I wouldn't call myself an expert, but I've been modding stuff for a long time, including doing things like this, new clothing, etc.The expert arrives
Correct.OK, so what I was thinking... Simplest version: You can remove the heels as a simple texture mod. There'd be a problem with the underside of the flat heel, but it's probably not seen very often.
You wouldn't stretch the leg, just reshape the heel to make the sole of the shoe flat. It would require a 3D program like 3DMax, Maya, Blender, etc... with whatever plugin CDPR used to create the models. You'd need the REDkit if you want to make an entirely new asset, that is, having an option to have the same outfit, one with high heels, one with flat heels. Otherwise just dropping it in the override directories will replace the current model.Better version:
1. Use tools to morph the model (push up the heels, stretch the legs so that any adjustment you make to the foot don't change her upper-body position). I'm assuming here that stretching the legs would automatically stretch the rigging accordingly. I'm also assuming you'd definitely need 3rd party tools to make these changes, but it may need REDkit to handled exporting and importing the model after the change.
First, disclaimer: I cannot speak specifically for CDPR's models or format, since I didn't go that deep into modding W1 or W2; that said: you don't have to fix the animations. You can assign different animations to the same skeleton that would only play in certain conditions, as in your character being male or female. As long as the meshes are properly rigged to the skeleton, there is not need to re-animate, because the animation will play against the skeleton, and the meshes will conform to the skeleton. What you may have to do is re-weigh the new mesh to the skeleton's bones, but normally I only do that when I am using a mesh from one skeleton to a different one.2. Fix the animations so that her feet are at the correct angle relative to the ground and her legs. This is where I don't know how it works in this environment. From what I've read, they mocapped the women separately, presumably wearing high heels, so you would just be able to swap it for the male animation? Otherwise, how would it work? Layering a foot animation on top to get the correct angles? This is still just an academic exercise for me, but I'd be interested to know how you'd do it.
Let me give you a very relevant example to the high heel issue, with pictures of something I did in Fallout: I was looking to make a modified combat armor model, using the wasteland doctor's fatigues. I didn't like the default fatigues used in the female models: the shape of the legs was weird, the boots were too high up the leg, and they had big heels.
Rather than reshape the female's fatigues, since it was easier, I copied and pasted the male fatigues onto the female model as a test, and it look good to me, so I kept them. And they work just fine. I didn't need to reanimate anything.
And here's an example of using meshes on a different skeleton they were made for, with no re-animation required, but had to re-weigh the meshes.
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