Vampire outfit boots GM8 - shifted on Nosferatu G9

vonHobovonHobo Posts: 1,682
edited November 2023 in The Commons

The Count Outfit for G8M actually fits the G9 figure better than the G8M figures. Go figure! No pun intended.

It definitely fits better in the underarm area on G9 figures. (I always seem to have to adjust the vest on the G8 figures.)

The only problem is the boots are shifted on G9. Is there a way to fix this or is this just a problem with G8 clothes on G9 figures?

 

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Comments

  • GordigGordig Posts: 10,062

    Broadly speaking, it's a problem with fitting footwear across generations. 

  • crosswindcrosswind Posts: 6,994
    edited November 2023

    Common issue with fitting footwear indeed ~ A base fix is needed after Auto-Fitting...

    - Load G8M into the scene, fit the boots and apply feet pose on G8M. Select Left / Right Thigh Bend node and dial -6 / +6 on Side-Side property. Export the boots to OBJ file (name it as "Base Fix.obj").
    - Manually set or use any Pose Converter to apply G8M's feet pose to G9. Save the pose preset. Then auto-fit the boots to G9.
    - Select the boots on G9, import OBJ file with Morph Loader Pro with options: Reverse Deformation + Delta Only. Then dial the Base Fix property.

    However, auto-fit brings an issue of weight to Left / Right Metatarsal on the boots (you can see the issue in your scene after dialing Thigh Side-side to 90 degrees...), because the bones position of Metatarsal and Foot on G9 are different from G8, they're inverted.

    You have to tweak the weight of Metatarsals on Left / Right Thigh Side-side first. Then check each corrective morph.... Some effort will be needed but they can be perfectly fixed. Technically all footwear products could be well converted to G9 with a right workflow...

    BTW, you better know a modeling / sculpting softwear, e.g. Blender, Hexagon.... For instance, since you use a vampire character, you may have to fix the distortion on the boots from vampire's full body morph... by using external software.

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    Post edited by crosswind on
  • vonHobovonHobo Posts: 1,682

    crosswind said:

    Common issue with fitting footwear indeed ~ A base fix is needed after Auto-Fitting...

    - Load G8M into the scene, fit the boots and apply feet pose on G8M. Select Left / Right Thigh Bend node and dial -6 / +6 on Side-Side property. Export the boots to OBJ file (name it as "Base Fix.obj").
    - Manually set or use any Pose Converter to apply G8M's feet pose to G9. Save the pose preset. Then auto-fit the boots to G9.
    - Select the boots on G9, import OBJ file with Morph Loader Pro with options: Reverse Deformation + Delta Only. Then dial the Base Fix property.

    However, auto-fit brings an issue of weight to Left / Right Metatarsal on the boots (you can see the issue in your scene after dialing Thigh Side-side to 90 degrees...), because the bones position of Metatarsal and Foot on G9 are different from G8, they're inverted.

    You have to tweak the weight of Metatarsals on Left / Right Thigh Side-side first. Then check each corrective morph.... Some effort will be needed but they can be perfectly fixed. Technically all footwear products could be well converted to G9 with a right workflow...

    BTW, you better know a modeling / sculpting softwear, e.g. Blender, Hexagon.... For instance, since you use a vampire character, you may have to fix the distortion on the boots from vampire's full body morph... by using external software.

    There is a workaround for this stuff which is nice. Thanks. 

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