Rigidity Maps for footwear and clothes in DS 4.6 - how to make them work?

Hello! Couldn't anyone explain me how to make rigidity maps for clothing (especially footwear) in Studio 4.6 and how to make them work on the content? As I've discovered long ago, a lot of old converted content for Gen4 figures causes some problems after autofitting it to Genesis and Genesis 2 figures (not sure about Genesis 3, haven't tried yet). There're several nice tuts about high-heels, but as I've found, flat-soles cause more problems after conversion and posing than high heels (which may be used as props). As an example, these ballet flats for V4 come out distorted on Genesis and I managed to convert them only by manual scaling.

Another flat shoes behave in a strange way after applying some custom poses - their soles come out crimpled or concave, following precisely to the foot bending and morphs, and the shape itself is lost. And many other converted similar footwear behave in the same way.Here are some screenshots to show the matter of the problem.

1) The original zero shape of shoes -\

2) Deformity after posing, when the foot is bent

I accept that the simpiest way is to avoid extreme poses, but it's possible not in every case and I think this problem may be solved by applying rigidity maps. Here is a rather clear tutorial about these maps here (http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/rigidity/start), but it seems to be not suitable to DS 4.6. In my DS 4.6 I can create rigidity groups and fill them with weights with a tool called Node Weight Map Brush (not Weight Map Tool as in the tutorial). So I tried to do on on these shoes and created 100% rigid group for soles and 80% rigid groups for the shoe upper trim and set all rigidity references by selecting polygons of inner sole and a single strap of shoe leather polys right under the purple trim (both weighed rigid to 60%). The rest surfaces of the shoes, which must bend according to the foot pose (shoe leather parts), I made rigid to 50%. But I cannot find Rigidity Group Editor - I don't see the line named Edit Rigidity Group in the context menu of Polygon Group Editor tool. And the last step - Save and Test - don't works for me.I resave shoes as a new character preset, but when I reload it and test again, my rigidity maps do not work at all and I cannot make out how to display and correct them (it seems they are lost and not saved when saving the new character.) So I have to assign them anew - how to make the rigid maps once for ever? And how to lessen influence of bending, rotating and scaling for rigid participants? What is my mistake? Maybe, I should to make a weight map for shoes before making the rigid map? Are there any clear tuts about weight-mapping and rigidity maps for DS 4.6?

And what to do with autofit distortion - I tried to use Transfer Utility from precise clones of V4 and M4, from current shape of G2f\M (shaped and zero posed as V4 and M4 accordingly), tried to transfer rigging (Figure Space) later as was told in some tutorials, but it seems to be working nice for any other clothes, but not for footwear. The only way I've found succesful so far is posing V4 as zeroed G2F, fitting shoes to V4 and then hiding V4 and manual tweaking of shoes until they look fitted enough to G2F. It requires much manual scaling, rotating, translating to and fro and often tweaking in 3D modelers to erase poke-throughs. I strongly suspect there must be a simpler solution. Maybe it has something to do with weight-maps or rigid maps too?

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