You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).
You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.
Here we use Blender which is free to use. This is the default start scene in Blender.
Delete cube, lights and cameras - we don't need those.
Go to File and Import, then pick FBX.
Here is the import window.
You should see this. Click off and on the model and click the Collections icon here:
Now delete the existing Morph Keys.
We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.
While on that new morph, double click to rename
Now ensure the value is set to 1.
Now switch to Sculting mode.
Here is our starting point.
After my changes here is our face morph.
That's it for the Blender part. Now we export to FBX.
Go to File then Export then FBX.
Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.
Then click Export.
Now we switch to Unity. Here we have an empty scene ready and a work folder created called "Morph Tutorial Folder".
You of course, should use your own recognisable name.
With this folder selected, right click in the empty right hand pane of your project and select Import Asset.
Locate your folder where you exported the modified 2017 Male into. First go to Assets.
Then go to your work folder and import the model.
Here our model is now imported into the project.
Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you
can see your morph name.
Dialling this to 100 will reveal your morph. Leave it set at 100.
Open the menu item: Sinespace->Tools->Custom Shapes->Create Body Morph Texture
Now double click the Asset folder.
Then select your work folder. This is where our Morph Displacement Map will be created.
You will now see the Create Morph Map dialog box.
Drag the mesh (from the project) into the top slot.
Put a checkmark into Preview and Overwrite Silently then click Bake Map.
Type the name of your morph into the "Original Blendshape" field.
Uncheck Incorporate Normal.
Set preview options.
A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same.
Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp,
Filter Mode is Point. No compression.
Then click Apply.
You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.
Here's what it looks like in Krita.
Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.
Rename your game object to something recognisable. Add a Clothing Item Settings component.
Ensure the skeleton is set to Base Male. Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot.
Add a virtual good component.
Now add a Virtual Good component.
After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.
Here's the finished item in world, called "Morph Tutorial" and is available free in the shop.