1. Load the boot figure
2. Make all parts [rTHIGH, rSHIN, rFOOT] of the Right Boot Invisible.
3. Export the Left boot as an .obj [FILE - EXPORT], give the file a descriptive name.
i.e. “CP Boots Refit to Genesis Left Foot.obj” OK, it’s long, but there’s no mistaking what it is.
4. In the Dialogue Box Choose “DAZ Studio” in the To:
(Note that it will change back to custom in the next step)
5. Make sure the following are Checked:
Ignore Invisible Nodes
Write UV Coordinates
Write Normals
Write Object Statements
Write Groups
Use Existing Groups
Write Surfaces
Write Material Library
Collect Maps
6. Cick on Accept; Choose FILE—NEW to clear the scene (no need to save changes)
Click in FILE—IMPORT; Choose the OBJ file just exported; Click on OPEN
7. Choose the following in the Dialogue Box
From: DAZ Studio
Read Groups
Read UV Coordinates
Read Surfaces
Read Material Library
8. Click on Accept
9. Choose the prop in the SCENE tab
10. Click on EDIT—OBJECT—RIGGING—CONVERT PROP TO FIGURE
11. Choose the following in the dialog that appears
Root Bone Name: hip (I believe these are defaults…)
TriAx Weight Mapping
Remove Source Prop
12. Click on Accept
13. Load Genesis Base Figure
14. In the Scene tab, select the Boot
15. Click on EDIT—FIGURE—TRANSFER UTILITY
16. Choose these options
Source
Scene Item: Genesis
Item Shape: Default
Target
Scene Item: The boot
Item Shape: Default
Projection Template: None
Show Options
Smart Left/Right Filtering
Weight Maps
Selection Map
Face Groups
Region Groups
NOTE: Deselect MORPH TARGETS, PROJECTION TEMPLATE MORPHS, and FIT TO SOURCE FIGURE
17. Click on Accept
18. Change the color of the Genesis figure to RED or some other easy to see color using the SURFACING|RENDERING activity tab
19. Enter the following values for the Parameters of the boot
Make sure that it is FIT TO: NONE
Main Figure
X Translate: 7.35
Y Translate: -1.83
Z Translate: 7.23
X Rotate: -22.22
Z Rotate: 5.85
Left Thigh
Bend: -15.61
Left Shin
Bend: 34.34
Twist: -1.04
Side-Side: -1.17
Left Foot
Bend: -19.77
Side-Side: 7.28
20. These are the parameters I used, hopefully they work for you, too. On some tries, I wasn’t able to eliminate all of the poke through, so you may have to toy with it, just in case. Note that smoothing will be added later on, which should take care of any small poke through you can’t eliminate. Two other important things to note are that the character’s foot should not be in the “sole” of the boot and both boots (the Right one is done in steps coming up) are at the same height (Y Translate dial).
21. Delete the Genesis Figure
22. Select the boot, Choose FILE—EXPORT
23. Give the file a descriptive name (CP Boots Refit to Genesis Left Foot modeled to Genesis)
24. In the Dialogue Box Choose “DAZ Studio” in the To:
(Note that it will change back to custom in the next step)
25. Make sure the following are Checked:
Ignore Invisible Nodes
Write UV Coordinates
Write Normals
Write Object Statements
Write Groups
Use Existing Groups
Write Surfaces
Write Material Library
Collect Maps
26. Click on Accept; Choose FILE—NEW to clear the scene (no need to save changes)
Click in FILE—IMPORT; Choose the OBJ file just exported; Click on OPEN
27. Choose the following in the Dialogue Box then click on Accept
From: DAZ Studio
Read Groups
Read UV Coordinates
Read Surfaces
Read Material Library
28. In the Scene tab, click on the Prop just Loaded
29. Click on EDIT—OBJECT—RIGGING—CONVERT PROP TO FIGURE
30. Root Bone Name: hip (I believe these are defaults…)
TriAx Weight Mapping
Remove Source Prop
31. Click on Accept
32. Load Genesis Base Figure
33. In the Scene tab, select the Boot
34. Click on EDIT—FIGURE—TRANSFER UTILITY
35. Choose these options
Source
Scene Item: Genesis
Item Shape: Default
Target
Scene Item: The boot
Item Shape: Default
Projection Template: None
Show Options
Smart Left/Right Filtering
Weight Maps
Selection Map
Face Groups
Region Groups
FIT TO SOURCE FIGURE
ADD SMOOTHING MODIFIER
NOTE: Deselect MORPH TARGETS and PROJECTION TEMPLATE MORPHS only!
36. Click on Accept
37. In the Scene tab, delete the Genesis figure, then select the boot again
38. Click on FILE—SAVE AS—SUPPORT ASSET—DSF FIGURE OR PROP FILE
39. Choose a Save location (Will vary if you’ve customized your setup, as I have)
I’m using this one that I created—
\Documents\DAZ 3D\Studio4\My Library\!Custom Content\Figures
40. Choose a File Name (CP Boots for Genesis Left Foot.dsf)
41. Click on SAVE
42. Click on ACCEPT
43. Repeat for the other boot, using these values in Step 19.
Main Figure
X Translate: -7.35
Y Translate: -1.83
Z Translate: 7.23
X Rotate: -22.22
Z Rotate: -5.85
Right Thigh
Bend: -15.61
Right Shin
Bend: 34.34
Twist: 1.04
Side-Side: 1.17
Right Foot
Bend: -19.77
Side-Side: -7.28
The boot should follow and smooth to all of the shapes in the Genesis Actor parameter. Even Freak 3 looks acceptable!
Please note that there is a simpler version of this method that worked for both pairs of footwear from Captain Runner and Captain Rebel. As soon as I get a free moment, I will list those steps here, too. Essentially you can skip the beginning part where you export each shoe as a separate obj and reimport them and make them a figure. The Captain footwear is able to be posed to match up to the Genesis feet without the extra step. Again, I’ll redo it (probably after I upgrade to DS 4.5) and post the steps.
BTW,
This work is based on procedures previously presented by others in the forums and a specific comment by somebody about posing the footwear to match Genesis. When I run across those posts again, I will properly credit them.
Hopefully this works for everyone interested in trying as it did for me.
Attached is Genesis with Freak 3, Michael 5 Hero, and Hiro 3 dialed up, wearing the Cyberpunk boots.


