G3 shoes for G8; Node Weight Map Brush
![Jerife](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/userpics/371/nD00B5A925207.jpg)
I've achieved to use Lilflame's Glittering Sandal created for G3, which I like, on G8 following Sickle Yield tut. They work very well but the heels distortion.
I know the Node Weight Map Brush is "the room" where to fix it.
I even know more or less how to use the tool
But... How do you save it once the heel is all red (rigid?)
How to pass from that tool to a saved shoes apt for all G8's?
Which is process to use this tool?
Thanks for reading
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/6f/260ccb76b46614855e5bdcb77c9223.jpg)
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/6f/260ccb76b46614855e5bdcb77c9223.jpg)
V8 E 02 Lilflame's shoes rdx.jpg
1124 x 916 - 2M
Post edited by Jerife on
Comments
I understand my questions are too broad. I've followed Allen's tut to create new shoes but this is an adaptation not new shoes.
What I am asking is if baking the joint rotations finishes the job or else
when you set zero pose the foot wear, and fit to the G8,, it keep good shape, your modify and rigging is finish.
just you may need to make good pose preset when foot pose.
the important thing is, keep it as new figure with different name. (save as figure /prop)
I usually change Node name,, eg shoes_G3 to shoes_G8 etc,,, by joint editor, then save it as new figure.
(I think it is good , you compare Sickles way and Allen way, both do same thing, by bake joint rotation, and use transfer rigging,
but josh way can count JCM defomaiton, more presisely I think, but Sickle way is more easy and quick.)
Thanks for your answer kitakoredaz! Yes I think SY's tut is easyer to adapt G3 shoes to G8. And once done I save them as new items with new name as shown in the image
But know I want to solve the heel issue and want to know how to do it properly. Can I start from here?
Once the shoes are right, File>Save as>Support Assets>Figure/Prop Asset, making sure you give it a new name (and, I would suggest, setting the Author to something like "ConvertedItems" as a reminder that it isn't all your own work).
Hi,,, If your question is, how to keep your weight map dofomation, and new rigging Richard answer is clear .
But I still can not detect, which you really need to know. do you need to know how modify weight map, which colored for G3 heel bone?![smiley smiley](https://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/regular_smile.png)
Or, ,you already correct weight map for G8 new rig (it do not have heel bone, as we know),then you have removed weight assgined heel,, and assgined weight to foot bone correctly? The easy way, I recommend is just delete heel bone , in joint editor, it auto re-color weight map assgined for G3 heel to, parent bone = (foot). when I modify convert shoes it work without problem.
Then zero pose , zero morph shape is important, because you can check clean mesh which not deformed by any weight map and generate JCM. if it corrupt about heel already it means you need to modify it, manually first. (though I do not know, you need it, because)
with pose,, if it not fit well,, it means generated JCM cause problem.. you may need to adjust JCM for shoes and overwrite it,, for posing.
these detail is more clear in Josh tutoriall I think.(you can use same way,, though you convert shoes by sickle way, , not make from scratch,,)
Thanks Richard; understood how to finish the process
Thanks kitakoredaz I will try deleting heel in joint editor (never did before) will zero pose to apply the Node weight map tool though in that position the heel is straight and if all fails will study JCM to overwrite them with the negative value.
I imply from your words that the part about baking joint rotations and creating a temp file and all may be not necessesary if the rigging has been transfered following SY's way
Josh tut I've not studied; I imagine you are talking about Rigidity Setup by Josh Darling. Correct?
I miss name ><; I learned many thing from Josh you tube, but About high heel modify , I really thnaks Allen tutoriall.
it solve many things which I could not clear understand. this is his high heel tutoriall. I believe many user have learned from it.
Ok yes. I was following that one
Ok, thanks kitakoredaz achieved a milestone with your guidance
1st did the transfer utility thing from G3 to G8 following sickle yield's tut in her DeviantArt journal called Tutorial-Convert-Clothing-G3-to-G8-G8-to-G3
2nd deleted both heels on joint editor
3rd put the feet with shoes on at zero pose zero morph as you said
4th paint brushed to 100% red the shoe in its heel part with the Node Weight Map Brush following the central part of Rigging High Heeled Shoes in DAZ Studio for Genesis 3 video from AllenDaz3d in youtube
5th I saved as Richard said above; File>Save as>Support Assets>Figure/Prop Asset giving proper name attributions to each converted shoe
Now the shoes are fairly well IF and only IF I use the general transform rotation on each foot to pose them as needed and do not work if I use the feet pose controls. (LeftFootHeeIedShoe or LeftFootTipToes)
I presume those are the JCM's issues which can be another chapter as this process till here is functional enough for most renders
If we really hope shoe more flexible (to use G8 pose controller better) ,
may need to smooth color weight for Matalarsals around heel area. with heel colored 100 for foot node OK. (then we can keep heel shape as rigid when posing)