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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 11 12:18 am)



Subject: Is there any way I can work with a bent foot when making boots


HellBorn ( ) posted Mon, 06 December 2004 at 2:17 AM ยท edited Sat, 11 January 2025 at 3:45 AM

I find it hard to model high heel boots(conforming) as the default foot position is to much of compared to a high heel foot pose. It's hard to guess what the boot will look like when bent into the correct position. Also I would prefere if the boots has minimum deformation when in it's correct pose and rather gets deformed when bent in strange positions such as the default foot pose.

Is there any way I could setup a version of the model that has the foot bent for better fit so that when I donate the bones to the boots and then later has them conform they will work the correct way?

Message edited on: 12/06/2004 02:17


PhilC ( ) posted Mon, 06 December 2004 at 3:43 AM

file_152311.jpg

When I created these "Bunny Slippers" I first made a morph for the shin, feet and toes. I modeled the slippers to fit the morphed figure. I altered the joint parameters in the figure to suite the new foot position. These parameters were carried over to the slippers. When I distributed the slippers I included a copy of the figure with the revised parameters plus the required morphs.

philc_agatha_white_on_black.jpg


steveshanks ( ) posted Mon, 06 December 2004 at 4:41 AM

Phils way is IMO the best, but i've had folks say they don't like it so another way is model them on a high heel posed figure, then when the model is finished, adjust it to fit a flat footed figure, now it'll conform without morphs but you'll have to adjust nearly every pose (thats why i prefer Phils way)........Steve


HellBorn ( ) posted Mon, 06 December 2004 at 6:57 AM ยท edited Mon, 06 December 2004 at 7:01 AM

Do I get it right?

You morphed the foot and the position you wanted.

This means that the original foot bone sticks out in the air above the foot.

I see no big problem with that unless it gets outside any fallof zones as the center of rotation is the same.

However for the toes the center is no longer correct.
I suppose that this means that it is possible to simply move the center for the toes without affecting the foot bone. I had a image in my head that told me that moving the center of the toes also moved foot bone. I probably got this from the fact that when skeletons are built the next bone starts at the end of the previous. Of course, they do not have to be placed that way.

Did i understand this correct?

To me it sounds like a nice way to do it ;)

The other way seems to be almost as much work as modeling it on the flat foot to begin with. And as you say all poses has to be adjusted.

The though I had was if it would be possible to do it something like this.

Make notes of how the foot and toes has to be bent. Load a figure and take it to the setup room. Rotate the foot and toe bones as noted then save the figure to the library. Take the boots to the setup room and donate the bones from the saved figure. Now (at least in my teory) if those boots are told to conform to a figure the foot and toe bones should align with the figure and deform the boots for a float foot.

Whould this teoretically work?

The question is somewhat academic as I probably will do it the PhilC way as I really like the idea of not having to set the foot bends as sone as I change the pose. I can however se a drawback in that if I have setup figures using say different textures I would have to redo them for the highheel figure version.

Message edited on: 12/06/2004 07:01


PhilC ( ) posted Mon, 06 December 2004 at 7:09 AM

I altered the joint parameters in the figure to suite the new foot position. These parameters were carried over to the slippers.

The altered joint settings were included in the file folks used to add the morphs to the figure. I also include a pose file to reset them.

philc_agatha_white_on_black.jpg


shadownet ( ) posted Mon, 06 December 2004 at 3:16 PM ยท edited Mon, 06 December 2004 at 3:17 PM

I have a question on this. Is there an advantage in making shoes like this conforming figure rather than smart parent props? I can understand the use of a morph to shape the foot, etc. So my question is less about that. More curious as to your guys thoughs on prop versus conforming for certain kinds of footware. Thanks in advance. :O)

Message edited on: 12/06/2004 15:17


HellBorn ( ) posted Mon, 06 December 2004 at 3:46 PM

philc: Do you mean that you supplied an inj/rem poses for loading and unloading. I have seen that used for loading morphs and sett parameters but can also be used for changing joint settings? shadownet: I'm not sure about parented props, if I where to make a couple of shoes then I would probably just parent them to the feets but as I'm currently doing some boots they have to conform with the model. Maybe some with more experience has a better answer.


PhilC ( ) posted Mon, 06 December 2004 at 4:05 PM

Yep :)

philc_agatha_white_on_black.jpg


HellBorn ( ) posted Tue, 07 December 2004 at 3:49 PM

Do you go trough how such inj/rem poses are created on your CD?


PhilC ( ) posted Tue, 07 December 2004 at 4:43 PM

Not on the CD, no. There is no real mystery to it. Open an existing pose , injection or removal file up in a text editor and use it as a pattern. There are only a few lines in it (excluding the actual delta data) so its very easy to see what is required. When I need to make them its mostly copy/paste.

philc_agatha_white_on_black.jpg


Jim Burton ( ) posted Tue, 07 December 2004 at 7:47 PM

file_152313.jpg

I've done high heel shoes and boots that conform to more-or-less Vickie's standard feet and fit correctly once she bends her feet down and toes up, but they are a lot of work to fit, you have to use the mysterious "offsets" that hardly anyone even know exists, for one thing. The Nite-Life shoe set I sell is set up like that. However, most Poser girls need more arch in their feet to wear heels anyway, plus their toes pulled in tighter, so you get into where you need feet morphs for that, so while your at it you might as well include at least part of the bend, too. Of course Poser has a problem if you morph the bend, as the joint parameters don't know anything about morphs, and you get into a situation where the toes are far from where they are bending. Anyway, I now do it pretty much as PhilC mentions, I set up injectors for the shin, feet and toe morphs, and have a pose to turn them on and off, and also to change the joint parameters, including setting new centers. For V3 (or any of the newer DAZ figures) it is pretty painless to use. I started out doing the full bend in the morph, then progressed to no bend in the morph, now I do a moderate bend in the morph, correct for about a 3 1/2" heel, sorta full circle. ;-)


HellBorn ( ) posted Wed, 08 December 2004 at 12:45 AM

Could you give me some more on the 'mysterious offset'?


Jim Burton ( ) posted Wed, 08 December 2004 at 10:38 AM

With the Joint Editor running, set on "Centers", pull down Object, Properties (or just doble-click on the part), then close the Properties box. You should see 3 additional dials, the X,Y and Z offsets. Nobody else that I know of has ever mention them, they are a somewhat undocumented feature of Poser (I don't know if P5 has them, either). They seem to move the mesh around in relation to its center, they can be used for fitting shoes that are (seemingly) hoplessly incorrect, like a high heel on a flat foot.


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