If your character has 2 separate mesh's.... Shoe and Toe.
2
separate skin weighting adjustments. required)
...one for the Shoe mesh.. the other for the Toe mesh.
(1st adjustment)
Assign ALL of the shoe vertices.... 100% to the (Foot Bone)
Now, the toe bones have no influence on the shoe.
(2nd Adjustment)
To make the shoe deform (For Walk, Runs).... (Where the Foot and Toe BEND)Adjust the
(Shoe & TOE) skin weights (where each toe joint BEGINS and the Foot bone ENDS).
Example: (Shoe Mesh)Big Toe:
Select the vertices at the TOP of the Big Toe.
Assign them 50% weighting to the Big Toe bone.
Assign them 50% weighting to the FOOT bone.
Example: (TOE Mesh)Big Toe:Select the vertices at the TOP of the Big Toe.Assign them 50% weighting to the Big Toe bone.Assign them 50% weighting to the FOOT bone.Now, when the Big Toe bends.... that portion of the shoe bends (Half Way between the foot and big toe bone).
THIS is what you want it to do.
REPEAT this for each toe bone.
...then the shoe bends properly as the character walks, run, etc.
Edited
6 Years Ago by
uncwee