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Making Conforming Shoes For Poser In Shade

For use with Poser versions 5 through 7 and all versions of Shade 7 and 8

Where would Poser figures be without shoes? This tutorial covers the process of building, importing and rigging a pair of shoes for Poser figures- it addresses the entire workflow, end to end, in both applications.

Thanks to Oscillator for sharing this with us!Notes

Welcome to the Shade tutorial: Shoes for Poser. This is my first tutorial for Shade. I was inspired by the friendly and generous people at , especially juanmanuel. Thank you, people! Also, thank you e-frontier for making these two wonderful programs, Shade and Poser, and for your excellent tech support.

When I write Enter Modify Mode, it means that you should choose Tools > Modify > Enter Modify Mode (or use the Toolbar equivalent). When I write Exit Modify Mode, you just have to press Enter or click the Finish button in the toolbar.

This tutorial is written for the Windows OS. If you run It on the Mac OS, just use

the Option key instead of the Z key, and the Command key instead of the X key.

Most of the time I will give the menu path to the commands used in this tutorial. This is just for convenience. Please use the toolbar if you are more comfortable with it (as I am).

I hope you will enjoy this tutorial! Comments, questions and criticism is always welcome!


1. Preparation

Create a project folder on your hard disk. Name it "shoe tutorial".

Prepare a figure for Shade

Start up Poser with an empty scene. In my example I've used the Poser 6 character James, but you can use whoever you like.

Make sure the figure doesn't use Inverse Kinematics. If so, uncheck the bodyparts in the menu Figure > Use Inverse Kinematics.

Bring up the Joint Editor and click the Zero Figure button.

Save the character in your project folder. Name it "figure_zero.pz3".

2. Modeling in Shade

Prepare for modeling

Start up Shade and create an empty window using File > New. Bring in the Poser character by selecting View > PoserFusion. If you haven't already done so, click the Poser... button and select your Poser installation.

Click Open... and select the figure_zero.pz3 document. Shade imports the Poser character (it takes a couple of seconds). Close the PoserFusion window.


If you want to, this is the time to delete the body parts that you won't need to model shoes, i.e. everything from the knees and above.

1. Delete the unwanted items in the Browser (bring up the Browser using Ctrl+9- Cmd-9 on Mac- if you can't see it). Select everything except BODY:1 - Body and press Delete.

2. Enter Modify Mode. Switch to the vertex selection mode and select everything from the knees and above.

Lock the figure by clicking the empty square in the browser's lock column.

Set up the perspective view: right click (or Control-click on Mac) in the view and select Display Mode > Shading + Wireframe. Zoom in using the Aggregate - Camera window and switch to Eye mode. This will let us look at our model from different angles by just pressing Space and dragging while holding the mouse-button down in the Perspective window. Do this regularly to check your modeling.

Start the Modeling

Time to start the actual modeling. Our strategy is to create the shoe in two parts, the upper and the sole. We'll begin by creating the Curved Surface that is going to be the upper. Choose Tools > Part > Curved Surface. Rename the Curved Surface in the browser to "upper" by double-clicking it and entering "upper" in the dialog. Control-click in the Front View at an appropriate height. Choose Tools > Create Disc and hold down the Alt key as you in the top window draw a disc that streches outside of the ankle joint.

Convert the disc to a Line Object by choosing Tools > Convert > Convert To Line Object. The disc will be renamed to Closed Line in the Browser. Drag it into the "upper" Curved Surface in the Browser.

Adjust the shape and position of the Closed Line by selecting it in the Browser and using the Tools > Move > Translate and Tools > Move > Scale commands.

A surface takes shape

Make a copy by choosing Tools > Copy > Translate and adjust its size and position with Tools > Move > Translate, Tools > Move > Rotate and Tools > Move > Scale.

Taking Shape

Enter Modify Mode and add two Control Points, one at the smallest toe and one behind the big toe, by pressing down the Z and X keys (Command & Option keys on Mac) and dragging across the blue line. Adjust all Control Points to make sure that the blue line follows the shape of the foot.

Now adjust the Closed Line of the ankle joint in a similar way. Select it in the Browser and move the Control Points around and adjust their handles. Only adjust them in the horizontal plane.

An Additional Line

To smooth out our shoe we need an additional Closed Line between our current two. We create it in the following way:

1. Choose Tools > Modify > Switch to adjust the vertical lines. The Browser now displays six Open Lines.

2. Add a Control Point about 1/3 way up from the bottom by pressing the Z and X keys (Command & Option on Mac) and dragging across any of the lines. Choose Tools > Modify > Switch again and adjust the new Closed Line in the same way as the previous two.

Use the Tools > Modify > Switch command and move back and forth between the Closed and the Open Lines. For some Control Points you have to add handles. You do this by pressing the Z key (Option key on Mac) and dragging the mouse from the Control Point.

Model And Test

All the time, make sure the foot is not poking through the shoe. If so, adjust the handles and the Control Points.

Do some test renders to check out the result. Bring up the render settings window by choosing Rendering > Rendering Settings. Go for the Scanline Method and select the Resolution Preset 800x600. In the Browser, select the parts you want to render and press Ctrl+R (Cmd-R on Mac.)

Sometimes it's a good idea to hide the foot/feet. You can do this by unchecking the correct box in the Browser.

When you are pleased with the shape, exit Modify Mode. You should see the three Closed Lines in the Browser. If you see the six Open Lines, choose Tools > Modify > Switch. Let's finish the upper.

Finishing the Upper

Select the Closed Line at the bottom of the shoe. Choose Tools > Copy > Translate to create a copy below the sole of the foot.

Enter Modify Mode and move the Control Points of the new Closed Line around so as to make a nice, shoelike bottom for the upper. Make sure you pull the Control Points inwards, below the foot, and that you pull up the heel and the front (but only a little bit).

Choose Tools > Modify > Switch and adjust the lines going vertically to the other Closed Lines.

Now the uppers are finished. Time to start working on the soles.

The Soul of the Sole

Choose Tools > Part > Curved Surface. Rename the Curved Surface sole in the browser. Copy the lowest Closed Line from the upper Curved Surface and put it into the sole Curved Surface.

Choose Tools > Copy > Uniscale and make a copy that is a bit larger than the shoe. This will be the circumference of the sole.

Enter Modify Mode and choose Tools > Modify > Switch and adjust the horizontal lines connecting the two Closed Lines. Remove their handles (press the Z and X keys, or Cmd and Opt keys, and click the handles) to create a clean surface. Exit Modify Mode.

Stepping Up

If necessary, choose Tools > Modify > Switch, so that you can see the two Closed Lines in the sole Curved Surface. Choose Tools > Copy > Translate on the outer (larger) Closed Line to create a copy below the original. As you have already removed the handles of the Control Points, you should get a nice clean vertical surface for the sole.

Enter Modify Mode and pull up the backward facing Control Point. Adjust the other Control Points of the bottom Closed line so as to get a nice planar sole bottom surface. Exit Modify Mode.

Copy the lowest Closed Line and paste it outside of the sole Curved Surface, to create a "bottom lid" for the sole.

High Over Heels

To create the heel, choose Tools > Part > Curved Surface. Rename it heel in the Browser. Copy the bottom Closed Line from the sole and put it into the heel Curved Surface.

Enter Modify Mode and create two new Control Points on either side of the sole, right where the heel is going to start. Delete all other Control Points on the Closed Line except the one which is facing backwards (you delete a Control Point by clicking it and then pressing the Delete key). Adjust (remove) the handles on the two new Control Points to make sure that the angle across the sole is not smoothed. Exit Modify Mode.

Finishing the Heel

Choose Tools > Copy > Translate to create a copy of the Closed Line inside the heel Curved Surface, a small distance below the original. This creates the height of the heel.

Copy the lowest Closed Line in the heel Curved Surface and paste it outside of the heel Curved Surface, to create a "bottom lid" for the heel.

Shoes With Volume

We probably want our shoe material to have a bit of volume and not be infinitely thin. Select the uppermost Closed Line of the upper Curved Surface, use Tools > Copy > UniScale to create a copy just a little bit smaller than the original and move the copy to the top of the upper Curved Surface.

Enter Modify Mode and choose Tools > Modify > Switch and adjust the horizontal lines connecting the two uppermost Closed Lines. Remove the handles associated with the horizontal lines (press the Z and X or Cmd and Opt keys and click the handles) to create a clean surface. If you have followed this tutorial closely, you only have to do this on the backward facing Control Points. Exit Modify Mode.

If you haven't done so already, now it's the time to save the Shade project in the project folder under the name "shoe.shd".

Exporting for Poser

Delete the Body by selecting BODY:1 - Body in the Browser and pressing the Delete key.

Rename the Body group to "rShoe" (the name doesn't really matter, we will create a new proper group inside of Poser).

Convert all items in the browser to polygon meshes by selecting them one at a time (upper, sole, "Closed line", heel and "Closed line"), and choosing Tools > Convert > Convert to Polygon Mesh. Use Surface Subdivision Fine.

Before we export the shoe, we have to check the normals. Enter Modify Mode and choose Tools > Modify > Show Normals. Small red lines should protrude from the surface of the shoe- they must not point inwards. In my example everything checked out fine except the bottom of the sole and the heel. Check the correct box in the Browser to invert the normal if it's pointing in the wrong direction. Exit Modify Mode.

Export to Poser

Choose File > Export > WaveFront OBJ. Use the following settings and save it with the name "shoe.obj".

3. Setting Up Poser

Importing Into Poser

Switch to Poser. If you don't already have the original character loaded, load it, remove Inverse Kinematics and zero the figure in the Joint Editor. Choose File > Import > Wavefront OBJ and select "shoe.obj". Use the following Prop Import Options.

Positioning the Shoe

Position the shoe so it fits the right foot of the character.

Enter the Setup Room

Now, select the shoe and enter the Setup Room. Either build your own skeleton for the shoe or load the bones of the original character by double-clicking it in the library. Delete all unnecessary bones, i.e. all bones above the knee of the right foot.

Next, with the shoe selected, bring up the Grouping Tool. We have the following groups: "upper", "sole", "Polygon", "mesh" and "heel". We want to bring them all into a group named "rFoot", so we create a new group by clicking the New Group button, name the group "rFoot" and use the Add Group button to add the aforementioned groups into the "rFoot" group.

And try it out!

Switch back to the Pose Room. Select the shoe once again, bring up the Joint Editor and click the Zero Figure button. Choose Edit > Memorize > Figure. With the shoe still selected, choose Figure > Conform to and select the character.

To try out the shoe, select the character and apply a few action poses from the library. As it is a conforming cloth item (i.e. a figure), it even bends.

Well done!