0.0

Profile