How to transfer rigging without being in zero position?

Is there a way to transfer rigging to a figure (used to be a prop) but where the source rig is not in the zero position? For example, when modeling shoes, they won't always be flat shoes. How do you transfer the rigging and weight maps?

 

Comments

  • patience55patience55 Posts: 7,006
    edited July 2015

    When modeling shoes, yes they are made to the "zero" position. When "fit to" is applied lots of rigging adjustments are made and if you make the shoes some other way, they will go "anywhere" but where they should be. For shoes that are just props, you model those and make them individually. Then make a pose preset to place the feet into them. Then parent them to the feet.

    Sometimes a foot pose is required even for clothing shoes. And sometimes one just hides the foot.

     

    Post edited by patience55 on
  • First, pose the feet how you would want them to fit inside the shoes. (Preferably make a feet pose preset)

    Now create your shoe prop on the model with the feet posed. Bring it into DAZ on the model that has the feet in the "shoes on" position.

    Use Transfer Utility. The shoes will now get messed up but that's ok.

    Un-fit the shoes from the model. They will return to original shape.

    Select the Figure and your shoes. 

    Go to Edit -> Figure -> Rigging -> Transfer Rigging (Figure Space)

    Now Fit the shoe to the figure. It should be "correctly" on the foot now. 

    (You might need to adjust some weight maps along on the shoe, cause moving the foot from the "shoes on" position will morph the boot in weird ways. Just make sure the boot does not change shape with anhle movements and you should be fine)

     

     

  • AlienRendersAlienRenders Posts: 793

    Thanks for your responses!

    @Thomas Windar: I wish I had seen your comment earlier. I tried transferring the rig before, but had forgotten to unfit the shoes so it didn't work. I instead ended up using the original obj as a morph and made it hidden at 100% after I updated the weight maps. Unfortunately, I can no longer touch the weight map without distorting everything because the morph will no longer be applied the same way. I've since learned how to fix the polygon groups and all that. I'm now learning about rigidity groups. That may help with different G2F/G3F figures.

    Actually, what IS the best way to handle different figures? I don't want to do a bazillion morphs for the figures and shapes that come with them for G2F for example. Seems rigidity groups is my best best.

    Thanks again!

     

  • @Thomas Windar THANKS FOR THIS, IVE BEEN WONDERING HOW TO DO THIS FOR YEARS.

  • DAZ_JoshDAZ_Josh Posts: 1,367

    Try this video, maybe it will have some helpful tips for you.

  • you can bake rotations on the figure with the rigging tool selected right click edit before using the TU too but then you need to pose it back to the base shape ( the clothes unfitted using a new loaded figure as a guide) before baking rotations again or convert to prop and redo TU.

    this is a way I pose clothes for different base figures in a say A poses instead of T poses whin I want to fit them.

  • DAZ_Josh said:

    Try this video, maybe it will have some helpful tips for you.

    I have followed this tutorial to exact word. But when I use the transfer utility my platform high heels goes all the way to the figures shin instead of her feet. Please help how to solve this. I modeled the shoes in blender. I even been playing with the origin point. But it's not working. Can someone please help me!!! Thanks a million
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