You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).
Open our 2017 Female/Male model in 3D modelling tool of choice. it's included in our Editor Pack.
Here we use Blender which is free to use. This is our 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 and ensure the value is st to 1.
Now switch to Sculting mode. Here is our starting point.
And here, after the changes, is our face morph.
That's it for the Blender part. Now we export to 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 and import the asset.
Here our model is now imported into the project.
Drag the model into the scene/hierarchy
Expand the model to see its child objects. Check the mesh has a skinned renderer and you can see your morph.
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. Type the name of your morph into the "Original Blendshape" field and untick Incorporate Normal.
Put a checkmark into Preview and Overwrite Silently.
Then click Bake Map.
A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same.
Click on your newly generated morph map. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, Filter Mode is Point. No compression.
Then click Apply.
Although Unity cannot show the preview for the morph map generated here's what it looks like in Krita.
Select a folder INSIDE your project where the created morph texture will be saved.
Brings up this window...
Drag the femalebody mesh into the original template field.
Into the Original Blend Shape field, enter the name of your blendshape (e.g. ‘MySlider’).
Untick ‘Incorporate Normal’ and set the scale to 1.0
Click Bake Map.
This will output a texture to the folder you specified; it should have a bit of RGB noise where the modifications have been made.
Select this texture. Then change the import settings so that:
sRGB is off
Read/Write Enabled is on
Generate Mip Maps is off
Wrap Mode is Clamp
Filter Mode is Point
Compression is None
Hit Apply.
Now we’re ready to upload - last step!
Create a new empty game object
Add a Clothing Item Settings
In the Body Slider section (towards the bottom), drag your texture into the slot
Add a Virtual Good
Set the category to Clothes/Body/Morphs