ShapeSync

ShapeSync Tutorial & Documentation

Welcome! This document is the official tutorial for ShapeSync, a character outfit deformation toolset for Unity.

Using ShapeSync, you can register and adapt outfits (Outfit) to conform to the changing body shapes of a base character (Figure).


📦 Tutorial Supplementary Materials

Animation assets used for the initial operation check in Chapter 3.


📖 Tutorial Structure (Table of Contents)

This tutorial consists of 13 chapters in total. If you are installing ShapeSync for the first time, please proceed in order from Chapter 1.

# Chapter Main Tasks Status
1 Chapter 1: Installation Package installation. Prerequisites (Unity version, Graphics API, URP, Asset Serialization Mode) presented together Published
2 Chapter 2: Initial VRM Data Generation Create Base Figure and FBM VRMs Published
3 Chapter 3: Figure Registration Register Figure on Database, generate, place in Scene, and perform initial operation check Published
4 Chapter 4: Outfit Registration Create clothed VRMs, register Outfits, and check operations Published
5 Chapter 5: Shape Registration Register Morph / Skin / Hair / Outfit Shapes and check operations Published
6 Chapter 6: Advanced Figure Registration / PBM Create PBM VRMs, register to Database, redefine Morph Shape, and check operations Published
7 Chapter 7: Advanced Outfit Registration / Collection Create shoe-wearing VRMs, register to Database, configure Projection and Collection, and check operations Published
8 Chapter 8: Advanced Outfit Registration / Mask Create shoe-correction Mask in VRoid Studio, register Mask to Database, and check operations Published
9 Chapter 9: VRM Integration Register Expression and Physics VRMs, generate, and check operations Published
10 Chapter 10: Document Storage Aggregate Shapes created so far and save Document Published
11 Chapter 11: Humanoid Compiler Generate Humanoid from the created Document Published
12 Chapter 12: Atlas Configure settings in Atlas Editor and regenerate Humanoid Published
13 Chapter 13: Hot Bake Runtime Humanoid playback via Figure / Document / Atlas Published

Chapter 1: Installation (Published)

Chapter 2: Initial VRM Data Generation (Published)

Chapter 3: Figure Registration (Published)

Chapter 4: Outfit Registration (Published)

Chapter 5: Shape Registration (Published)

Chapter 6: Advanced Figure Registration / PBM (Published)

Chapter 7: Advanced Outfit Registration / Collection (Published)

Chapter 8: Advanced Outfit Registration / Mask (Published)

Chapter 9: VRM Integration (Published)

Chapter 10: Document Storage (Published)

Chapter 11: Humanoid Compiler (Published)

Chapter 12: Atlas (Published)

Chapter 13: Hot Bake (Published)


💡 Basic Terms to Know First


© 2026 zgock999. Released under the MIT License.