TUTORIAL - Adding Shoes to Maxis Meshes
 
Step 1
Import your gmdc file in Milkshape.
 

Step 2

Select the vertex bellow the knees on both legs .
 

Step 3

Delete the selected vertex. They are not needed anymore because the shoes comes also with the lower part of the legs.
 
Step 4
Import the shoes that you want to use in your mesh. Al's shoe meshes are in obj format, so, click on import - Wavefront Obj to select the shoes. The shoes are ready to be used, so they fit perfectly on Maxis Body Meshes. If for any reason they dont fit you just have to select the vertex in pairs and click on Vertex - snap together
 

Step 5

It is usual that a Flat line separates the original and the new part of the mesh. Don't worry we can fix this easily :-)
 
Step 6
Select the vertex where the two parts of the mesh joints.
Click on Vertex - Weld Together
 

Step 7

The flat line is gone.
 

Step 8

Now is time to make the assignemets.
Select the right calf and assign it to r_calf.
Milkshape uses to show the right part of the mesh on the left and upside down, so make sure that you're assignning the joints correctly!!
 

Step 9

Then select the rigth foot and assign it to r_foot.
Do the same with the other leg changing r by l ;-).
 

Step 10

On the Groups tag, click on Comment. A Pop up windoww will appear. C copy the text of the window (in this case BodyName: body)
 
 

Step 11

Select all the groups and click on Regroup. Now rename the new group as body
 

Step 12

Now click on Comment and paste the comment again on the pop up window.
 

Step 13

Export your work. Done, you're ready to work on the textures :-)

NOTE: The Map of the shoe meshes is ready to work on most Maxis meshes without changing its position. Anyway I recommend you to look on the Textures coordiation Editor in Milkshape before to close the program just to be sure that the shoes are in a free position of the map.