Ready ! mcjA3Heels -- high heels figure for Aiko3 (blank / default / LE body )
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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notherangle.jpg
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tododo.jpg
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cobwebs.jpg
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nupropshoes.jpg
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Post edited by mCasual on
Comments
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 )
Looking foreword to them. :D
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
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
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
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.
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
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
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!
rebuilt the upper body animation
here's some tools i use the most for walk animations
- mcjAutoLimb
https://sites.google.com/site/mcasualsdazscripts/mcjautolimb
-mcjKeepOrient
https://sites.google.com/site/mcasualsdazscripts/mcjkeeporient
- mcjDecimate
https://sites.google.com/site/mcasualsdazscripts/mcjdecimate-for-ds-12-3
- blooper
https://sites.google.com/site/mcasualsdazscripts/blooper-for-d-s2-and-d-s3
- mcjSceneGraf
DS3 https://sites.google.com/site/mcasualsdazscripts/scenegraf
DS4 https://sites.google.com/site/mcasualsdazscripts2/mcjscenegrafds45
- mcjParent
https://sites.google.com/site/mcasualsdazscripts3/mcjparent
- mcjCycleFilter
https://sites.google.com/site/mcasualsdazscripts/mcjcyclefilter
- mcjMakeTarget
https://sites.google.com/site/mcasualsdazscripts/mcjmaketarget
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
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
some foot bending allowed +/- 5 degrees
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 :)
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. ;)
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
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 ) :)
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
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
-- 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 !!!
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
Thank you for the shoes!
the custom-tailored walk animation for Aiko's new heels is here ! http://www.daz3d.com/forums/discussion/26664/