← Back to Tutorial Index | ← Chapter 7: Advanced Outfit Registration and Collection (Shoe Deformation and Alignment)
This chapter explains the procedure for eliminating the protrusion (Poke) of the base body remaining at the toes and soles of shoes (Shoes1) identified at the end of Chapter 7, using the dedicated outfit masking feature Figure Mask.
Shoes1Mask.png) painted black only in the areas corresponding to the toes and soles hidden inside the shoes, and save it to Assets/Texture/Shoes1Mask.png in the Unity project.Shoes1 > Figure Mask, register and save the mask texture for the Body material, and verify in Play Mode after re-Generate that Poke has been completely resolved (Before / After).In Chapter 7, the Collection feature was used to fit the shoe position and ankle angles cleanly, but during walking animation playback, a slight protrusion of the base body skin was observed at the tip of the shoe toes (Poke).
▲Figure 8-1: Base body poking through the tip of the shoe toes identified at the end of Chapter 7 (Before)
BodyBodyCreate the mask image in the texture editing screen of VRoid Studio.
BasicFemale.vroid.Body tab in the top menu, and click the Edit Texture button on the right panel.
▲Figure 8-2: Clicking Body tab > Edit Texture to enter texture editing
Skin from the categories on the left.+ button).100, and brush size to a suitable thickness (e.g. 37).
▲Figure 8-3: On the white-filled layer, painting toes and soles hidden inside shoes black (#000000) from 3D View side
Export from the context menu.Assets/Texture/Shoes1Mask.png inside the Unity project and save as PNG format.
▲Figure 8-4: Right-clicking created layer, selecting Export, and saving as Assets/Texture/Shoes1Mask.png
Assets > Texture > Shoes1Mask in the Project window.Texture Type: Default and Alpha Is Transparency: OFF).
▲Figure 8-5: Selecting Shoes1Mask texture in Unity Project window and confirming toes and soles painted black on white background
Register the created mask image into ShapeSync Editor.
Outfits > Mesh Outfits > Shoes1 > Figure Mask from the left TreeView.Figure Material Entry dropdown, select Body.Mask Texture, drag and drop Shoes1Mask.png (Assets/Texture/) from the Project window.
▲Figure 8-6-1: Selecting Body in Figure Material Entry and specifying Shoes1Mask.png in Mask Texture
Add Figure Mask button to add the registration row.Save to Database button at the bottom of the screen to save.
▲Figure 8-6-2: Clicking Add Figure Mask to add Body - Shoes1_Body_Mask row, then saving with Save to Database
[!NOTE] Note Regarding Material Rows: In this tutorial model structure, base body skin is integrated into the
Bodymaterial, so registering 1 row is sufficient. However, for models where limbs or nails are split into separate materials, additional Figure Mask rows must be added for each material you wish to hide.
[!TIP] Registration in Textures Section: The mask image specified in Figure Mask is automatically registered as a Texture Resource owned by
Shoes1. Therefore, manually registering the mask image in ShapeSync Editor’sTexturessection is unnecessary.
Perform regeneration to apply the Figure Mask settings, and verify operation in Play Mode.
Generation section from the left TreeView in ShapeSync Editor.Generate button at the bottom of the screen.Assets/ShapeSync/Generated), click “Select Folder”, and execute regeneration.
▲Figure 8-7: Clicking Generate in Generation section, selecting output root folder (Generated), and executing regeneration
BasicFemale) placed in the Scene.outfitShoes1.asset registered in the previous chapter remains set in the Template List of Figure’s ShapeDirector.
▲Figure 8-8-1: During walking animation playback in Play Mode, toe Poke is completely resolved and fits cleanly into shoes (After)
▲Figure 8-8-2: Verification from beneath dress and sole side. Protrusion from sole is also cleanly resolved (After)
Save to Database after clicking Add Figure Mask in Shoes1 > Figure Mask.Generate (re-generation) in Generation of ShapeSync Editor after configuring Figure Mask.Body row is saved in Shoes1 > Figure Mask, and always re-execute Generate in the Generation section.Shoes1Mask.png) created in VRoid Studio, the black (#000000) painted area may have extended beyond the shoe boundary up to the ankle or upper leg.Assets/Texture/Shoes1Mask.png again, and re-execute Generate in ShapeSync Editor.← Back to Tutorial Index | ← Chapter 7: Advanced Outfit Registration and Collection (Shoe Deformation and Alignment)