Shoes: Fitting them, conforming feet
Fitting shoes...both thru Autofit and designed for the figure.
I can barely get it to work. Often with the shoes buldging with the feat, ..try to "smooth" and you get toes pushing the fabric out..
IS THERE a way to make the foot conform to the shoe? Like in real life.
I mean, so the show is rigid, as most shoes are to a level, and to squeeze the foot into itself?
You can kind of do that with the levers, but then the shoe morphs too.
Comments
Are you creating new shoes for the figure by using the Transfer Utility or trying to convert older items to work?
I don't understand your question.
I'm trying to load various shoes..some made for v4, some made for Gen1 some made for G2F, on to G2F and have found a general problem.
In real life, a shoe is a rigid object that a foot conforms to. You put on a boot, your foot squeezes in.
In software, the shoe conforms to the foot.
I have found you can't morph the foot to fix problems, because the shoe will morph along with it. IE. try to have the toes squeeze together so they don't mess the shoe up, and the shoe squeezes. Scaling the foot scales the shoe. and so on.
You can turn off visibility of foot parts sometimes, but that only works if the shoe covers those areas that go invisible.
I've also had major problems getting shoes to work, even shoes made for a specific gen (like V4 shoes fitting correctly on Victoria4)
But I just had an idea after reading your post that I'll have to try next time, if you don't need a smoother on the actual figure for anything else, then apply the smoothing mod to the person colliding with the shoes rather than the shoes colliding with the person.
Hmm..I'm not really familiar with the idea of smoothers on the figures (I just kind of load and go)...
Let me know how that goes!
The practical upshot of this is that a lot of the older V4 shoes have a variety of problems which may occur, such as deformities and the sole coming away from the upper, that sort of thing. All G2F shoes are designed as a solid model with weight-maps to handle the bending, but many V4 shoes are designed as individual pieces which just happen to be close to each other, so there are conversion issues there.
Now, with shoes designed for the character you'll have better luck since as long as a shape exists for that character the shoe should retain its shape for the most part. Not all footwear will include all morphs, however, so some changes may result in slight deformities again.
Now for the REASON that this happens.
All conforming clothing, whether it's a shirt, a skirt, a pair of pants or even a hat is adjusted to fit the figure it's applied to. When the object is designed for that figure, you shouldn't notice any real difference except perhaps the scale. Shoes getting smaller, or larger and so forth. This is because the artist created unique morphs specifically for those other shapes. When there are no custom morphs for a particular shape, Daz Studio tries to make the item follow the mesh underneath as best it can, and sometimes even its best isn't good enough.
Clothing fitted to Genesis is NOT rigid. It's as freeform and flowing as any silk dress, and it can be deformed by a variety of different factors. How rigid it appears to be is purely based on how many extra morphs the artist decided to create for it to expand its compatibility.
So, what causes the problem is known.
Now, how is fixed or worked around? kaotkbliss has an idea above....
I think if the foot could be morphed to fit the shoe, rather than the other way around, that would be something...I don't know if this is possible. Like turn the foot from a rectangle to a trapazoid or something without it effecting the shoe.
You could indeed create a custom morph for the feet so that they fit the shoes better, and set it with "no auto-follow" so that the shoes don't deform to adjust to that morph.
It wouldn't help with auto-fit, and there's probably no way to create an universal morph that would work with all pairs of shoes (especially if the shoe hide only a part of the feet). But one could definitely imaging having a few "helper morphs" which you could combine to get a better fit.
"No Auto Follow".
This sounds like a concept I need to learn more about! Thanks!
If you open the parameters of a morph (click on the little gear on the morph slider and select "parameter settings" in the menu) you should see all parameters for the morph, including a checkbox for "auto follow". If turned off then conformers won't auto-adjust to match the morph when it's used.
If you change it it will be only for the current figure and scene, you'd need to resave the morph itself if you want it permanently turned off.