HellBorn opened this issue on Dec 06, 2004 ยท 13 posts
HellBorn posted Mon, 06 December 2004 at 2:17 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
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
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.
shadownet posted Mon, 06 December 2004 at 3:16 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
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.
Jim Burton posted Tue, 07 December 2004 at 7:47 PM
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.