Transfer Utility crashes when used--rigging shoes

Hopefully I'm missing a step somewhere. I'm trying to transfer rigging from a G3F character to a pair of shoes originally made for V4. When I use the transfer utility on the shoes as a figure (after adding weight mapping), it appears to work, but the bones don't match--I get what looks like G2 bones in the thighs rather than the Thigh Bend and Thigh Twist bones. Because the bones don't match, posing the thighs of the figure once the shoes are fitted leaves the shoes floating in space. (Essentially, I followed Sickleyield's tutorial as modified here: https://www.daz3d.com/forums/discussion/59515/another-converting-victoria-4-footwear-to-genesis-2-maybe-g3f-small-update)

To try to force the transfer utility to use the G3 bones, I made the shoes a prop, no bones at all to confuse it. When I set transfer utility up with the G3 figure as source and the shoes as target, the moment I click Accept on the utility, Studio crashes. I did this following the step-by-step on DAZ's page, so thought it ought to work, but clearly something isn't computing correctly. Any ideas why neither of these work?

Thanks in advance for any help.

Comments

  • Technically speaking, there are two ways to do this, one of them not even requiring rigging at all.

    So - your first option is to simply send the shoes into Hexagon or some other modeller. Split them into seperate objects, so you have Left Shoe and Right Shoe. Transfer that as a prop into DAZ. Now just position the feet into the shoes so it fits and parent the each shoe to each foot. You can lock the rest of the foot bones so they don't move. Technically speaking, the shoe should keep the foot in a stable position and only your ankle will move it. That kinda solves the problem without having to rig it.

    The second option takes a bit more time. I'm kind of doing this from memory though so if the process fails - maybe someone will correct me. (Also, make sure you are doing the followign instructions on the BASE G3F model with no morphs applied)

    1) Put the shoes in the scene without fitting them to G3F. Position the feet so they fit into the shoes as much as possible. Send the shoes and G3F into a modelling program like Hexagon. Make any corrections you need in there so the shoes perfectly fit on the feet (note, you do NO adjustments to the G3F model - only shoes).

    2) Send the shoes back into DAZ as an .OBJ file or through Hexagon bridge.

    3) Reset the pose on G3F or load a new G3F. Use Transfer Utility - select the source as G3F, Target as the Shoes. In Projection templates if available, choose shoes/boots. If the shoes have any form fitting parts (like a sock or some material that tightly follows the skin) make sure to apply a smoothing modifier in the advanced options.

    4) Right now the Transfer Utility does its job and your shoes will look very screwy. That is intentional. Un-fit the shoes from G3F so they come back to their natural position.

    5) Position the feet to fit into the shoes. Select G3F and then the Shoes together. Go to "Edit -> Figure -> Rigging -> Transfer Rigging (Figure Space)". If you check with the Joint Editor, the rig on the shoes should be in a similar position as the feet now. Now you can fit the shoes to G3F.

    That should make it work I think.

    I have some V4 shoes so once I return home I'll check if this process works. If I find a different solution I'll share it here.

  • So I followed your process as far as I could--made the shoes an OBJ that fit G3F's feet, brought them in, and tried to run the transfer utility--as soon as I click accept, it crashes Studio. I even tried it on another computer, just to see if if was my machine, but same result. I'm befuddled.

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