the shoes look nice
Ok, I was wrong. I opened existed shoes with heels and fiure out that you should rotate bones, in default pose it looks like
Calf
View attachment 18836
Calftwist
View attachment 18837
Foot
View attachment 18838
Toe
View attachment 18839
Hmmm ok i guess i get it, so i must rotate the shoes so it fits the basebody model? Ill try and show u my progress
No, you should rotate foot and toe bone to make pose as close as possible to the shoes. Game will load default skeleton pose and you can adjust it in xtbl as close as possible to the pose in editor. I guess your first problem was in unfreezed transform.Hmmm ok i guess i get it, so i must rotate the shoes so it fits the basebody model? Ill try and show u my progress
Thanks for the aclaration, i have been playing with the pose all day but im still not fully happy with the final model. Ill get trying.No, you should rotate foot and toe bone to make pose as close as possible to the shoes. Game will load default skeleton pose and you can adjust it in xtbl as close as possible to the pose in editor. I guess your first problem was in unfreezed transform.
Deformation is causing by combination of wrong skin weights and wrong pose. The only way to make it more controllable is to rotate bones, skin shoes to them, even copy skin weight will show good result in this case I guess.
I guess you already know: customization_item.xtbl in your cloned item folderThanks for the aclaration, i have been playing with the pose all day but im still not fully happy with the final model. Ill get trying.
And another question: which xbtl file (and what option in it) i need to adjust to load an specific skeleton pose?
Ohhh yaa, i thought u were refereing to another xbtl lol. I modeled the shoe without taking angles in consideration, maybe i will need to edit it. Thanks again for this infoI guess you already know: customization_item.xtbl in your cloned item folder
<Heel_Angle> - actual angle for foot bone. As I understand if you add some rotation angle in the maya for foot bone like -35degrees, you should set 35.0 here. Also I guess you also should compensate this angle for toe +35 degrees
View attachment 18856
<Heel_Height> - actual value that raises character above the ground
I recommend you to create some test animation for toe, foot and calftwist bone and fix some distortion but also set 1 weight for foot bone and add a little caftwist for bending on fifth
Hey, chill. We're simply trying to understand how to make itGeese guys why you make everything so complicated? I am so pissed right now so I'll create video tutorial for heels