Feet angle change for animations?

hello, ok here’s the deal i’m making a life simulation game and i’m using a daz character and it have many amazing morphs to use for the game and it have a slider morph which allow change the character feet angle for cases of "the famous high heels, the thing is i don’t want to use 2 or more different versions of the same animations just because a character is in flat foot or using heels, i want to know if is possible for when i select for the character to use a “high heels” shoes( a separated meshs), it will automatically set the feet in the proper pose with the morph then any already existing animation will automatically adjust for this feet angle like a type of character customization it will make the feet change to the heels angle and also to avoid the feet go underground it also adjust the character position inside the capsule for exemple moving him a little up if needed to make the new pose proper match, basically whenever i choose a “heels” type of feet it will “change” the feet angle and the new angle will be used in any animation, instead to have to create a “full new animation” just because of that, because the issue would be not all heels have the same angle also it could help the issue with too long soles shoes, to also "adjust the character height whenever needed.

anynow know a way to make it work???, using morphs and character height adjust inside the capsule whenever it using something which will making or look a little more taller or change how the feet will look, its only when i add stuffs which would need, regular shoes or sandals, which not make any change it’s fine but the issue when comes to high heels and big boots which would need some adjusts of the character, then it’s possible to control it without need to create new animations???

any help is welcome

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+1

Hi there,

Here is my reply to another thread.

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Works; as a temporary fix for Daz3D high heels, but if you try this you’ll want to find a better method sooner or later as the shoe toes become really deformed. if I had to guess and I am guessing, the reason heels don’t work with the exporter is; a) on export from daz the heels are reset to flat to the floor and b) that’s the reason we have bone warnings when importing Daz3D models. (either way it’s pretty dumb that this doesn’t just work out of the box, I mean whoever heard of girls not at least putting on some heels at least once in there life)

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The spike of the heel hits nicely, the toe however is a disaster! it hasn’t gone without my notice that, just about every tutorial on the matter is either; a) long and complicated and deals with weight painting the shoe b) just simply avoids the subject out right.

@MelonySharon In DAZ Studio, most of the high-heels shoes are modeled in position and angled. As a workaround:

  1. Load the shoes in the scene without a figure, or at least do not select a figure. The shoes will come flattened but less distorted. Select the figure, right click and choose “Fit to…” and select the figure. The shoes will be fitted without triggering the internal posing script. Then export to UE.
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  2. Alternatively, send a figure and shoes (separated) to Blender. There, bind the shoes to the figure’s skeleton before exporting to UE.

For both cases, use the procedural adjustment as shown in the video, using the same rotation angles for feet and toes from the original shoes.

okay that’s a bit confusing;

Instruction: “Load the shoes in the scene without a figure”
Result: Floating shoes in space
Mesh State: Perfect

Instruction: "Select the figure, right click and choose “Fit to…”
Result: Now I have a model and the shoes are fitted too…


Mash State: Perfect Fit.

– > export to unreal.

image

Mesh State: Broken. ( I say mesh state, but what I really mean is the foot X,Y,Z / Y,P,R are incorrect, as fixing the foot XYZ & YPR to proper fixes the foot and the shoe, maybe it’s defined as the Morph / Shape of the foot? )

This is the fix I used:

Setup is called from the construction script; has no real relevant behavior other than being more aesthetically pleasing to view as it’s supposed to.


image

God I hope no one has a foot fetish :smiley:

The shoes’ fitting script is tricky. Did you select the shoes, then right click and choose “fit shoes to…”? and the feet and figure went from flat to angled pose? Have you tried to reset the figure and shoes pose?

Anyways, your solution with morph target will work if you’re sending figure combined with shoes. And it gives the same result as the animation blueprint, except for my case, shoes and figures are exported separated using modular character workflow.

Tried both way to the same result have to use a morph target to force it to behave.

Indeed, by all means if you should be so inspired it might be worth one of your YouTube tutorials of course expect in a few months it to be made redundant by the ever changing underlying engine, which I’ve noticed from time to time in spite of my meticulous attention to detail in following other(s) tutorials they tend to break.