This is what you do to get them fitting better, as in the picture, rather than constantly having the foot clip through. I haven't fixed the shaders and most of these didn't come with DS mats, which is why they are shown untextured or with bad specularity.
You need the V4 clone for G2F to convert V4 shoes. Get it here: www.daz3d.com/victoria-4-for-g…
You need the V4 and G1 clones for G3F to convert V4 and G1 shoes to G3F. Get that set here. www.daz3d.com/wear-them-all-au…
The Genesis clone is included with G2F Starter Essentials for free.
1. Load your pair of shoes. If Fitting to G3 now skip to Step 5. Do not Autofit. Convert to weight mapping using the scene tab's Edit-Rigging-Convert Figure To Weight Mapping if the shoes are V4 or M4.
2. Autofit to G2F. Choose the appropriate clone, V4, Genesis or Genesis 2 Female, and Footwear or Full Body (depending on if very high boots).
Do not do this step if fitting to G3. Skip to Step 5.
3. It autofits. The feet probably poke through or appear at an odd angle if it's a high-heeled shoe.
4. Unconform the shoes (fit to--none) but leave them in the scene.
5. Pose the feet of G2F or G3F to fit inside the unconformed shoes. Move the thighs if you have to, do whatever it takes.
6. Now go to the scene tab and click on the name of G2F or G3F. HOLD DOWN CONTROL, then click the shoes. THEY MUST BOTH BE SELECTED BUT G2F/G3F MUST BE SELECTED FIRST.
7. Click on the small Options button on the upper right of the scene tab and choose Edit--Rigging--Transfer Rigging (figure space).
8. Now conform the shoes to G2F or G3F again. They now should fit properly.
If they don't fit properly on G3F after autofit - which they may not, owing to the shape of the V4 clone's feet - you will need to repeat the unconform-pose foot-transfer rigging step. Then it will work.
9. Not mandatory, but adding smoothing and collision through edit--geometry--add smoothing modifier can also help. Set it to generic instead of match base shape if you have issues. Edit--apply push modifier sometimes works better if smoothing causes distortion (set it down to .1 or so instead of the 1.0 it loads at). V4 clothes were not made to work with smoothing and sometimes their geometry will fight you.
You still need to keep the feet posed in an "inside high heels" pose to work properly (you can't literally straighten your foot while wearing stilettos, so it doesn't really make sense for the figure to either), so it's a good idea to save some foot poses to library while you're working to save yourself time.
In my testing I was able to save the shoes to my G2F clothing library at this point as well and have them reload without having to redo this process. It didn't perfectly preserve the giant heel on Bootleggers, but on anything smaller it works quite well (and it still did better with Bootleggers than my own SRMS does fitting them to Genesis).
This technique was originally pioneered by Gilikshe of the DAZ Studio forums, who originally gave me permission to use it in a manual on fitting G2F shoes to Genesis. It works with many things.
Method of Converting V4 Shoes to G8F using DAZ 3D - 4.1x and Blender 2.8x or higher:
Thru a great amount of reading, research and trial and error, if have found that it is very difficult MOST of the time to get a V4 shoe converted to G8F.
I also find that trying to getting a PERFECT FIT of V4 to G8F shoe to be a very tedious and time consuming process.
Be aware that an exact fit may not be possible depending on the V4 shoe item that you are trying to convert.
I convert the GV Pumps for V4 to G8F
Try these steps below to Convert and Fit a V4 shoe to G8F
0) Launch DAZ and Blender applications
1) Load your desired V4 shoe to convert into DAZ Scene
2) Select the V4 shoes in the DAZ Scene and OBJ export them using the DAZ format
3) Jump to Blender and import the above shoes OBJ
4) In Object Mode, select the shoes, then hit Tab to use Edit Mode
5) Next, double tab A key so nothing is selected in Blender - (no parts of mesh or objects are highlighted)
6) Hit the Select Vertices and Wireframe Viewport Shading buttons
7) Hit the B key and draw a box around one of the shoes - (i always remove the left shoe)
8) Hit the X key and select Vertices to remove the selected shoe vertices
9) Tab to re-enter Object Mode, then select the remaining shoe
10) Export to OBJ V4_Shoe2, with options = (Selection Only|Objects ad OBJ Groups|Material Group|Keep Vertex in Order)
11) Move back to DAZ and import the above OBJ you just created
12) Now you must reposition the shoe and G8F so her foot fits the shoe (requires OBJ adjustment of transforms including scale)
13) For G8F, you typically will never change scale, except maybe for Toe if they are hidden in the shoe.
14) Once G8F foot is inside the shoe as closely as possible, hide G8F and export the shoe to V4_Shoe3 OBJ
15) Next, apply all of the Transforms you made to the foot to the opposite foot, then save Scene as Convert_NameOfYourShoes
16) Next, hide the shoe and export G8F to OBJ
17) Move back to Blender and Import the two items G8F and V4_Shoe3 you just created
18) Use Proportional Edit Tool to fix poke-thru as best as you can
19) In Object Mode, add a [Mirror Modifier] and apply it to create a matching opposite shoe
20) Export the shoes to V4_Shoes4 OBJ using same options in step 10 above
21) Move to DAZ and import the V4_Shoes4 OBJ in DAZ Format
22) If the G8F Foot Transforms where correctly applied to both sides of the G8F model, the imported shoes should appear to fit nearly exactly
23) Select only the shoes and run the Transfer Utility from G8F to the shoes, and ensure you uncheck the [Parent To] and to check both [Fit To and Add Smoothing Modifier]
25) Next, select G8F in the Scene 1st, then Control-Select the the V4_Shoe4 figure
26) Run the [Transfer Rigging (figure space)] function
27) The shoes should now closely match and are [Fitted] to G8F
28) Next, select the shoes only and activate the Parameters Tab
29) In Mesh Smoothing Properties, turn on the Interactive Update and adjust Smoothing and Collision for best results
30) Next select the Hidden Properties and adjust the pJCMFootDwn_L and pJCMFootDwn_R for best results length adjustment to the Converted V4 shoes
31) With above adjustments done, and when [best possible results] have been achieved, you should save your DAZ Scene one more time
32) To complete this process, you will 1st create a foot pose [Pose Preset] from the G8F in your scene, and then a [Support Asset/Figure/Prop Asset] of the shoes
33) Update the [Scene ID info, including setting its Compatibility and Preferred Base] options to G8 Female. IMPORTANT - Be sure to UnFit the shoes before you perform/create the Support Asset save
34) You can now load the saved Support Asset - [Converted V4 Shoes] onto near any G8F figure
35) Apply the Pose Preset you created for the shoes AFTER you apply or set the desired figure pose for your scene
You can also adjust the other pJCM's at the Hidden Properties Step(30) above to try to improve the Shoe fit also
Thanks so much for this great tutorial.
I have converted a bunch of high heeled boots to G8F. I noticed that the toe tip and heel box are often distorted. Smoothing with the node weight brush tool sometimes helped. But often there would still be an unsightly distortion. Turning off the pJCM's for toes and feet can be a big benefit. DX30's highboots5 for instance wound up with a weird toe wrinkle. Setting the pJCMToesUp_60 to zero fixed the problem. I then locked the parameter to make sure it stayed at 0 while posing the figure.
I'm glad you found a solution that worked for you! That's always a downside with conversions, you tend to lose the original creator's solutions to these issues (like dummy JCMs for the old figure or the like).
Other boots in fact have less distorion.
Genesis 3 isn't so lucky when searching for free footwear.