ShapeSync

Chapter 3: Figure Registration and Initial Operation Check

← Back to Tutorial Index← Chapter 2: Initial VRM Data Generation

This chapter explains the steps to register the Base VRM (BasicFemale.vrm) and FBM VRM (SampleI.vrm) created in Chapter 2 into ShapeSync Editor in Unity, generate a Figure asset capable of body shape deformation, and perform initial operation checks under animation playback.

[!NOTE] Prior mesh combination using Mesh Utility or similar tools is not required for Figure registration. You directly register the created VRM files into ShapeSync Editor.


1. Introduction (Glossary and Core Concepts for Beginners)

Before starting the tasks, here is an explanation of the core concepts used in this chapter.


2. Launching ShapeSync Editor and Creating a Database

First, launch ShapeSync Editor and create a Database to store the project data.

  1. From the top menu in Unity Editor, select and open Tools > zgock > ShapeSync > ShapeSync Editor.
  2. The General screen will be displayed.
  3. Click the New Database button next to the Database field.
  4. The Create ShapeSync Database save dialog will appear. Select the destination folder and save it with the default file name (ShapeSyncDatabase.prefab).

Creating a new Database ▲Figure 3-1: ShapeSync Editor General screen and Database creation dialog


3. Registering the Base Model (Figure)

Register the standard body shape baseline model (BasicFemale.vrm) as a Figure.

  1. From the left tree in ShapeSync Editor, select the Figure section.
  2. In Figure Name, enter the logical name to register (BasicFemale).
  3. In the Figure prefab field, drag and drop Assets/VRM/BasicFemale.vrm from the Project window to assign it.
  4. Click the Save to Database button at the bottom to save the Figure settings to the Database.

Registering Base VRM in Figure section ▲Figure 3-2: Assigning BasicFemale.vrm in the Figure section and executing Save to Database


4. Organizing and Naming Material Entries

After registering the Figure, organize the names of Material Entries so that materials can be properly managed by logical names within the Database.

  1. From the left tree in ShapeSync Editor, select the Figure > Materials section.
  2. Rename the default Entry names from top to bottom to the following 9 fixed names:
    1. Mouth
    2. Iris
    3. Highlight
    4. Face
    5. EyeWhite
    6. Brow
    7. Eyelash
    8. Eyeline
    9. Body
  3. Click the Save to Database button at the bottom to commit and save.

Naming Entries in Materials section ▲Figure 3-3: Renaming and saving the 9 Material Entry names in the Materials section

[!TIP] Entry names are identification names used to manage assets logically within the ShapeSync Database. Renaming an Entry does not modify the source asset of the original VRM or materials at all.


5. Registering the FBM Axis (SampleI)

Register the body shape deformation FBM model (SampleI.vrm) as an FBM axis.

  1. From the left tree in ShapeSync Editor, select the Figure > FBMs section to open the Register FBMs screen.
  2. Click the Add FBM Entry button to add a new FBM row.
  3. In the added row, enter SampleI into FBM Name.
  4. In the Source Prefab field, drag and drop Assets/VRM/SampleI.vrm from the Project window to assign it.
  5. Check the Import All Materials and Textures checkbox to ON (checked).

    [!NOTE] This option is OFF by default. It is enabled here to import materials and textures from the FBM side so they can be referenced in Chapter 5 for “Skin Shape (adjusting skin texture and tone).”

  6. Click Save to Database at the bottom to commit the settings.

Registering SampleI in FBMs section ▲Figure 3-4: Adding SampleI in the FBMs section, enabling Import All Materials and Textures, and saving


6. Executing Generate and Outputting the Figure Asset

Output (Generate) a Figure asset capable of body shape deformation from the registered data.

  1. From the left tree in ShapeSync Editor, select the Generation section.
  2. Keep each output folder setting (Registries/, Bindings/, Materials/, Textures/, Outfits/, VRM/) as default without modification.
  3. Click the Generate button at the bottom (*Do not use Save to Database in this section).
  4. The Generate ShapeSync Figure save dialog will appear. Select the destination root folder.
  5. The Figure Prefab will be generated directly under the output root.

Executing Generate in Generation section ▲Figure 3-5: Executing Generate with default settings in the Generation section


7. Scene Placement and Initial Operation Check with CC0 Animation

Place the generated Figure in the Scene and verify that the body shape deforms smoothly during animation playback.

Preparing Animation for Operation Check

Use the distributed animation package under CC0 1.0 license for operation checks.

  1. Download CC0Animation.unitypackage and import it into your Unity project.
    • The package contains Walking.controller, T-pose.controller, animation FBX files, and LICENCE.txt.

Initial Operation Check Steps

  1. In the Project window, select the generated Figure Prefab and drag and drop it into the Scene view (or Hierarchy window) to place it.
  2. Select the placed Figure GameObject, and in the Animator component in the Inspector, assign Walking.controller to the Controller field.
  3. Press Unity’s Play button to enter Play Mode.
  4. In the Scene / Game view, confirm that the character’s walking animation is playing.
  5. While walking playback is active, open the DynamicBoneBlender component in the Figure’s Inspector.
  6. In the row where blendName is SampleI, move the weight slider from 0 to 1.
  7. Confirm that the character’s body shape deforms smoothly while the walking animation continues seamlessly without interruption.

Walking animation playback and FBM weight control in Play Mode ▲Figure 3-6: Operating SampleI weight during Walking.controller playback in Play Mode to verify body shape deformation


8. Common Issues and Solutions (Troubleshooting)

Q1. FigureGenerateMeshBuildFailed is displayed during Generate

Example of diagnostic message when Generate fails ▲Figure 3-7: Example of diagnostic message displayed when Generate fails

Q2. Walking animation does not play in Play Mode


← Back to Tutorial Index← Chapter 2: Initial VRM Data Generation