Need help rigging Boots



  • @amethystpendant You know, that's how we've been modeling and rigging clothing and shoes forever. I realize you do mostly dynamic pieces, but there's nothing easy or simple about rigging and modeling.

    Those of us who have been doing it a while have long ago figured out the best way to get the job done without re-inventing the wheel every time.



  • @RobZhena said over on Rendo "Forgetful me! Fortunately, I slept on your question and realized I had described the solution in my how-to on converting G3F shoes to PE on the SM board, though I left out a step that hopefully readers would deduce for themselves. So here is your solution:

    Model to the posed foot.

    Use the fitting room to create figures rigged down to and including the toe, with your boot(s) as the object and non-zeroed PE as the goal, depending on whether you want to rig as a pair or separately. This/these figures will not conform properly.

    In the pose room, zero PE. Your boots now have the analogous body parts to PE. Pose the boots to fit the zeroed figure. Export the boots as one or two objs with the body parts you will need from the thigh/shin/foot/toe chain. Reimport your obj(s) and fit them to zeroed PE.

    In the fitting room, use the non-zeroed obj as the object and the zeroed PE as the goal. Add the bones only down to the foot. Do not/not rig the toes . Click create figure.

    Et voila! Rigged boots"

    I tried that but got poor bends near the foot / shin joint (ankle) when it was posed back in to the original position. My solution was
    1 Pose the foot (bend 29 degrees) Toes bend -24 degrees
    2 Model boot around posed foot
    3 Export model from Blender and import in to Poser
    4 Pose PE
    5 Use fitting room to create figure from zeroed prop / non- zeroed PE down to foot only
    6 Conform new figure to PE
    7 Bend foot of new figure -29 degrees (provide pose to do this)

    Job done. It's not perfect, but it is nearer to perfect than it would have been if I'd tried to model it against a flat foot.

    So no wheel re-invention; I haven't been doing this a while, but I do like envelope pushing... If I didn't I'd still think Cloth Dynamics can't cope with multiple layers :)

    Amanda



  • @Glitterati3D With PE, toes are fine for flats, but I have found consistently that if you rig the toe for a high heel, it causes weird bending issues than disappear if you don’t rig the toe.



  • @RobZhena I rigged my heels for PE with toes and they are fine. There's only one tough spot and that's the JCM on the heel. But, once you add in the JCM the shoes fit perfect and bend well with the foot in all poses I tried.



  • Huh. Well, not rigging the toe works fine, too.



  • @RobZhena Conforming pumps on Project E modeled to a flat foot.
    0_1521850488662_Pumps.jpg



  • Yes, you're in great shape if you model to the flat foot, but @amethystpendant specifically wanted to model to a posed foot. I found the problem with the ankle-to-toe chain converting Arryn's G3F shoes--which load in DS zeroed but with the toe pre-bent--in beta testing and reported it. That's when I came up with the work-around of leaving out the toe. As I recall, at that time copying the joint zones did not fix the weird bends. Maybe Ero tweaked it.



  • @Glitterati3D Nice! I just can't get my visual head around where the bends would go, I find it hard enough modelling against a posed figure

    I did find that in the cr2 file for the xRotate on the foot if I set the initValue to be -29 when unconformed they look "normal" and if I pose PE with a foot xrotate of 29 and conform my boots they still look "normal" which is a real bonus!

    0_1521883700425_Caroline1.png



  • @Glitterati3D Are you going to make those available for sale?



  • @RobZhena Probably not those shoes - not my best quality, just did a rush job to help out some promo artists so they had shoes to put on Evolution as backdrop.

    Eventually, I will probably make some stuff for her, but right now I'm working on Bella.