Diffeomorphic - Shoes or Footwear Tutorial Anywhere?
I'm still struggling with wrapping my head around transferring footwear to another model, ie: My custom textured Blender Model. I import the Daz character, custom texture it. Apply outfits with shoes in Daz, import it into Blender with Diffeo.. then I'm LOST.
I need a way to change armature whithout having to mess with the rest pose and all, so I can import various outfits and just pick the right foot POSE for the different shoes/boots. The outfits themselves are zero problem, but dealing with footwear is 100% problems.
Does anyone have a tutorial or link to one that could help me get a grasp on this? Currently running Blender 5.1.2 w/Diffeo 5.1.0
Post edited by dflahaut67 on

Comments
https://diffeomorphic.blogspot.com/2021/07/changing-outfits.html
This changes the rest pose of the final character though. Unless I'm still missing something, this won't allow me to create a set of pose assets in my character file that I can just switch poses to match whatever footwear I make visible. (I've also run into a ton of crashes when playing with the Selected Bones only and Auto-Keyframing... but I haven't had the time to document a specific workflow for the gitHub post yet.)
On the contrary, changing the rest pose will allow your pose set to work on every footwear, as relative pose for the footwear. Provided you make the pose set with the standard figure. If you instead want the pose set to ignore the foot pose then yes it's selected bones.
However, personally I don't use that workflow as I rather export one figure for every dress, also because I can delete not visible geometries that way. In one story I rarely need more than two or three versions of the same character so this is the easy way for me. Also I generally don't use the daz pose sets, or import them from the daz library if really need to. Reason is the blender pose sets are specific to a single rig, while daz poses can be imported on any rig.
Yeah, I give up. lol
I can't Change Armature until I Apply Rest Pose or the shoes deform, which means I can't create a Pose Asset out of it for the shoes.. and I'm missing something during the change armature where the feet don't fit the footwear like they do on the straight import into Blender. Again, I'm sure I'm missing something.. but since I use custom shaders, eyes and Hair, I was trying to avoid having to completely set up each clothed model from scratch. So I've modified my toolbox to save out all my custom shader settings from my main model so I can at least load that preset to get matching skin on the new clothed import. I'll have to work on automating as much of the eye replacement and hair attachment as I can. (I also just realized that if I adjust the model's skeleton BEFORE converting to MHX, it's super easy to set floor height. I was struggling to adjust the MHX floor height because of the additional eyes and hair objects not following the skeleton when I adjusted it.)
Long story short: It's more accurate to just make seperate models for each outfit and deal with the extra manual labor of re-attaching Hair and Eyes. (IMHO)
Thank you as always for you help!