← Back to Tutorial Index | ← Chapter 8: Advanced Outfit Registration and Figure Mask (Hiding Base Mesh and Correcting Poke)
This chapter explains the procedure for using ShapeSync Asset’s VRM Integration features to configure Expression (facial expressions) and Physics (secondary motion / SpringBone for hair and outfits) for Figure and Outfits, and verifying their operation after Generate.
[!NOTE] About the Working Environment for This Chapter: VRoid Studio operations are not performed in this chapter. All operations are carried out within the Unity Editor and ShapeSync Editor.
To use VRM integration features, the following packages and scripting define symbol settings introduced in Chapter 1 installation procedures are required.
com.vrmc.gltf (0.131.1)com.vrmc.vrm (0.131.1)SHAPESYNC_USE_UNIVRM must be added under Scripting Define Symbols in Edit > Project Settings > Player > Other Settings, and applied via Apply.SHAPESYNC_USE_UNIVRM is enabled. Please decide whether to use VRM integration before saving settings to the Database.In ShapeSync Editor, configure reference VRMs for facial expressions and secondary motion on the Figure (base body) side.
Figure > VRM from the left TreeView.Expression Reference VRM section.
BasicFemale row (Base) Prefab input, drag and drop BasicFemale.vrm from the Project window.SampleI row (FBM) Prefab input, drag and drop SampleI.vrm from the Project window.
[!IMPORTANT] For Expression Reference, make sure to specify all registered Base and FBM rows without omission (in this setup, the 2 rows
BasicFemaleandSampleI).
Physics Reference VRM section.
Prefab input, drag and drop Hair1BasicFemale.vrm from the Project window.
[!NOTE] The Physics Reference on the Figure side is arbitrary as long as it is a “VRM containing secondary motion (SpringBone)”. There is no special restriction in selecting
Hair1BasicFemale.vrmin this procedure, and specifyingDress1BasicFemale.vrmwill operate identically.
Save to Database button at the bottom of the screen to save.
▲Figure 9-1: Configuring 2 Expression References and 1 Physics Reference in Figure > VRM, and saving with Save to Database
Configure the outfit-specific secondary motion reference VRMs for the hairstyle (Hair1) and dress (Dress1) Outfits.
Hair1Outfits > Mesh Outfits > Hair1 from the left TreeView, and open the VRM section in the details pane.Prefab input of Physics Reference VRM, drag and drop Hair1BasicFemale.vrm from the Project window.Save to Database button at the bottom of the screen to save.
▲Figure 9-2: Specifying Hair1BasicFemale in Physics Reference VRM under Outfits > Mesh Outfits > Hair1 > VRM and saving
Dress1Outfits > Mesh Outfits > Dress1 from the left TreeView, and open the VRM section in the details pane.Prefab input of Physics Reference VRM, drag and drop Dress1BasicFemale.vrm from the Project window.Save to Database button at the bottom of the screen to save.
▲Figure 9-3: Specifying Dress1BasicFemale in Physics Reference VRM under Outfits > Mesh Outfits > Dress1 > VRM and saving
To reflect the configured VRM integration settings, execute generation of Figure and Outfits.
Generation section from the left TreeView in ShapeSync Editor.Assets/ShapeSync/Generated, VRM Relative Path default: VRM/).Generate button at the bottom of the screen, select the output folder, and execute generation.
▲Figure 9-4: Clicking Generate in Generation section, selecting output root folder, and executing regeneration
[!NOTE] About Automatic Post-Processing: Expression Bake (creating VRM Expression data for generated Figure from shared Expressions of Base and all FBMs) and Physics Transfer (transferring SpringBone physics data to generated Prefabs of Figure and each Mesh Outfit) are batch-processed as automatic post-processing upon executing
Generate. There is no need to click individual Bake buttons or open dedicated windows.
After Generate is complete, verify independently in Play Mode whether facial expressions (Expression) operate correctly.
BasicFemale) placed in the Scene.UniversalExpressionProxy component in the Inspector.Expressions list, enable the On checkbox for the facial BlendShape row you wish to check (e.g. VRM_happy).Weight slider (0.0 to 1.0) for that row.
▲Figure 9-5: Enabling VRM_happy in UniversalExpressionProxy during Play Mode and confirming facial change to a smile via Weight slider
Next, verify independently whether secondary motion (Physics / SpringBone) for hair and outfits follows character movement.
Hair1 and Dress1 are attached to Figure, and that Walking.controller is set in Animator.Hair1 and the skirt hem and cloth edges of Dress1 naturally sway with a slight delay relative to body movement, and that physics simulation is actively tracking character footsteps.
▲Figure 9-6: Confirming that hair tips and dress hem naturally sway and follow along with SpringBone gizmos during walking animation playback in Play Mode
VRM section does not appear in ShapeSync Editor, or an error occurscom.vrmc.gltf, com.vrmc.vrm) or ShapeSync VRM Integration Companion may not be installed properly.SHAPESYNC_USE_UNIVRM may not be set under Scripting Define Symbols in Project Settings > Player > Other Settings.SHAPESYNC_USE_UNIVRM symbol.UniversalExpressionProxy in Play ModeSave to Database after setting Expression Reference VRM in Figure > VRM, or you may not have re-executed Generate in Generation after configuration.On checkbox for the corresponding expression row in the UniversalExpressionProxy Inspector may not be enabled.Figure > VRM, and re-execute Generate. In Play Mode, always check On before operating the Weight slider.VRM section of Outfits > Mesh Outfits > Hair1 or Dress1, you may not have re-executed Generate.VRM section, and re-execute Generate in the Generation section.← Back to Tutorial Index | ← Chapter 8: Advanced Outfit Registration and Figure Mask (Hiding Base Mesh and Correcting Poke)