RAMWolff - 13 October 2012 09:00 AM
Hi gilikshe,
Those conversions turned out very very good. Can you give an outline or point me to the page with the outline on how to transfer high heeled boots over to Genesis? I have a couple of pairs that are pretty cool and they look like $hit when I’m done. Some look pretty good when getting a little TLC in ZBrush but some just don’t regardless of what I try. Thanks so much!
Thanks, RAM
It’s a new version from I posted in DAZ Studio discusion section.
Part I: Matching shoes with genesis
(inspired by http://www.daz3d.com/forums/viewthread/6629/ )
1.- Load original G3/G4 figure and load genesis.
2.- Shape Genesis to G3/G4 figure. Pose G3/G4 figure as Genesis. Leg, foot an toe very closed. The rest doesn’t matter.
(Save the scene for future use). It is enough pose a side, you obtain another by simmetry. (right click in parameters tab—> simmetry—> propagation recursive)
3.- Load the original shoe, “Fit to” G3/G4 figure. If there is a pose to G3/G4 figure foot apply it, else you must to pose G3/G4 figure foot until to achieve a position that not deform the shoe. (save this pose for future use).
4.- Pose genesis foot and toes (only foot and toes) until achieve heeled G3/G4 figure pose. It must look like shoe match with shaped genesis, although it still is fited to G3/G4 figure. (save genesis’ pose for future use)
Note: In english heel(tacón) is also used for heel (talón) (I don’t find another word to distinguish them in web traslators). Tacón is the heel in the shoe, talón is the heel in people’s foot.
5.- Return genesis to basic shape. Now, foot in genesis and foot in figure don’t match. Move foot and toes in G3/G4 figure until achieve the most aproximate match with unshaped genesis. Worry only in heel(talón) match, and direction of rotation match.
Shape and unshaped, pose and re-pose, look like too much tedious or unnecesary, but without this I was unable to achieve talón(heel) and rotation match. People more skilful shall solve this in more practical way.
Part II: Obtain appropriate obj and rig it.
I had problems with hexagon in this part. This override groups in the shoes when I erase left shoe for work only with right shoe, in case where shoes aren’t separate. I need more experiments.
1.- If you have a paired shoes, turn invisible left shoes (and others figures). Export right shoe as obj. Import object shoe, rescale/rotate shoe until fit very well with genesis foot and cover all toes if it is possible. Export again. (copy from http://www.daz3d.com/forums/viewthread/6629/ )
For rescale, paired shoes are problematic, the “divorced” shoe conserve the center of original paired mesh, rescale become a torture. In hexagon erasing left shoe fix the center in right shoe…but override face group in the shoe. If somebody know how avoid it, tell me please.
2.- Follow the niccipb’s tutorial since page 6. This is very good, very detailed. Sorry niccipb, but I must say it again: this is very good!!
Rigging Conforming High Heels for Genesis by niccipb: http://forumarchive.daz3d.com/viewtopic.php?p=3406520
Warning!!: Before you save your shoe, select shoe, in tool settings tap, polygon group editor tool, in surfaces, cut the extra name attached to original surface name. I don’t know why this happen. Again, if somebody know how avoid it, tell me please. (See image, for example, original is Button1, leoR is the name of object shoe, so export-import or other thing change it to Button1_leoR).
3.- Repite all for left shoe. If somebody know how obtain a simmetric shoe in hexagon…tell me please, (face group names can be change right to left in DS after) Until now, I have a little collection of right shoes
. I must repeat all rescale procedure in step II.1 (easy) and copy rotation being careful with signs (easy too, but…what’s a bother)
4.- Load your finalized shoes, and fit to genesis. Use pose saved in I.4. Some shapes required smoot modifier. I obtained good results with 4 iterations, but some cases need 20 or 40 iterations, combined with 5 or 10 collision iterations. Also I add a push modifier with a value of 0.1 or 0.05.
Warning!!!: high values of smooth modifier destroy geometry (increase collision aid a little)
Click thumbnail to see full-size image