[Solved] Rigged Heels from Blender and parenting in DAZ

arthenicsarthenics Posts: 143
edited January 2023 in Daz Studio Discussion

Hello there;

I've discovered that many shoes are already rigged that makes, as it seems, the weight paint part converstion in DAZ not needed (they don't have the "flat heel" deformation). I've exported some samples in Blender, checked how they are constructed BUT... whatever I try I'm unable to parent shoes from Blender to a figure in DAZ. It always deforms.

Since some rigged shoes work, it means I do something wrong, probably related to the transfer tool utility or the options used in import. Any hint?

 

Post edited by arthenics on

Comments

  • felisfelis Posts: 4,339

    Not really sure what you are doing / asking.

    When you use transfer utility it will weightpaint the geometry based on nearest character surface. You can use different templates to get different weights. Or you can after transfer rigging, edit the weights with the weight brush tool.

    Weights are relevant when posing.

    If a shoe is made for the base character, then you will get projected morphs, when you dial in another shape. That can easily cause distortion. If might be able to limit that by adding rigidity, but that can then cause other issues.

  • arthenicsarthenics Posts: 143
    edited January 2023

    I will try to explain things another way.

    Figures have a "no heel" rest pose by default. Many tutorials about heels shoes explain how to overcome this problem with bake and weight paint. The purpose is to create "deformed heels shoes", that retrieve shape when the heels pose is applied.

    But some people seem to do things another way. From what I see, the shoes are already rigged in heel pose, they have no deformation. I'm not sure how they do that. Is it possible it's done with donor rig? It seems faisible but I don't know how they overcome the risk of a rigging conflict (since it makes we ends with two rigging skeleton).

    Post edited by arthenics on
  • felisfelis Posts: 4,339

    Are you asking about how to rig high heeled shoes?

    Then try to watch this

     

  • arthenicsarthenics Posts: 143
    edited January 2023

    I know this. I wouldn't ask if I haven't found that there are people working another way. See example (default load of props for each), one use the method in the video, the second use an unknown method. This is this unknown method I'm interested in and what I'm looking for.

    The old method is not rigged, the new is rigged, but I can't find how they managed to change the default rest pose for parenting.

     

    shoes_compare.png
    995 x 1019 - 245K
    Post edited by arthenics on
  • Some sets may use a foot morph to make the feet fit into the shoe, or simply hide the feet, rather than trying to get the shoes rigged to the default foot position and then take high-heel poses.

  • arthenicsarthenics Posts: 143
    edited January 2023

    There's nothing that's looks like a pre-morph for feet or hide feet. It really looks like someone managed to play with rigs and pose modes.

     

    EDIT - Loaded them again.

    The old way : rest pose is "no heel"

    The alternative : rest pose is "with heel".

    But I can't find anything that looks like a feet morph or a hide feet

    Post edited by arthenics on
  • arthenicsarthenics Posts: 143
    edited January 2023

    OK. In fact, it's likely just they just bake joint rotation (joint mode, then left clic on figure, bake joint rotation) before the use of transfer utility. The zero pose is applied by itself when creating the product. There's nothing special, pose for heels still needs to be created and added to the product, there's no unexpected clipping. It's faster than the old way.

    Post edited by arthenics on
  • Since this topic comes up in google top results, I am adding my own solution that works for me adter trying many noy-so-great-working tutorials...

    Studio 4.15

    Blender 3.2

    1. save g8 pose as preset
    2. load blender obj
    3. transfer utility: src g8, target obj
    4. joint editor, select g8, then ctrl-select obj: r.click > transfer rigging (figure space)
    5. delete g8, reload g8, apply g8 pose preset from step 1 <- not intuitive but necessary
    6. fit obj to g8 <- will look weird
    7. load obj as morph, apply to obj <- fixes the deformation from step 6

Sign In or Register to comment.