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Can get fixed V4 shoes on Genesis if this option is available?
Posted: 03 October 2012 01:00 AM   [ Ignore ]
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I have Genesis. Now I fit and transfer a bodysuit to it (different polystructure around the foot). Now it has all the bones from Genesis. Now I select the suit and then choose the V4 shoes, and It fits perfectly in preview before the “what figure was it originally designed for” menu appears. But it cannot be applied because it is not a supported item when the menu appears, only Genesis is. So you have to cancel the fitting process. Is it possible to have your clothing items that have been applied to Genesis populated in that list? If so then the shoes can be applied to that instead of Genesis and will wrap around its poly structure. They have Genesis bone structure already since it has been fitted to it, so if the shoes can be applied to a clothing item where the polygons are smooth around the foot IE a bodysuit, then that will solve the issue. But since it can only be applied to Genesis, its a no go. Any thoughts? Will this work if it could be done? It must be done here because the shoes snap into place.

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Posted: 03 October 2012 03:15 AM   [ Ignore ]   [ # 1 ]
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That list is all of the clone morphs you have installed into Genesis, to get it to work with clothing you would need to create a set of clones for each outfit you intend to use like this.

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Posted: 03 October 2012 05:38 PM   [ Ignore ]   [ # 2 ]
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I was thinking just a bodysuit to fit the shoes, and set its opacity to Zero. You wont have to apply this it to all clothing. The suit will be the shoe fitter when ever you use V4 shoes on Genesis. So you wont see the suit, but the shoes are fitted to it..

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Posted: 08 October 2012 02:06 PM   [ Ignore ]   [ # 3 ]
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Posted: 08 October 2012 07:16 PM   [ Ignore ]   [ # 4 ]
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Fit the shoes to the bodysuit instead of to Genesis.

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Posted: 09 October 2012 06:05 PM   [ Ignore ]   [ # 5 ]
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bad4u - 08 October 2012 02:06 PM

Is this a problem for shoes only or clothing items in general ? I ask because I cannot test for now, but I think SY uses exactly the same principle for her Sickle Super Clip Fixer product, just not for shoes but other clothing items: http://www.renderosity.com/mod/bcs/index.php?ViewProduct=93993

Zev0’s idea is about shoes only, shoes from V4 to Genesis. Interesting Sickle’s product is used to create layers with products for genesis, not conversion between diferents figures, not extremely deform problems. (But a very, very atractive idea)

I suppose zev0, that you need create a bodysuit clone from V4, then question is: How we can create a clone from V4 bodysuit to genesis bodysuit? Next, the same thing with V3, M3, M4, etc…

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Posted: 10 October 2012 12:07 AM   [ Ignore ]   [ # 6 ]
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Thats what I want to know..and also if it is possible..

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Posted: 10 October 2012 11:48 AM   [ Ignore ]   [ # 7 ]
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Zev0 - 10 October 2012 12:07 AM

Thats what I want to know..and also if it is possible..


I find this in the old forum,

How do I make an Autofit Clone?: http://forumarchive.daz3d.com/viewtopic.php?t=190236
see also: http://www.daz3d.com/forums/viewthread/5464/#69609

There are several things that I don’t understand, but it can be useful for you

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Posted: 10 October 2012 11:55 AM   [ Ignore ]   [ # 8 ]
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What happens when you tell autofit that the shoes are a bodysuit?

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Posted: 10 October 2012 12:15 PM   [ Ignore ]   [ # 9 ]
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I think going with the thigh high boots is a better option, no?

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Posted: 10 October 2012 12:26 PM   [ Ignore ]   [ # 10 ]
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gilikshe - 10 October 2012 11:48 AM
Zev0 - 10 October 2012 12:07 AM

Thats what I want to know..and also if it is possible..


I find this in the old forum,

How do I make an Autofit Clone?: http://forumarchive.daz3d.com/viewtopic.php?t=190236
see also: http://www.daz3d.com/forums/viewthread/5464/#69609

There are several things that I don’t understand, but it can be useful for you

From reading this page of info I don’t see much that’s going to help get Gen 4 shoes fitted to Genesis.  For some reason shoes just do not reform well since Gen 4’s default loadup is NOT regular foot, it’s more of a pointed foot.  What we need is a script that somehow will set the feet for Genesis perfectly for all the Gen 4 morphed characters.  I tried doing the opposite of setting up the Gen 4 shoes to exact Genesis feet stance and well… the transfer, while it worked, was very much a mess still.  There HAS to be a way to figure this all out.  A way that’s not going to loose material zones or needed morphs included in the shoes/boots!

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Posted: 10 October 2012 01:48 PM   [ Ignore ]   [ # 11 ]
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RAMWolff - 10 October 2012 12:26 PM

From reading this page of info I don’t see much that’s going to help get Gen 4 shoes fitted to Genesis.

No autofit to genesis, is autofit to a special bodysuit. Bodysuit for genesis need then a clone bodysuit from V4. If the new bodysuit’s geometry works or not is another matter.

For some reason shoes just do not reform well since Gen 4’s default loadup is NOT regular foot, it’s more of a pointed foot.  What we need is a script that somehow will set the feet for Genesis perfectly for all the Gen 4 morphed characters.

If special bodysuit idea is successful, why not a pointed or tiptoe bodysuit idea?


Also, a script will be a very nice solution !!

 

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Posted: 10 October 2012 02:41 PM   [ Ignore ]   [ # 12 ]
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Hi everyone…

I’ve been following along this thread and I think you all are on the right track. A few months back, I started working along a similar line, but got side tracked with other things…

This is what I’ve learned so far if it helps…

The mesh of the V4 clone is posed exactly the same as the Gen 4 V4 in zero pose. However the bones are not, they are in Genesis default pose. I didn’t know how important that was, but I thought it might be one of the problems. I did try to adjust the rigging, but that caused the clone to lock up, but I think I may have messed up the freeze when I did it. But after thinking it out and reading the clones .dsf file, I figured the clones are just used for the shape, the template is used for the rigging, weight maps and face groups.

The template for ‘Boots Thigh High’ is a full footed mesh just like a thigh high sock, so it would be the one to use for ‘flat footed’ shoes. The ‘Body Suit’ template has no mesh or weight maps for the feet.

The main problem for any form of ‘heeled’ shoe is that the template cannot project the maps from the flat footed mesh around the heel. That’s what appears to cause the crumpling of the heel, as it try’s to extrude the weight maps out of the bottom of the foot.

The toe crumpling I believe is being caused by the extra ‘Big Toe’ bone in the rigging and it’s associated weight maps.

I had made a template with a ‘heel’ and some of my early tests were promising, but one thing that I was still trying to work out was accounting for various heel heights. With Auto-Fit, I didn’t solve the ‘toe’ issue because I didn’t mess with the clone at that time. However, using a different source rig in the Transfer Utility that did not have the ‘Big Toe’ bone, I did fix the problem with the toes. I also tried using the source rig as the fit to figure for Auto-Fit, but without a clone it didn’t work to well.

From what I learned I think what is needed is a new template for ‘heeled’ and ‘flat’ shoes that does not have the ‘Big Toe’ bone, and maybe also needs to be ‘posed’ in the V4 default pose. Also a ‘form figure’ to use instead of Genesis when converting with Auto-Fit, that has an associated clone figure to use.

Anyway, like I said, this is what I learned awhile back and maybe it might prove useful to you all. If I ever get the time to explore it further, and someone else doesn’t solve the issue, I might get back to it…

Hope this was useful… smile

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Posted: 10 October 2012 05:32 PM   [ Ignore ]   [ # 13 ]
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Just a question. Doesn’t it work to a certain degree at least if you use the CCT and use the Boot template and reverse from V4 as source figure?
I had some success for shoes without heels. For what I’ve tested the problem with the heels is that the heel part should stay rigid but it is not the case. And I don’t see how you could solve that either with a bodysuit or with a template as the heel are not the same from one model of shoe to another.

Best solution I’ve found so far is re-rigging following Niccipb’s tutorial (Excellent btw)

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Posted: 10 October 2012 06:32 PM   [ Ignore ]   [ # 14 ]
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Hi…

Takeo.Kensei - 10 October 2012 05:32 PM

Just a question. Doesn’t it work to a certain degree at least if you use the CCT and use the Boot template and reverse from V4 as source figure?
I had some success for shoes without heels. For what I’ve tested the problem with the heels is that the heel part should stay rigid but it is not the case.

That does work to some degree with flat shoes, however, and what many may not notice, is that the Transfer Utility doesn’t always, if ever, remove the existing leg bones. This is because in Gen 4 the legs are attached to the hip not the pelvis. This generally doesn’t cause problems, but is messy IMO. As for the heel being rigid, that’s part of the weight projection problem, the heel needs to have full weight. The flat footed template doesn’t seem to be able to extrude the full weight of the maps out far enough to cover the heel. The mesh that is outside of it’s reach is then ‘sucked’ back in towards the foot causing the mesh distortion. And this can not easily, if at all, be painted out. I even tried morph targets early on to see if that would work, but the existing maps just crunched them down like the original.

And I don’t see how you could solve that either with a bodysuit or with a template as the heel are not the same from one model of shoe to another.

And that was one of the problems that I encountered before. The heights, widths, shapes of heels can very, and would most likely need several differing templates to choose from. But finding a nice compromise at least for the standard shapes would be ideal.

Best solution I’ve found so far is re-rigging following Niccipb’s tutorial (Excellent btw)

Awww…. red face , Thank you…. I’m glad you found it useful.  I’m in the process of up-dating / re-writing it for 4.5 and to make the process even easier. And I intend to include weight-mapping and making JCM and FBM morphs. Maybe even a section just for converting Gen 3 and 4 shoes if someone doesn’t find a easier solution.

Anyways…. back to the discussion

nicci… smile

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Posted: 10 October 2012 07:13 PM   [ Ignore ]   [ # 15 ]
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gilikshe - 09 October 2012 06:05 PM
bad4u - 08 October 2012 02:06 PM

Is this a problem for shoes only or clothing items in general ? I ask because I cannot test for now, but I think SY uses exactly the same principle for her Sickle Super Clip Fixer product, just not for shoes but other clothing items: http://www.renderosity.com/mod/bcs/index.php?ViewProduct=93993

Zev0’s idea is about shoes only, shoes from V4 to Genesis. Interesting Sickle’s product is used to create layers with products for genesis, not conversion between diferents figures, not extremely deform problems. (But a very, very atractive idea)

I suppose zev0, that you need create a bodysuit clone from V4, then question is: How we can create a clone from V4 bodysuit to genesis bodysuit? Next, the same thing with V3, M3, M4, etc…


Yep.  The Sickle Super Clip Fixer is for fixing clipping on layers of Genesis clothing, not for conversion.  It doesn’t actually cover the feet or hands.  I made it because I had bought several items for Genesis and could not use them together because they were not morphed for easy layering (especially tops that didn’t go with different pants or skirts).


The problem with shoe conversion is that V4’s toes are pointed when zeroed and Genesis’ are flat.  No automation is probably going to get around this, unfortunately.

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