How fit shoes designed for Genesis Female 2 in Genesis Female 3?
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I do not know if this issue was discussed before. I did not find the option to search the topics in the forum. My question is: How fit shoes designed for Genesis Female 2 in Genesis Female 3?
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For now you can search the forum using Google - just add
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Shoes are often tricky - espeically if they are high-heels or platforms. You will may end up needing to edit the weight maps.
Thanks for taking a few seconds to respond.
some do some not
With autofit.
Flat shoes generally fit quite well, but can be issues. With heels, and the larger the heal the larger the problem. Safe to day heels don't work.
There are some ideas about this issue here http://sickleyield.deviantart.com/art/A-Reminder-on-Autofitting-Shoes-to-Genesis-2-or-3-412985230
with all the new bones on gen3fem
how about a heel bone for the feet ?
could that help ?
There is a way to fit shoes / boots from one figure to another.. I learnt this by chance when converting Victoria 4 footwear to Genesis 2 Female..
If you look at my mini tutorial here http://www.daz3d.com/forums/discussion/59515/another-converting-victoria-4-footwear-to-genesis-2-maybe-g3f it tells you what you need to do to get the shoes / boots to look better and don't get messed up because Autofit is not 100% great and fitting some items..
This process should work just as well converting from Genesis 2 to Genesis 3..
One technique I found that is pretty easy if you're not going to bend the foot a whole lot is that you can fit the shoes on G2F as normal (make sure both figures start off in the zero pose except for the feet which can be adjusted to have the proper pose). Then move the G2F character, adjust the foot, etc. do whatever you can to make it look like it fits on G3F. You can turn visibility off on G2F for this. Once it looks good, export the shoes as an .obj file (can be one or two .obj's depending if the mesh is one or two separate objects). Now autofit a new pair onto G3F. It'll be all distorted, but that's fine. Now you use morph loader pro on the shoes on G3F with the .obj you just exported. Set the morphs to 100% and voila, they are exactly like they were on G2F. You can delete G2F and its shoes now. If you want to use bends on the foot or toes, you'll have to adjust the weight maps BEFORE creating the morph and that can be tricky.
You can use this same technique for V4 as well onto either G2F or G3F.
Heck, I sometimes use this very techique WITHOUT putting the shoes on a character at all that are meant for that same generation character to remove distortions caused by morphs that ended up on the shoes that I don't want and don't want to hunt down which morphs are causing what.
Tried your idea for fitting V4 shoes to Genesis 2 Female and following what you wrote and it does not work as I get the error Warning: Geometry did not match, failed to create morph. The problem lies in that during export not sure what settings to use as you don't mention it in your post what ones to turn on and turn off..
The geometry did not match probably has to do with the resolution, if you have a subD enabled figure. Try checking to see if it was exported in BASE resolution or it saves it out with subD higher resh mesh. ;
As for me, I got a different error. I was using an old V4 shoe so it had no subD to worry about. But still when I tried using morph loader pro it gave me this result: 'No data for morph, skipping node. Morph created successfully." Except there was no morph created. I don't understand how this happens.what does it mean "no data for morph"? It's a legit OBJ file that I can import into studio fine. It just, apparently, isn't liked by morph loader pro.
It sometimes happens when there wasn't enough of a change to register as a change. There are some limits on how much a vertex moves before it registers as moved...the Delta tolerance of 0.001 should be enough, though.
Another thing to remember is make sure that everything EXCEPT what you want to export (shoes, in this case) is invisible. Also if the shoes load as a pair you may need to export them as a pair (sometimes they are two separate objects that load as a pair and others it's really just one object). So even if the SubD is at base and everything is invisible on the export, you can still get the 'not matching' error if they are supposed to be a pair (single actual object) if they were exported individually...and the same error if they are individual objects but were exported as a pair.
The geometry did not match probably has to do with the resolution, if you have a subD enabled figure. Try checking to see if it was exported in BASE resolution or it saves it out with subD higher resh mesh. ;
As for me, I got a different error. I was using an old V4 shoe so it had no subD to worry about. But still when I tried using morph loader pro it gave me this result: 'No data for morph, skipping node. Morph created successfully." Except there was no morph created. I don't understand how this happens.what does it mean "no data for morph"? It's a legit OBJ file that I can import into studio fine. It just, apparently, isn't liked by morph loader pro.
I suppose the actual conversion was pretty clean, the mega distortion occurs when posing due to weight map issues. Even though the mesh is stretched and warped beyond recognition, I suppose to Studio it still "looks" like it's a clean mesh, too clean for a morph to base shape to fix it. Oh well, I guess I need to learn to adjust weight maps.
Ok, so I just tried it again and perhaps you need to autofit before you do anything else. But then you lose the ability to use G2F or V4 figure to move the shoes. In any case, maybe the autofit does something to the mesh in some cases that may re-order the vertices or even modify the mesh in some way. So by doing the autofit first, it should remove any issues with the morph not applying.
1. Load G3F into the scene.
2. Load the shoes into the scene.
3. Autofit shoes to G3F using Unsupported and None. Shape should remain as is.
4. Unfit shoes from G3F. (Might want to save the shoe pose and morph dials).
5. Move shoes as close as possible so that it looks good on G3F. Use any scale, morphs or whatever else is available to get a good shape of the shoes.
6. Export shoes as obj. (one at a time if possible turning everything else off). Use 100% scaling. Unselect everything except Ignore Invisible Nodes and Write object statements (not sure if this last one is important).
7. Revert all the changes you did to the shoes (rotations, scale, morphs, etc.). Load the pose preset if you saved it.
8. Use Morph Loader pro to create morph. Make sure the shoe is selected before doing this. I always set Reverse Deformations and Preserve Existing Deltas to true.
9. Set morph to 100%
If you have a modeler program, you should be able to just flip the .obj file on its X axis and then apply that to the other shoe as a morph instead of having to position the other shoe.
This is what I got in about 5 minutes. Not perfect, but just wanted a proof of concept and it's easy to fix in a modeler program. It's V4 ankle shoes on G3F (ok, one shoe). I can then transfer the rigging, update the weight maps, remove the morph and re-apply it. But that's another ballgame.
edit: Did the other shoe and of course its geometry is different so I couldn't just flip the X on the .obj. I had to move the shoe the opposite of the other one and do everything twice. I think I'll make a few more morphs to fix the pokethrough/shaping and I have another pair of shoes for G3F.