Ready ! mcjA3Heels -- high heels figure for Aiko3 (blank / default / LE body )

mCasualmCasual Posts: 4,607
edited August 2013 in Freebies

over here ---> https://sites.google.com/site/mcasualsdazscripts3/mcja3heels

for Aiko3's default feet with the addition of a custom morph

i didn't try it in DS 4.5 or Genesis

https://sites.google.com/site/mcasualsdazscripts3/mcja3heels

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Post edited by mCasual on

Comments

  • mCasualmCasual Posts: 4,607
    edited July 2013

    current shape of the mcjA3ConeHeels shoes

    ( since i learned that heel shape is called cone )

    i changed the platform to add a double-platform version

    the sole was re-profiled

    it's now only 3000 faces per shoe ( initially was 8000+ then 4000 )

    ideally i'd reshape the heel cap but that's touchy work

    the straps texture layout was improved to accept fake studs (bump/displacement maps )

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  • TheCastellanTheCastellan Posts: 709
    edited December 1969

    Looking foreword to them. :D

  • mCasualmCasual Posts: 4,607
    edited July 2013

    figure 1: Satellite orbits texture
    figure 2 Blender-Cycles ( transfered from Daz Studio using mcjTeleblender ) + a bump map
    figure 3 - Daz Studio 3Delight render with displacement maps ( and accidentally a bump map on top of it )
    figure4 - better less saggy ankle-cuffs
    figure 5 - i'm a bit afraid of starting changes on the heel cover (guard? cap? hull ) but it's not really as i'd wish

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  • mCasualmCasual Posts: 4,607
    edited July 2013

    Figure 1 - making a scene
    Figure 2 - i'll tweak the walk cycle animation which was bundles with other high heel shoes, hopefully remove slippage
    Figure 3 - before slippage removal ( note that it's mainly perceived slippage )
    Figure 4 - rough ( 1/2 cycle ) preview, as seen from an Aiko-centric-cam ... pretty good
    Figure 5 - slow mo

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  • mCasualmCasual Posts: 4,607
    edited July 2013

    figure1 - the walk cycle fix (big changes) is complete, but i think the walk-area should be pulled back to be centered with her center of mass

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  • agent unawaresagent unawares Posts: 3,513
    edited December 1969

    This looks reallly nice, both the shoes and the walk cycle. You're right the walk area neeeds to stay more centered under the body though.

  • mCasualmCasual Posts: 4,607
    edited July 2013

    Figure 1

    here you see ( after regaining consciousness from the visual shock ) in magenta a plumb line under Amy's center of gravity and in green the contact points of her cone-heeled-shoes with the ground -- she's only falling/tilting on 1 point of contact for about 4 frames out of 15 -- if she is walking at a non-zero speed, her momentum may be enough get her through this without falling back -- but i didn't calculate it

    for the first 4 frames she could start lifting her rear foot
    this would give it more time to travel to the front position
    and give the walk a more relaxed feel

    now i must study this and figure if she should push her center of gravity forth, in relation to those points of contact

    i guess a safer walk would be to land the front foot with the heel sole and foot sole in contact and keep those 2 contact points the whole step

    maybe she could walk like she doesn't put any weight on the heel - so her 2 tasks would be to keep the heel sole at level 0 and up
    and the front sole at level 0, and that's where the weight is placed

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  • mCasualmCasual Posts: 4,607
    edited July 2013

    now yer talkin

    i moved the hip forth 6 centimeters

    just need to fine tune the sole-ground contact points

    and smoothen or re-phase the upper body movements

    --

    fig 4 - the rear foot is not staying on the floor any longer than needed
    it makes her look a bit less feisty though

    apparently i'll have to move her center of gravity forth ( relative to the walk-ground

    i'll also pull her up to minimize knee bending, unless she's already there

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  • mCasualmCasual Posts: 4,607
    edited December 1969

    well apparently since i had her feet spend less time at the back of the walk area, i have to move her center of gravity forth ... again!

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  • mCasualmCasual Posts: 4,607
    edited July 2013

    all the animation curves implicated in the walk

    note that eventually i'll publish the daz scripts which produces the web page ( html5 ) that displays those curves

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  • mCasualmCasual Posts: 4,607
    edited July 2013

    the last stretch before the finish line ( is the creation of morphs needed for ankle movements )

    or

    i'll make them figures instead of props, but this tends to be tricky

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  • mCasualmCasual Posts: 4,607
    edited December 1969

    some foot bending allowed +/- 5 degrees

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  • English BobEnglish Bob Posts: 113
    edited December 1969

    That looks more realistic than you would get from a conforming figure, to my eyes. It can be hard to separate the stiff parts of footwear from the bendy parts when rigging, and for something like this morphs are a good answer.

  • mCasualmCasual Posts: 4,607
    edited July 2013

    That looks more realistic than you would get from a conforming figure, to my eyes. It can be hard to separate the stiff parts of footwear from the bendy parts when rigging, and for something like this morphs are a good answer.

    for a while i thought i'd have to turn them into figures,

    but i think i'll be able to just do a bend, side-side and twist morph (or two), and joint-control-morph those

    the objective is just for about 5 degrees, enough to make walks possible

    --

    for stilettos, the bend angle of the foot is 50 degrees, i model the shoes on a posed foot
    when i make figure shoes, instead of props, i have to un-rotate and un-bend the modeled shoe 50 degrees, and hope that when re-bent it returns to the modeled shape ... but i suspect there's a way to work around that

    shown here - partial result for a side-side morph ( the shoe vertices are sort'of attached to the foot vertices )
    what's missing is counter-acting the rotation of the mesh ... i think :)

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  • English BobEnglish Bob Posts: 113
    edited December 1969

    Casual said:
    for stilettos, the bend angle of the foot is 50 degrees, i model the shoes on a posed foot
    when i make figure shoes, instead of props, i have to un-rotate and un-bend the modeled shoe 50 degrees, and hope that when re-bent it returns to the modeled shape ... but i suspect there's a way to work around that

    Not that I know of, unfortunately. You effectively end up making two rigs - one to un-bend the modelled shoe, than another to re-bend it back to where it started from. ;)

  • mCasualmCasual Posts: 4,607
    edited July 2013

    great news, i was able to write a script that auto-generates morphs for the foot rotations

    - it works like this

    non-twisted foot pose,
    associate each ankle-cuff vertex to the closest shin vertex
    memorize the standoff distance between each vertex uh couple

    rotate the foot
    the morph must bring each ankle-cuff vertex at the same standoff distance from the shin-vertex it is associated to


    ---
    Figure 1 the -5 to 5 degrees side-side morph

    Figure 2, the 50-to-55 degrees Bend morph which hopefully works for 45-to-50
    oops needs a little smoothing at the bottom-back of the heel

    figure 3, the 5-to-5 degrees twist morph which probably works for slightly larger angles

    figure 4 the bend morph does indeed work from 45 degrees to 55 degrees ( -100% strength to 100% ) but needs some fade-out on the heel cup

    figure5 there you go, the bottom of the heel cap doesn't bend as much as the top

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  • mCasualmCasual Posts: 4,607
    edited August 2013

    since i need joint-controlled morphs and could not get them to work on props, the shoes will be a figure!

    the heel counters (that's the name of the piece behind the heel ) were refined ( a few hours of work ) :)

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  • mCasualmCasual Posts: 4,607
    edited August 2013

    more images of the almost finalized mcjA3Heels

    the hours of work were put on the heel-counter, the ankle cuffs/straps and welding them together

    the shoes can be subdivided without causing problems

    ---

    figure 1 : ( which was posted later than the 3 next images ) : fine-tuned the UV map

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  • mCasualmCasual Posts: 4,607
    edited August 2013

    maybe this weekend? yeah most likely :)

    Figure 1 - Aiko's feet are actually using the https://sites.google.com/site/mcasualsdazscripts2/mcja3fitstilettos morph i supplied with other shoes, now i'm debating the need for a shoe morph which fits Aiko3's unmodified feet

    oh my gawd i removed my fitStiletto morph from Aiko and .... i forgot how scary looking the default feet look with a bend angle of 50 degrees !
    i'm not even showing you :)


    fig 5 - twas less straightforward than expected but i think the morphs for the now-a-figure shoes are done

    ... wait wait i didn't say the shoes are ready !

    .... next i have to do the joint-controlled tweaks, and ... that's pretty much it i think

    the ever-elusive expected release deadline is today befor noon ( GMT-5)

    actually to make me happy the bend morph should not stretch the heavy-leather ankle strap ...

    tis a drawback of the method i used which is based on the vertex positions of the feet

    --------

    figure 4 actually had to rotate the morph to transfer it from the props to the figure


    ------

    figure 4 was actually posted after figure 5

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  • mCasualmCasual Posts: 4,607
    edited August 2013

    -- Excellent-News-Bulletin -- Excellent-News-Bulletin -- Excellent-News-Bulletin -- Excellent-News-Bulletin --

    the shoes and their 6 morphs were succesfully rigged (JointControlled morphs )

    and the figures have some basic materials, ( no tiling apparently tho )

    so in theory all i have to do is package them, and create their homepage

    .... in the next hour or 2 !!!

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  • mCasualmCasual Posts: 4,607
    edited December 1969

    tis ready !!!

    the high-heel walk animation specially tailored for the mcjA3Heels

    will be posted soon,

    the shoes are here ---> https://sites.google.com/site/mcasualsdazscripts3/mcja3heels

  • robkelkrobkelk Posts: 3,259
    edited December 1969

    Thank you for the shoes!

  • mCasualmCasual Posts: 4,607
    edited December 1969

    the custom-tailored walk animation for Aiko's new heels is here ! http://www.daz3d.com/forums/discussion/26664/

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