The ‘Transfer Rigging (Figure Space)’ feature is only for Tri-Ax weighted figures. That’s one of several tool features created for making the rigging of Tri-Ax figures easier than legacy parametric figures.
There is no tool to automatically align the bones of a parametric rigged figure that I am aware of.
The Figure Setup pane relies on the mesh groups or face regions to position the bones, and shoes typically only have a few groups or regions, so all of the additional bones will ‘clump’ around the objects center.
For a Gen 4 or other parametric figure, there are two ways that I would recommend going about it.
The first, since you already used the Figure Setup, would be to copy the end point locations of each relevant node from your source figure that are listed in the Tool Settings pane when the Joint Editor tool is selected.
Then select a node of your shoe figure and select the menu in the Tool Settings pane and select Edit > Selected Node(s) Attributes. Then select ‘Set Values’ and fill in the end point values. Repeat for each node.
After all your bones are aligned to match the source figure, then make any needed adjustments to the bones positions that you may need for your figure. Then Memorize the Figure Rigging to set the values.
Adjust the ‘fall off’ zones, make any other additions or adjustments and export your .cr2 using version 6.
The second method, and the one I use on V4 items, is to use the ‘V4 Dev Foundation’ .cr2 as the starting point. DAZ provided it just for making clothing for V4. You can not use the V4 .cr2 for this as it has allot of information in it that can not be distributed per the EULA unless you are confident that you can ‘strip out’ all of that information to create a ‘blank’ .cr2.
Locate the ‘V4 Dev Foundation.cr2’ in your runtime folder and open in a text editor. Replace the geometry references with your shoe object. Then save as a new .cr2 using a unique name and a location in a readable runtime characters folder.
Now in DS, navigate to the poser format character folder where you saved your .cr2 and load it.
Using the Joint Editor, delete all of the unused bones. Remember, for Gen 4 figures you only need to retain one bone up the hierarchy from your top most mesh group. So for your shoe you only need the shin,foot and toe bones.
Adjust the end point locations of any bones as needed for your figure and then Memorize the Figure Rigging.
Adjust the ‘fall off’ zones.
Your new .cr2 will also have all of the morph channels added to it. When you have finished with everything you want to have in the .cr2, open the Property Editor and remove all of the morph channels that you do not need then export your .cr2 using version 6.
Hope this helps…