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4u2ges
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4u2ges
Posted 6 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 5.3K,
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I have already posted some problems with High Heels here: https://forum.reallusion.com/FindPost452154.aspx But that fairly minor, compare to some issues I have discovered trying to fit High Heels made way back for CC1 base.
First, not only high heels but some other shoes do not fit well on CC3+ base I was able to fix some of them inside CC3 and made them look good, but not high heels. So there we go:
Trying to fit shoes on CC3+ - all butchered (Screenshot 1)
So I figured I put the shoes on CC1 base, convert to CC3+ and I'll be all set. It worked fine for other shoes but not for high heels. After conversion from CC1 to CC3+ (Screenshot 2). Look good! I am a happy camper. But not so fast! Saved shoes, loaded them on Base CC3+ and got this (Screenshot 3). So basically after conversion, shoes are no longer high heels for Base CC3+. But they fit fine if I load them back on any converted CC3+ character. I then try to do the same thing converting to CC3+ from CC3 characters. Result was the same.
So there is no solution in CC for that. I had to separate shoes in 3DX, take em to Blender, fit, rig and weighted all over again on CC3+ base (Screenshot 4).

NOTE1: The routine for making High Heels inside CC3 is not applicable for a delicate, detailed high heels. In no way I would deform the mesh trying to fit it on flat feet bottom and then deform it back with High Heels button. I think it is totally backward routing and only good for messing up your perfectly modeled shoes. As oppose, we should be able to rotate feet/toes bones to fit the shoes! Then final small tweaks of the shoes mesh. And then *burn* the pose and transfer weights.
NOTE2: Mesh, which has sharp edges (made with double vertices) is no longer applicable in CC. It is imported un-smoothed (regardless tris or quads). It was NOT the case before and it is sill works fine for stuff imported to iClone and 3DX. The Auto-Smooth Routine in CC is not perfect to say the least. First, it is painfully slow and is not automated. You have to tweak the angles and wait again for a long time (on fairly hi-poly though). And then tweak again. Eventually it never looked good (at leaset not on High Heels I was working with)! I had to remove doubles and use custom split normals in Blender, marking sharp edges to avoid smoothing in CC.
NOTE3: This new Bind-Pose is totally confusing. OK I get it, from now on we can only model, rig and weight in this new Bind-Pose inside 3-rd party apps. T-pose is no longer valid for that. But where is that Bind-Pose pose in CC?? Character is imported back in T-pose again! No matter how small the difference between poses is, you can never see your outfit in CC, the same way you rigged and weighted it in 3-rd party app. It comes back deformed (not in a bad way if you did a good job with weights), but still deformed. I mean you can try to lower arms and spread legs a bit, but you will never get that pose perfectly. Plus, that terrible offset by Z. I was trying to cheat. I weighted shoes in Blender, but did not wanted to spend time tweaking it. Thinking I'll bring it to CC and apply weights there. Never happened. Either because of the pose difference or the Z offset, shoes got badly deformed as soon as I applied Shoes weights. I also tried to apply the Default weights first and then Shoes weight. It looked a little better, but nowhere near acceptable level (because that pose difference I think...).
RL made a breakthrough with a lot of enhancements and new CC3+ base. Kudos for that to a dev. team! Nonetheless, I hope all those listed issues would be addressed at some point in an upcoming patch/update.Thank You!
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