#avatar-optimization

1 messages · Page 15 of 1

jagged dagger
#

And render textures

#

I don't know anything blender unfortunately

#

Find the UI very confusing

#

Though my mat swaps mostly include different shader settings

#

I reuse a lot otherwise in terms of textures

radiant shadow
#

made a vid thats 2.4 min long to remind me how to bake stuff , always forget something especially the alpha part, seen some drawn out ones thats 30+ min

#

figured out why vram calc broke , one animation it didnt like

#

that makes it 0

#

this fixes it

#

newer one uses uv swap

jagged dagger
#

Oh you got all in the same animation?

radiant shadow
#

just radial

jagged dagger
#

I have like one animation for each swap and toggle with an int toggle through them

#

Well with 17 different int toggles

radiant shadow
#

ratl yeh done both just radial is 1 anim 1 float , way less setup

jagged dagger
#

Which results in 2 pages in radial menu

#

With one thing having also it's own submenu

onyx harness
#

ig the difference would be if you wanted to have a menu icon to show what it is you're changing into. Unless you memorise the wheel and know 56% is x look

jagged dagger
#

Though most things are only on my pc version

#

Quest version is rather barebones

#

Since almost none of everything works on Quest lol

jagged dagger
radiant shadow
#

slightly newer ones uses int when entering a menu to change into that outfit, then every one of those have 4 toggleable stuff on them, only need 1 int 4 bools (toggles) for all 5 outfit - not one id wear much its not optimized and was mostly 'how do i do this some years ago'

#

4 layers of these pretty much for toggles

onyx harness
#

opening the submenu applied the outfit?

radiant shadow
#

yep

onyx harness
#

when you exit that menu, wouldn't the int be set back to 0? and if so, how does it sync for those that join later?

radiant shadow
#

thats default look so 0

#

synch fine with it

#

pretty old now was made with PoiyomiPro7.2.29 (2021~) - have since updated to 8.2.030 , but setup is ancient ratl

#

if id redo there would be much more uv discards

onyx harness
#

not my updating an avatar on 6.1.15

radiant shadow
#

would been -18 meshes (currently 25) if i did use uv discard - but eeh not an av i use

jagged dagger
#

I always update my poi pretty fast

#

Currently i use poi 9

onyx harness
#

I'm going through the process of updating all the old avatars still being sold. I've been sticking to 8.2.027, havn't tried v9 yet

radiant shadow
#

030 is the last of the 8.2's - alpha would be annoying to update for all my av / friend ones

#

6 to 7 was .. such fun, then 7 to 8.2 changed shade/uv name

onyx harness
#

ye, but there's some... features, that suffer from a bug in 029 and 030. With 028 being down I went with 027.
The toggles are all being converted to uv discard from object and blendshapes

#

plus the texture memory is all being adjusted so the 600-700mb avatars will be Poor or better as default

#

yeah it was bad

#

I am the one who knocks

marble rain
jagged dagger
#

I gotta sub to Patreon again to get new poi 9 updates

wild fern
#

I have a booth avatar that has a bunch of blendshapes to shrink parts of the body mesh into a singularity (best way I can describe it). I assume these are for when you have clothes that fully cover those areas, you don't need to have the mesh there, but does that actually lead to better performance? Are all those points/edges/vertices all collapsed and calculated as one? Because VRChat still counts them as polygons, and as such my avatar is "Very Poor", after adding only a few clothes and accessories.

mint topaz
#

blendshapes = worse performance actually

heavy knot
#

if you want those verts not rendered, you'd use something like UV tile discard

wild fern
merry swift
#

more specifically, there is a set performance cost incurred with each blendshape added to the mesh, and further still for blendshapes that are active

#

so those blendshapes that collapse your limbs down actually make your avatar ever so slightly less performant

verbal spruce
#

I've used a component to reduce the polygon count of an avatar's model but it doesn't like those components existing on the model. Is there any way to fix this while keeping the the new simplified meshes without redoing the model itself in Blender?

hardy hound
#

Blender is soo much easier than trying to optimise stuff in unity

hardy hound
merry swift
# hardy hound Arguably worse performance since blendshapes also take up vram just like texture...

the vram consideration isn't really what makes us care about blendshape performance, I'd strongly urge anyone to look at optimizing textures first unless something is seriously wrong. We care about blendshapes because they have a significant impact on how long it takes your avatar to shuffle through the render pipeline. https://gist.github.com/d4rkc0d3r/f77c1e96d4aeefd0d1eaf13fb096a2de

Gist

GitHub Gist: instantly share code, notes, and snippets.

#

In unity 2019 the GPU wastes a bunch of time shuffling data for unused blendshapes around the blendshape buffer, this (and some other blendshape related stuff) getting fixed for 2021 contributes to that modest framerate boost

#

Take that .86ms (merged mesh, 10 active blendshapes), multiply by 40 and you'll quickly find we are not getting 60 fps from blendshape performance cost alone

#

That. Is why we care about blendshapes.

marble rain
night inlet
merry swift
night inlet
#

thankfully we are now on 2022 and it deosn't really matter anymore as long as you don't have a ridiculous amount of blendshapes active

#

no more cursed skinning performance anymore. funnily the base skinning is also faster, so for my test avatar on new unity its about as fast as old unity with no blendshapes when using 3 blendshapes in new unity!

merry swift
#

not a moment too soon

tulip rose
#

Ah, interesting knowledge. Will have to poke at the profiler and see how things have changed.

drowsy venture
#

hello everyone, i'd like to know what is the most optimized way to do toggles currently? as i understand it if i split my one material outfit into 5 separate objects in unity, it will result in 5 materials, and that's a big no-no for performance... so what should i do instead?

radiant shadow
#

5 isnt much for pc - quest insta bad

#

uv discard (pconly) > mesh toggle > shrinking bones > blendshapes .. something like that from good to terrible

low mural
#

Performance wise, is there any difference deleting a bone from Unity compared to deleting it in Blender?

spring sun
#

Besides it being a no no to do it in unity

#

Not really

tulip rose
short badge
#

How bad is it to have 3 audio sources on an asset? I could in theory have 1 big one that covers the general use area but if audio sources aren't too unoptimized then ideally I'll add 3 different ones for different areas.

low mural
pulsar lichen
#

does anyone have the avatar sdk file

buoyant holly
pulsar lichen
#

i did, thanks

arctic comet
#

anyone know what the cause of these errors are when i try to convert to quest

#

im using the VRC quest tool

frank widget
#

successfully make kokoa goodvrcPerfGood from rank poor

tulip rose
#

Solid job.

sterile bramble
oblique patio
#

So this avatar I'm trying to upload has 86 materials. The SDK shows 6 material slots. It seems like they are toggling the materials with the menu. isn't that a bad idea? I'm thinking about using only one material with the textures that I like to use..

onyx harness
oblique patio
#

ok the texture memory seems to be acceptable

onyx harness
#

you'll need to check the texture memory with tools like Thry's Avatar Performance Tools

oblique patio
#

ok, thank you

jagged dagger
#

Me finding Murder Drones models online to download:

#

Guess i gotta throw money for a commission eventually again

#

If i continue with them that is

marble rain
fierce furnace
#

so i was modelling a lil knife and wanted to ass a couple animations for it being open, close and half. i was wondering in terms of optimisation, would shape keys for each state be better or should i use an armature and do it in unity?

ivory sluice
#

if there's going to be any rotation you'll have to use bones, shape keys can only be interpolated linearly

fierce furnace
#

shite, i completely forgot about that lol

#

brain hasn't kicked in lol

#

cheers though

hardy hound
proven dock
#

sin(x) = x if x is small enough

#

...I think that's relevant at least

ivory sluice
#

to do rotations via blendshapes using sine and cosine the rotation should be exactly 90º
you'd need to have two blendshapes where all vertices are shifted to the Y and X axis gradually where on the center of rotation is not shifted and the further from the radius it is, the more it shifts (relative to the rotation, for example if it rotates on the Z axis, the axis are X and Y, if it rotates along Y, it's X and Z, and if it's X, then Y and Z)
Then on the animator you need to do a perfect sine and cosine curve, the sine curve influences the Y shift and the cosine the X
to make a full rotation, since you can't invert blendshapes, you'll have to also make two more blenshapes which are the inverse of the other two, then blend them as follows
(X = shifted on X, Y= shifted on Y, -X = inverse shift of X, -Y = inverse shift of Y)
X -> cos(rotation) Y -> sin(rotation)
-X -> -cos(rotation) -Y -> -sin(rotation)

atomic badger
#

would it be possible to use one float for all your avatar adjustments? :3
Just use a integer to select what you wanna set, and then adjust the float.
then have those animations be write defaults enabled

#

this would be amazing if it actually would work

cold yarrow
#

you could do that with direct blend trees

atomic badger
#

right, but you want the animations to "stick"

#

after u set them

cold yarrow
#

hmm

proper grail
#

i think the way youre trying to do it will not be network synced, all the changes you make will just be for who can see you

atomic badger
#

right

#

pain

urban shoal
#

Sorry if it's a common question, but is there a way to stop the SDK counting inactive objects towards the mesh and material count?

#

In this case, toggleable items in the character's handles.

cold yarrow
#

no, those always count

urban shoal
#

Aw, shucks

nova hornet
# atomic badger would it be possible to use one float for all your avatar adjustments? :3 Just u...

I vaguely presume that's what this does
https://fuuujin.gumroad.com/l/OSCParameterSync

Gumroad

This is a ready to use package of my OSC Paramater Sync system.What does this system do ?It uses only 2 ints and 2 floats in the avatar global synced parameters, to store up and sync up to 255 more float values on your avatar. This allows you to use more than the 256 memory allowed for you to use by VRChat.This allows you to extend your paramete...

stuck ingot
#

I have this message not letting me upload my avatar but my textures are the vrchat mobile shaders.

heavy knot
stuck ingot
#

ok thanks i will do that now.

#

thanks for the help it worked

vital cloud
#

I'm using a vroid model to make my first vrchat model & I've been told there are many phys bones i can delete to better optimize the model but I'm not sure which ones. Anyone have any input on this?

buoyant holly
vital cloud
#

Ah I mustve skimmed over it too fast. Thanks.

hardy torrent
#

was optimising this avi (removing transparent textures) and this is how the blendshapes now look

#

anyone know a quick fix or will i simply have to redo all the blendshapes

radiant shadow
#

redo or weightpaint em, if you accidentally create new verticies using knife tool that happen

hardy torrent
#

Ive fixed the weight paint alr

#

ig redoing it is

#

xd

tulip rose
granite crystal
#

is there a way to show some avatar's object thru other avatar's objects (even if it's behind them) with shaders not loaded?

#

(like "please turn on shaders to see avatar properly" banner inside crypted mess of polygons)

ivory sluice
#

Do you mean to replace the avatar with a polygon mess to make people unlock it?

sick relic
tulip rose
# atomic badger Yup

Well, as long as you iterate over all indexes every once and a while for late sync.
You could use state behaviours to set a local copy of the value.
That way the network sync is only using those 16 bits.

ruby vortex
#

What techniques can I use to manually reduce my avatar's polygon count in blender without destroying blendshapes? CATS' decimation tool is decent but I'm willing to research and put in effort for a better result, just not sure where to start. (should I ask in 3d-modeling?)

cold yarrow
#

I first go for deleting edge loops where they won't be noticed

thick condor
#

https://vxtwitter.com/VIANVOLAEUS/status/1728810912851820651?s=19

Because a part of the avatar creator community needs to be reminded that the word "optimization" exists, here.

you probably don't need 4k+ textures

being smart with reducing certain texture sizes can decimate your VRAM cost

in this example, going from a worst case 240MB > 30MB, down to 1/8th of the original:

💖 29

▶ Play video
#

That's me done here.

jade wedge
#

i'm trying to make an atlas for selected textures but some of them have this issue where they are not accurate size and it breaks the atlas

#

all of them use the same shader on the same settings

#

nvm setting it to a different shader and setting it back fixed it

brazen sage
#

Hello!

Bit of a repost but it says everything that needs to be said-

I am currently drowning in the sea of my own ignorance and being battered by the currents of things I do not understand. The basic situation is as follows-

I have a custom avatar, custom model, I believe built from the ground up. it's horribly unoptimized. (see the screenshot below.) I see a lot of errors, but I have absolutely no idea how screwed I am. Provided I have all of the files and everything, how hard of a job would it be to optimize? If there's any specific screenshots or examples you want me to pull I'm happy to do so, though please bear with me because once again, I am so out of my depth

buoyant holly
brazen sage
#

I see! And- I genuinely apologize for my ignorance, in this context what is considered a "material"?

heady smelt
#

so basically you want to use and few as you can by combining ur textures with uv editing

buoyant holly
brazen sage
#

Ah! I get it!

So rather than having a seperate texture for say- a hat, and a coat, and another coat, and the skin, etc, you're basically blending it all into one continuous texture?

brazen sage
#

This is both illuminating and a bit uh- Perilous.

#

Hang on- let me show y'all.

buoyant holly
#

basically multiple textures bad because the way the GPU/cpu works it would basically have to fetch each texture separately whereas combining them together it only has to do the get texture process once

brazen sage
#

How does it handle that with toggles?

#

Showing the model for my point.

The Red Coat, the blue coat underneath and the hat can be turned off.

buoyant holly
#

you would have to toggle the objects using like bones scaling/blend shapes if you want to keep the material count low

#

as being separate meshes would also increase the material slot

brazen sage
#

I think I get ya...so other than poly-count, a lot of these optimizations could be done with a few simple tweaks with how the model is rendered

buoyant holly
#

yeah it wouldn't take that long to fix

#

have you ever used blender before

brazen sage
#

Never, not really anyway.

buoyant holly
brazen sage
#

I'm a hardware/server/networking guy, I build the machines all this runs on, I have never actually delved into the art at all

buoyant holly
#

then you'd probably want to use the material combiner add-on workflow

#

the video I just linked will show you what you need to do in 2 minutes

brazen sage
#

Aces

buoyant holly
#

setting up the toggles so you can turn the clothing on and off would take a little more explaining

#

but first let's get the materials combined

brazen sage
#

Stand by, I uh...hm.

I appear to only have a Unity project file to work with, but I'm sure I have the raw model somewhere around here

#

AHA! Found it!

#

(ANd may I say this is fun! I love tinkering!)

buoyant holly
#

and question do you primarily play on Quest Standalone or PC

#

mostly just asking to know if doing mesh toggles on PC and you always wear all of the pieces on Quest might be easier?

brazen sage
#

I primarily play on PC, but my plan was to have the avatar optimized for Quest too so Questies can see me

#

Alrighty! The materials have been combined, I think!

buoyant holly
#

and then you would export the fbx back out to the place your avatar is located in your Unity project

brazen sage
#

Alrighty, and then-

#

...Oh no.

#

I have become a Manta-ray

#

I've gone from TecTim to FishTim

buoyant holly
#

oh dear

#

what happens if you just drag the fbx into the unity scene

onyx harness
#

yeah them some incorrect blender export settings

brazen sage
#

Very much untextured me

buoyant holly
brazen sage
#

I have the distinct feeling that I misunderstood the instruction. 😛

onyx harness
#

If it stretches you need to reexport with Apply Scalings as FBX All
If it crumples it needs to be reexported as All Local
i think it was

buoyant holly
#

yeah it would be worth giving it a try to see if it doesn't Manta-ray?

#

and you should be able to just drag the new combined texture onto the gray version of your avatar?

onyx harness
#

would save the Pumkins step

brazen sage
#

Drag it on in Blender or in the SDK?

buoyant holly
#

in unity sorry for the lack of clarity

brazen sage
#

Nah you're good!

buoyant holly
#

as you would be needing to make a new material as your old ones would no longer be in use as you made the new combined material

brazen sage
#

Oh I get it!

buoyant holly
#

cool

brazen sage
#

Okay so!

Bit of good news and a bit of bad news. Good news is that worked. Bad news is I think the process might've broken the scene in a way I don't quite understand

buoyant holly
#

what kind of braking?

brazen sage
#

So the clipping through the hat and the clipping at the armpits there, there is technically some model that would push through as you can see.

#

Also, lighting is quite different, not sure what that means yet

buoyant holly
brazen sage
#

Ah! That makes sense, yeah

buoyant holly
#

the clipping you would have to fix in blender as now it's all one mesh

brazen sage
#

Alrighty, so that'd be more of a case of "Squish things back where they should be"

buoyant holly
#

yes

brazen sage
#

Great!

...ACtually wait this Does help with the other problem too!

#

I could reduce polies this way!

buoyant holly
#

dissolving Edge Loops makes less of a mess than the decimate modifier

#

but I would point out your triangle account is only yellow so everyone will see your avatar

#

so pretty much just get your material where you like it and fix the clipping and your avatar is good to go

heady smelt
#

can someone give me a good baking tutorial

#

im making my avi a fallback

buoyant holly
heady smelt
#

nvm ima just use the vid u already sent

#

but thank u again

heady smelt
#

I did it yall

buoyant holly
#

Cool

brazen sage
#

Ahhh so I've learned some valuable lessons over the past amount of itme I've been working on this. 😛

#

Namely-

Yes, we fixed the materials, but all the animations and toggles on the model appear to be busted now. Sooo trying to figure out how to get around this problem now. xD

buoyant holly
#

not surprised as you combined all the objects together so if your animation is looking for object B it no longer exists

brazen sage
#

Makes sense, yeah.

buoyant holly
#

is the Avatar no longer very poor

brazen sage
#

Difficult to say, I've not been able to get it into a buildable state since.

buoyant holly
#

oh dear sorry for making a bit of a mess

brazen sage
#

Nah you're okay!

#

❤️ I had a really lucky and good day at work, my tech karma had to go somewhere. LOL

#

(Besides, I'm having fun.)

#

I am wondering if it'd be a good idea to see if anyone wants to take a look at the project file to see where I might be going wrong though.

When I had the original comission done, the fella built a project file that was just ready for upload and ready to go, so I suspect I'm just doing it very wrong. 😛

buoyant holly
#

I suppose you could look at the working version and your version to see what's different

brazen sage
#

Good point

#

Ah yeah, uh...that's a lot.

long gust
#

I'm working on a video that can help people for optimizing their avatars on PC if anyone's looking forward to that

austere wave
#

@long gust Yes!

#

Oh god help me, I really want to get this to at least Poor, Most of the VRC clubs want Poor or better and I have no clue how to Optimize

buoyant holly
austere wave
#

@buoyant holly I dont know how I did yous VRAM Calculator to reduce Texture sizes but thats all I know how to do as far as optimizing is there a plugin that I can use

buoyant holly
#

unfortunately reducing triangle count is generally done in blender

austere wave
#

oh no my Blender skills are even worse

buoyant holly
#

but something you might could try as far as Unity see how much of a triangle reduction you get removing the collars

#

but yeah it would be good to learn enough blender to at least use decimate

austere wave
#

I know there is a way to Combine Mats in blender too, ugh, I guess I have to spend 100 hours learning blender too.😅

buoyant holly
final osprey
#

can anyone help? i can't modify these shaders

rigid wolf
rigid wolf
chilly fox
#

Does anyone have a guide for putting facial expressions into a blendtree and onto a radial?
I tried this kinda thing, but it only goes up to 49% and does actually apply the anims. 🤔

#

I could just set toggles in the usual off/on way, but figured a blendtree would be better.

proper grail
#

in the toggle menu, the when radial menu open = 1 box should be blank

chilly fox
#

This setup works in Gesture Manager, but not in in game. 🤔

proper grail
#

49% usually means something else is taking over the parameter

chilly fox
#

Pretty sure nothing else is using it... the FacialExpressions float was created just for this radial.

#

Nothing is using the anims either... I duplicated those from the usual hand gestures, so they're unique files.

spring sun
river heath
#

can anyone help me with this it's my second time making an avatar and I didn't have this problem the first time?

proper grail
#

log out and log back in, might need to enable 2fa

river heath
#

okay I will try that ty^^

spring sun
#

Same place the avatar descriptor component is

rigid wolf
#

Both in the parameter menu and in the animator controller "parameters" tab

final osprey
#

it has the default locomotion in base

final osprey
#

help

bold wharf
#

Its talking about your fx layer. Not your base layer

spring sun
#

if it was talking about the locomotion layer it would say Base > Base

#

which for that it needs an fx layer put there

frigid badger
#

trying to reach 15k polygons, but i am really struggling now
most of my polygons are in the face, but i dont wanna risk screwing up vismes. ive already decimated the hair as much as i could, so whats left is the face itself over 15k tris

#

anything i could do to try and get the tri count on the face down, without screwing up shape keys and vismes

buoyant holly
#

Dissolving edge loops can be safely done on faces affected by blend shapes

frigid badger
#

thanks for the tip

frigid badger
#

almost there...

buoyant holly
#

At the very least you have hit the poor ranking on quest so that's still an improvement compared to most folks

#

Any mesh hiding under the clothing

frigid badger
#

yeah, i dissolved the middle section of the body down to an insanely low poly count, im just trying to get a few more tris in stuff like the feet or paws

#

aaand, its done

buoyant holly
#

Cool

frigid badger
#

i may have accidentally deleted a loop too close to the face, since some of it looks a bit wonk, but its not noticable enough where its an issue. thanks so much for the help

buoyant holly
#

Glad to be of help

final osprey
final osprey
frigid badger
wind herald
#

If you use vrcfury to create your toggles, you don't need an fx controller

keen sable
#

OTL
I understand VRChat's desire to protect the game, but without a proper guideline presented upon launch of the new system to know where the security draws the line before flagging models is really difficult to work with.

#

Anybody got any ideas of where that limit is?

hardy hound
#

i think they all are pretty selfexplanitory what they mean

keen sable
#

Oh, no. I am referring to the new security check system for avatar uploading, the documents that have been released so far by VRChat do not cite what criteria their new system has so right now a lot of creators or people who own avis who are very poor are getting false flags for malicious avatars.

#

It's like YouTube's copyright-bot.

#

I always break down my models into very more reasonably sized avatars for when I am in public worlds or friends+ instances above 10, but because I am a curious lass, I do have a handful of my models where I am experimenting and learning more about min-maxing and optimizing for the best visual quality for the best performance, I also always benchmark / test these heftier avatars with my friends with potatos to make sure these mashups of my learning progress aren't actually straining people's rigs.
So far so good on that front!

#

I just hoped that in here some peeps had already been working with the new security system to figure out what exactly sets it off so I can understand where I need to break up my mashup avatars to follow the newer guidelines.
They (VRChat Developer) won't be telling us (the public) any time soon what these criteria are since they don't want malicious people to break the security system before they can perfect it more.

wind herald
#

Sure there are false flags occasionally, but the system is in its early stages and will get better as time goes on

keen sable
#

...? Um, "hard time understanding this"? No, I'm sorry, I understand the documents very well, I was coming in here wondering if people had already had reports on diferent specs of avatars to cross reference where the system flags it.
If the VRChat system detects 16 physic transforms then it will consider the model in question "good" in the physics component. If the texture memory exceeds 160 mbs then it will be considered very poor by the system. Now there is a secondary system that double checks that list with an even more specific criteria that as I said- we won't know for quite some time officially, so I wanted to see if some people went "hey, I got flagged as malicious for having 16 materials instead of having 4 materials" so I can start understanding the line in it's metaphorical sand so I can continue to optimize my models in adherence to what is needed and wanted while waiting for the official specs to be released.

#

I just wanted data so I can keep working Q^Q

proper grail
#

The second check is for crashers, avatars that thrash resources with incorrect animators, materials that have the game pause or take over ui, blendshapes that move a vert out of bounds. Stuff like that, dont gotta worry about it

short badge
#

i've noticed unity 2022 does a lot more (or at least takes longer) with the mesh and shader optimization on the build of the avatar, does anyone know if this means that unity 2022 avatars will be at least even slightly more optimized than ones built with 2019?

keen sable
proper grail
#

Oh well in that case ive had a few; one being people who add models together in unity and unpack than delete skinned mesh bones, another being people who have every animation ever made in their first fx layer not linked to anything, and another being a material swap animation that referenced a super broken material

fickle oracle
#

Is it bad to have faces that have more than 3-4 vertices in blender? Like should I always split a face into either a triangle or rectangle?

keen sable
# proper grail Oh well in that case ive had a few; one being people who add models together in ...

Once again, this is just a mashup version of an avatar that I do optimize into individual models (That rests below the 150 mbs very poor mark for texture memory), but I keep a copy of them as 1 model to test animations and benchmark its actual performance (kinda super proud of how unlaggy it is when loaded by 1060 GPU laptop :D), but here is the specs of the model that got flagged, it hasn't had errors before, all I did since the security check update was update Poiyomi on the model to go from 8.2 to 9 alpha on the shaders.
So my only offered data is potentially texture memory, I've seen models with more than 60 materials before so I don't know if that'll toss it.
I will take alcohol shots for each person who doesn't fully read this and just yells at me about performance when they have very much missed what I have said-

buoyant holly
keen sable
fickle oracle
keen sable
fickle oracle
#

Would I have to worry about things like face placement, for things like the elbows so they don't bend weird?

keen sable
#

A little bit, usually you'd want to create twist bones that rest between the arm and elbow's connecting spot to use rotation constraints.

#

The amount of verticles in those joints can help smooth out the weights to make it a smoother bend, but it will always look a little quirky due to how IK functions.

proper grail
#

More than 4 verts and you dont know how unity will triangulate it. If skinned, and all the verts in the n-gon have the exact same weights than its no issue but if it varies than there is no real telling how unity will rotate or triangulate the face. Sometimes itll end up backwards or some other undesired effect

fickle oracle
#

Ah, so it's less about the vertices and more about the bone setup later on

fickle oracle
keen sable
fickle oracle
#

Would you say the way I'm doing this is efficient, and correct in terms of build for rotations?

#

Or am I using too many vertices

keen sable
#

You kinda want some verticles around the joints for smooth bending but after the joint is cleared then you can go back to normally scheduled optimized topology! (looks beautiful QvQ)

fickle oracle
#

I'm kind of just hoping that I'm not over doing it with the vertices lol

buoyant holly
#

you're still in low poly territory so you're fine

wind herald
#

anything under 10-20k is fine

buoyant holly
#

some examples of low poly limb topology if it's helpful @fickle oracle

fickle oracle
#

Thank you

#

This part is very useful

#

I'll optimize it so I have a singular cut on the angles that rotate inwards so they're smoother like the third one

#

So far so good, only had to fix the back of the knees

keen sable
#

You got this!

snow knot
wind herald
keen sable
keen sable
# wind herald "horrible" performance rank when

1060 gpu laptops with 2.8 GHz cpus with vr can see it with no frame drop or difference in memory. vrcEretNice so i wouldn't call it anything heavy outside of wi-fi speed dictating how long it takes to download the mashup version.

wind herald
#

and close to 1gb of texture memory usage will make a difference in memory

keen sable
# wind herald the difference is one of your avatar vs 40 or even 80 of your avatar

The model in question is only one, this model will never and should never be distributed as it is my personal model. I'm not sure how much of a difference in memory you're talking, I do ask my low pc spec focus groups for any feedback regarding the performance and outside of download waiting times, still nothing like memory consumption. The model in question is also not used in public worlds or instances above 10 people, I have versions of the avatar that are far more optimized for social situations.
But that's beside the point.

wind herald
#

I have avatars for personal use that have pretty bad performance

#

But if you take pictures or are just hanging out with more than 5-10 people, avatars with horrible performance are still absolutely fine

polar wadi
#

I don't know much about unity, is there an easy trick to decrease the size a tiny tiny bit ?

spring sun
#

not really no

#

there is several reasons for why its that file size

polar wadi
#

Alright, thanks anyway :3

polar wadi
#

Almost! It was nice to try anyway :3

wind herald
#

reduce texture resolution and adjust format/compression settings

#

remove or lower the poly count of meshes

polar wadi
#

Alright, imma try that, thanks

#

I succeed by changing some 4k textures to 2k!

snow knot
# wind herald switch to windows build target, build a test copy, and load that test copy in ht...

imo its easier to use the vram calculator in this to see what's taking up most of your download size.

https://github.com/Thryrallo/VRC-Avatar-Performance-Tools

It won't give you your actual dl size but larger textures will ofc usually take up more space.

GitHub

Contribute to Thryrallo/VRC-Avatar-Performance-Tools development by creating an account on GitHub.

#

Most of the time I just lower the resolution of textures on things, especially smaller bits of clothing/accessories

vapid elm
#

Anyone know if it's possible to get a pc only avi, then export it from unity back into blender and the edit it to make it quest compatible?

#

I've tried but everytime I do the avatars mesh is laying on the ground while the bones are standing up right..

wind herald
#

Don't "export" it from unity

#

Just import the fbx file from the project into blender

vapid elm
#

I've fixed the part of the avi and made the new fbx quest ready, but now I have the issue where I have the new fbx that's fixed. But don't know how to add/merge the new fbx with the old one in unity, or maybe I need to somehow add the animations onto the new fbx for upload. sippspeen

#

the one on the left is the fbx that I changed, and the one on the left is the original

vapid elm
#

polys are in the meshes them self, so either delete some meshes in unity, or bring the fbx into blender and lower the amount on the avatar that way. Rn I'm trying to figure out the second way lol🥲

wet spindle
#

the cats blender plugin has a decimate panel for just that

#

blender

#

unity doesn't edit meshes i don't think

#

missing textures

#

or misplaced

spring sun
#

make it yourself

#

each bit of clothing is made differently in uv

wind herald
#

decimating is pretty bad if you want the mesh to be editable in the future

#

i recommend just selecting edge loops by holding alt while clicking on them, then dissolving edges

#

keeps uvs intact too, if you avoid uv seams

velvet crow
#

So I did some mesh edits in Blender, mainly to some shape keys. This included using "Blend from Shape" to overwrite the Basis on a few occasions. It appears that even though I have far fewer shape keys, the avatar uses about 3-4x more mesh memory than the base avatar I used.

I'm guessing that Blender is somehow accounting for every vertex in the blend shapes, causing the memory to skyrocket? Is there a way to optimize this?

velvet crow
#

Now that I've done literally nothing, the blendshapes are suddenly 6 MB instead of 34 MB, so I have no idea

wind herald
#

setting normals to calculate instead of import can increase mesh memory usage drastically

velvet crow
#

I see. Yeah I'm not sure what caused it but it seems fixed now.

cold yarrow
#

definitely use import for blendshape normals too

graceful condor
#

where is bake

cold yarrow
#

there's a great add-on called SimpleBake that simplifies this process, it's complex normally

safe acorn
#

I need help with an error im having when trying to upload an avatar its an error I get frequently on multiple avatars when trying to upload

raw yoke
#

is it possible to merge particle system meshes like you do for avatar meshes?

cold yarrow
#

that's not really a thing, no

raw yoke
#

i see, thank you!

im learning about particle effects rn and i tried out something on my own to see how it worked

something i noticed was that each particle effect uses up a material slot on the avatar despite having the same material. i asked about meshes because i know when the same material shows up twice on avatars it's because it's on different meshes

but it sounds like this is unavoidable with particle systems?

cold yarrow
#

yep, that's how it works

#

mesh object + material slot = draw call. Fewer is better.

heady smelt
#

Separating things like head is recommended, vrchat rank perf won't be happy but who care, it will use less memory and blendshapes will take way less CPU ressources

sturdy jay
#

This is such a a stretch cause I don't think this is out there, but does anyone know of a script that will delete physbone components that arent tied to any skinned mesh render? Trying so hard to optimize and I set this one up with modular avatar and marshmallow PB vrcSkull

heady smelt
#

So I know that having a multitude of separate meshes is bad for performance, but so are high poly meshes with shapekeys. I know no matter what, the head should be separate. In my instance, I'm using a few accessories that have shapekeys and I don't know whether I should merge them and make shapekeys to toggle them off resulting in less total meshes, or keep them seperate to avoid making more shapekeys.

Basically my question is which is worse for optimization, more skinned meshes and less shapekeys or less skinned meshes and more shapekeys?

normal nova
proper grail
#

I use cats separate mesh into shapekeys vs non shapekeys button to double check

normal nova
#

It's not so much 'fixed', like, the baseline cost of having shapekeys has been reduced (it used to double the skinning cost to have 1 shapekey active, versus none)

#

But it's still just generally expensive and scales with the mesh complexity

#

Separation still a good idea catyes

proper grail
#

So we still call 30k the limit for shapekeyd meshes, darns

normal nova
#

Mmm, it's generally just... less is better, I don't know if there's a real cutoff

buoyant holly
#

out of curiosity are there any tools that could set the editor only tags of an object based off of build Target as I currently construct my avatar in a very modular matter so being able to just go okay skip all the extra knick-knacks on the quest build would be handy?

quartz geode
#

welp, that sucks, I am tryna optomize an avatar but I can't really optomize it without Cat's Blender Plugin, which seems to have been deleted by them for some strange reason

tulip rose
quartz geode
#

ok so that's open, need to download everything, but then from there, how do I import this into Blender

#

oh wia tI am in a newer version of blender, hang on

#

ok for some reason it gives me an error

#

to where it can't find the plugin for some reason

zealous wigeon
#

It is at the top of the faq channel, in a link to a hidden portion of the github.

vapid elm
#

Anyone have some ideas how I could optimize the eyebrows for quest shaders in unity?

quartz geode
#

ok so the stuff are located in the avatars section to where it shows the cats blender plugin on it's current version (0.19.0)

#

or wiat maybe I need to do this ability, god I am stupid

#

ok so I tried to extract the master folder out of the WinRAR version of it

#

no success

#

ok so I got the developement version (dev version)

zealous wigeon
quartz geode
#

I have that installed, but I don't see the icon that shows up that says CATS

zealous wigeon
#

In the addon manager, right after you clicked install

quartz geode
#

yeah it said it was activated via the checkbox

zealous wigeon
quartz geode
#

oh wait, I keep forgetting to press N

#

ok yeah it is activated. now I am trying to get the model imported via by the ZIP file

#

but uhh it fails for some reason

zealous wigeon
raw yoke
quartz geode
#

let me show ya here:

#

then again, maybe I should've undid the prefab first before importing it

zealous wigeon
quartz geode
#

all the bones are functioning

#

ok so I tested it out, and it worked, but stuff were being weird

#

but what I didn't know is that my avatar had an optimized variant

night inlet
#

having many blendshapes active at once is still bad as each one is a compute call

#

and blendshapes that affect lots of verts are also bad

#

(all this info is for pc, I heard on quest stuff is still bad but you shouldn't have high poly meshes there to begin with)

normal nova
night inlet
#

but I also remember some other random tests here and there that I didn't write down and they were closer to 10x

normal nova
#

Sadly on Android the perf sticks closer to the 2019 data, from what I've been told

#

Their optimizations didn't apply to OpenGL ES

night inlet
#

yeah thats what I heard, it still uses the vertex shader for skinning

#

very sad

normal nova
night inlet
#

but also, quest avatars should be small to begin with and you get no choice if you want it good ranked either

normal nova
#

They are, but the tight GPU-ness of it makes that scale up anyway

#

We're doing some wider deeper profiling, but still collecting data on that

night inlet
normal nova
#

ah

night inlet
#

the issue with the old method was that it did two unessesary copies of the vertex buffer as soon as a blendshape was active

#

and its no longer doing that with the compute shader approach to skinning

normal nova
#

We have a new system in testing which may totally change the reccomendations, but that may be a while

#

(though, quest-only)

night inlet
#

also the compute skinning made even base skinning significantly faster and in the test you can see that even with a blendshape active its still faster than 2019 with no blendshapes

normal nova
#

mhm

vapid elm
normal nova
vapid elm
night inlet
normal nova
#

Your benchmarks say it's like 0.005ms/shape?

night inlet
#

yeah but like its gonna be like that on the split mesh too...

normal nova
night inlet
normal nova
#

Does it? At least in the past it was statically applied over the entire mesh

night inlet
#

the old one scaled with the number of total vertices cuz it did the two vertex buffer copies

normal nova
#

Regardless of active or not. Unity internally doesn't distinguish between active and inactive, unless it's a hidden implementation detail

#

...I guess I could just ask unity to be sure

night inlet
normal nova
#

ahhh good to know

night inlet
dreamy scaffold
#

I'm trying to atlas materals on a model wit cats and it keeps ending up all wacky,

#

The altas texture it creats after combining materials is just one giant image and a tiny white square, and everything appears to be atlased to the square

#

so the whole model just becomes white

wind herald
#

Just atlas manually, gives you more control too

unborn basin
#

so im trying to create a stupid simple avatar. Its a single billboarded plane with a texture applied, and im getting an error for avatar optimization. Anyone able to help?

sorry, but x-post from help, just realized this channel is probably where i should have posted...

waxen estuary
#

Anyone know a formula for calculating possible vram savings of say optimizing away a few textures inside of my atlas texture? This is because I noticed the parts of the textures that were used by the materials on my avatar which were actually a solid color so I could optimize them down to a simple RGB node in the material settings and then use the blender atlas texture plugin to put it as a 32 x 32 px section of the atlas texture instead 😅.

Atlas Texture (excluding head and eyes): 4k

  • Parts of it that fall under this situation: 2,048 x 1,024 (possible 2,048 x 2,048)
  • could possible further it down by forcing blender to emit a new smaller texture for the base and a few other mesh's that I clipped some of the mesh out that never displays to optimize the vram even further (on the body texture and possibly reduce that down to about 1k or so as well to make texture 2k and not 4k).

How much potential texture VRAM could I save in VRChat if I was to go with this change?

dreamy hemlock
#

I am not the brightest. The first error (on top) does not make sense, and the second one I know how to do. im just curious about the first one.

spring sun
#

You cant have transparency on quest

dreamy hemlock
spring sun
#

Dont have so many bones affected by the physbone component

spring sun
#

The other particle shaders just dont render at all for quest if its not on a particle system

zealous wigeon
dreamy hemlock
jovial valley
#

how do i remove physbones

#

and or fix

vapid elm
#

Either go threw your armature and remove the Phys bones that way, or what I like to use is ( VrchatQuestTools ) witch you can get from git hub. It gives you an option to remove or select each phys bone and see all the Phys bones on your avi

wind herald
#

you don't have to go through it, just type vrcphysbone in the hierarchy search, and it will show all objects with phys bone components on them

snow knot
# waxen estuary Anyone know a formula for calculating possible vram savings of say optimizing aw...

If you aren't downscaling the final atlas compared to the textures you're putting into it. The vram cost is the same. i.e a 2x2 atlas of four 1024 textures will be 2048x2048 and cost the same as those 4 textures. Atlasing is mostly done to combine materials into a single draw call.

If you're downscaling the final atlas to the next level your going from say a 2048 to 1024, which is the same size as the original textures so it's like you save three 1024 textures worth.

Note that you can still downscale textures w/out atlasing, you just don't get the reduced draw calls that atlasing provides.

wind herald
restive geyser
#

Anyone run into an issue where you get an avi to Excellent rating on quest, upload for both PC and Quest to make a fallback, but then it tells you you can't use it as a fallback?

restive geyser
#

Exported as a package and imported it into 2019 and could set it as fallback. For anyone that has this issue too I guess idk.

snow knot
#

I had a similar issue when working on an avi that was always on 2019. Eventually just worked after uploading it at some point, not sure what I did to change it. Might've just needed to have been scanned server side *shrugs*

jagged dagger
#

did you ever

#

it finished at 27 minutes

waxen estuary
#

Well oof for me

#

I found a bug in the material combiner extension for blender.

heavy knot
#

calling sign to just start using baking instead

waxen estuary
#

but I am using on most of my model RGB color node materials

#

to cut down on texture size

#

😅

#

Basically have all the real details in normal/alpha/the other shader maps

crisp shell
#

I need to make space in my avatar contacts and remove some

#

what is the component called where are they stored?

#

what can i delete?

#

theres a lot of physics like necklaces on my avi and i dont need them how can i remove the contacts on it? thanks!

radiant shadow
#

if you ever wonder where components are on your avatar , check sdk build and [ select ] it will show all your avatar

crisp shell
#

ooh cool lemme try that thanks

radiant shadow
#

if you are missing it from list, you need to enable show all stats , for some reason i have 2 (thanks sdk)

crisp shell
#

thanks 🙏

waxen estuary
#

So like

#

is it a good idea to downsize face texture to 512 x 512 so my avatar would use a single 1k texture?

wind herald
#

yeah, this wastes a ton of space currently

#

all of those empty pixels are still being loaded into vram

#

although you might be able to move that purple texture to the top right

#

and then set the texture to 2048x1024

waxen estuary
#

yeah could if the material combiner blender extension actually allowed us to define placement of the actual materials it combines.

#

Which would afaik be absolutely nice.

wind herald
#

just move it around yourself

waxen estuary
#

or just move the head texture down to 512 x 512 so it brings the entire thing down to a 1k texture 😅.

#

it also from looks of it having head texture at 512 x 512 changes nothing on the quality in unity either.

wind herald
#

atlasing manually is pretty easy and gives you a lot more control anyway

waxen estuary
#

hmm true

#

I do have a goal for the new year though.

#

which is shortening the hair small enough where I can basically nuke all of it's specific bones

#

then weight paint it to the head bone

#

😅

#

Then I would have under 75 bones.

cold yarrow
#

yeah you can totally make your own UV map and then bake the textures into it. There's an add-on called SimpleBake which makes that really easy.

#

... wow I was scrolled.

#

anyway, still true

wind herald
#

i wouldn't bake the textures

#

just load up any image manipulation program and move the textures around accordingly

cold yarrow
#

ah with SimpleBake it's really easy to just use that

wind herald
#

hmm

#

baking does not always give perfect results though

#

especially if you have any intersecting faces

cold yarrow
#

yeah different than normal baking, but you're also right

wind herald
#

haven't used simplebake, maybe it doesn't do that

#

but it also costs money

cold yarrow
#

this is true

#

it saves so much time though

wind herald
#

i'd get it if it could bake ao maps without self occlusion

cold yarrow
#

not sure, I haven't tried that

waxen estuary
#

I would get simple bake if it was free 😂.

#

for now I have to deal with the combiner extension 💀.

cold yarrow
#

It's pretty cheap and well worth it for the time saved.

urban field
#

Does anyone have any cool particles they would be willing to give to me mainly effects like Dragon ball?

cold yarrow
urban field
#

Alright

sacred acorn
#

i need help please

#

the avatar im making is 34 gigabytes and the textures are at the lowest quality settings

wind herald
#

you‘re gonna have to delete a bunch of clothes and other things off of your avatar

final cove
#

how do i make my skin meshes into one skin mesh?

waxen estuary
#

select all the mesh except base then control + j in object mode.

#

And then select base last so they all merge into it.

waxen estuary
#

by not using them at all.

sacred acorn
jagged dagger
#

how do i get this smaller?

#

i cannot edit this

#

would like to reduce that

#

though not for the avatar rating as its very poor regardless

#

thats all options available

heavy knot
jagged dagger
#

idk

sacred acorn
#

i lowered the poly count

jagged dagger
#

i cannot really do anything with that file format

#

also lol i just noticed, good i have an optimized version that is vrcPerfGood i guess

#

but still better than the average eboy/egirl you see in public lol

heavy knot
#

did you make the texture array yourself?

jagged dagger
#

no

heavy knot
#

if not that's gonna be tough

jagged dagger
#

its from an asset i bought

#

currently already rolling this stuff out to my public avatars

#

so if i can change that now its early enough to restart the rollout

waxen estuary
jagged dagger
#

Stop saying people should just not use something

#

That's completely dumb

#

Rather say something that's useful in any way

#

I'm not going to stop using something i paid for

waxen estuary
#

what I mean is

#

see if you can get a non-gif version of each frame

#

and size them down as far as you can

jagged dagger
#

How would i do that

#

I cannot open or edit this file

waxen estuary
#

RIP

jagged dagger
#

.asset file extension

#

@waxen estuary sorry if i was a bit harsh for a bit there

heavy knot
#

would there be any way to contact the asset creator?

jagged dagger
#

That i can do

#

I already have contact

heavy knot
#

cause getting the source gif file itself will be what to do

#

can't reverse texture arrays currently

jagged dagger
#

Since vrchat partially broke the asset with their updates

#

Chairs and stuff yk

waxen estuary
paper zinc
jagged dagger
#

neither of both

#

trying to do that in thry throws an error

#

changing import settings... they simply dont exist

paper zinc
#

Then there's nothing you can do about it

#

Replace it with something that isn't a 39MB big flipbook, maybe

jagged dagger
#

i dont have anything else

#

my only option would be to ask creator

paper zinc
#

So find or make something

jagged dagger
#

othterwise im SOL

jagged dagger
#

since i do not have the singular files to do that

#

its meant to look like the portals of the game

paper zinc
#

You can use something else though

jagged dagger
#

changing it breaks this

#

yeah but what, i dont have alternative files for this

paper zinc
#

Couldn't possibly tell you without seeing what you're after

jagged dagger
paper zinc
#

You can recreate this with shader effects instead of a flipbook

jagged dagger
#

yes i know, but i dont know where i would get the required files for this

#

since i do not have any files i could use for this

paper zinc
#

Well the inside background can be made with the cloud effect in Photoshop

jagged dagger
#

i would be unable to recreate it to look like the original

jagged dagger
paper zinc
#

The outer ring is just a glowy circle

#

And the particles are just a simple round gradient

jagged dagger
#

you can assume i do not have access or knowledge to any image editor or similar things

paper zinc
jagged dagger
#

no substance painter, no photoshop

#

yeah idk how to use gimp

paper zinc
#

Then use the flipbook I guess

jagged dagger
#

and every tutorial is like 10 years old

paper zinc
#

Leave it as is

jagged dagger
#

my only option is the creator

#

otherwise im simply unable to do anything about it

#

the asset itself is partially broke anyways thanks to vrchat

#

since a vrchat update broke it

paper zinc
jagged dagger
#

i would if the tutorials wouldnt be a decade old outdated

paper zinc
#

Those decade old tutorials probably still apply

jagged dagger
#

the ui looks different to that now

paper zinc
#

Filters and tools in image editing software don't have a tendency to move around much

jagged dagger
#

i couldnt even figure out how to change colors by selecting stuff with it

#

and tutorials never helped

#

cause it was simply different than in the tutorials

paper zinc
#

Well then use the flipbook

#

As an alternative I'm sure you can also find a gif or video of a portal from Portal, just like the creator of that asset did

jagged dagger
#

i can look for that, but until i find one ill be stuck with the flipbook

shy charm
#

What's the best way to make a bunch of accessories that can be toggled on and off? I saw a method someone used where they made them all one skinned mesh, and had painted them all to individual bones that were specifically used for this as opposed to using shape keys. Is this a good idea?

weak crystal
#

Hi, I am trying to decimate a model with shapekeys to make it perform better and I was able to use this method to split up the deformed shapekey so I can actually decimate the model: https://blender.stackexchange.com/questions/155930/cant-apply-modifiers-with-shapekeys-on-blender-2-8

However the issue is that I need to keep my vertice count consistent between the two models to re-merge them, and when I try to use decimate, applying the modifier leads to extra vertices being added in different amounts to each model. Ive been fiddling around with different ratios for a good while now and I can never seem to get the vertice count to line up, any advice?

#

I just managed to also fix said issue but that led to some absolutely horrible transforms lol

#

im just gonna give up and delete the shapekeys since I technically dont need them I dont think?

#

nvm, I figured it out!
For anyone stuck, dont use a modifier, instead, use the Decimate command in the Edit Mode

waxen estuary
#

When I changed hair and it caused the material combiner extension to mess up so it left me no choice but to manually bake the hair to resolve it 😅.

wind herald
wind herald
#

Make a secondary UV map, then place parts of the model on separate UV tiles which can then be discarded at runtime

alpine torrent
#

heya, so im trying to optimize my avatar for both pc and quest, because for some reason, it has 12 material slots, but making an atlas... does this

#

everything seems to work but the face

wary vessel
alpine torrent
#

its cool! its based mostly on a minecraft ava i made when i was little

zealous wigeon
# alpine torrent everything seems to work but the face

Face seems to use cutout, the atlaser that most use doesn't support any alpha.
And you can't use cutout or practically any transparency on Quest (unless it is a particle).

To make the face work you will have to use the knife tool in Blender to cut out the face.

alpine torrent
#

seems to be working swell so far

#

it did have lipsync and eye tracking but both seem.... like a lost cause

sly forum
#

How is any avi suppose to be quest optimized (5K polys) and still look good quality?

wind herald
#

10k is the recommended amount and 20k is the max for poor rating

#

you just have to use those polys efficiently

green forum
#

any highly detailed models such as humans or whatnot will just have to suffice with either being mobile game quality or just not quest compatible, which you could always have a custom fallback for!

#

textures will also help a lot with keeping poly counts low, a simple normal map can give so much detail into an otherwise flat model.

#

if you take this more detail freddy model i've made recently, the suit alone is around 50k tris, I made a lower poly version that is nearly half of that. While it wouldn't be able to go to quest its still a good optimization. the textures also look nearly identical if you don't pay attention to the warped uvs from me being lazy with the optimization

#

there are a lot of factors that go into model optimization for games in general, and you learn to take shortcuts wherever needed the more 3d modelling you do

jagged elk
#

How can I make a fallback avatar?

willow wave
upper yacht
wind herald
ivory sluice
#

They're not supposed to be good quality looking in mobile anyways, just need to look like the avatar so quest users know what they are seeing

upper yacht
# wind herald games which in most cases weren't vr and didn't let you get up close to the mode...

A model can still look good with ~5k polys up close. Bioshock 2 comes in mind. The budget for most models in that game is around that point. You can see it has aged... but, the game is 14 years old. Of course. Most of the time, the thing that does carry the weight of these old games are shaders and textures. The former we can't do custom ones and the existing ones are not applicable to a lot of scenarios. As for the latter, well, not a lot of people doing quest avis are 3d artists.

#

Besides, for being pretty up close that's mostly a shader and texture thing. As long as the shape is still cohesive enough.

warm falcon
#

what's the best version of Blender to be using for VRC?

heavy knot
#

Latest if you can, though if you want to use the CATS blender plugin the best supported version would be the 3.6 LTS

warm falcon
#

okay cool

wind herald
#

cats is pretty obsolete nowadays

heavy knot
#

I do use it for it's smaller features sometimes

radiant shadow
#

oh yeah cause we all do visemes manually 🔨 ratl every time i see 'its absolete'

waxen estuary
#

Honestly the only thing I use cats for is when I need to make a flat foot sock for a healed foot, then I use the pose mode in cats to apply as rest pose on the socks then change the armature to the real one so I can then sculpt the socks (if needed) to fit in the shoes as well if the socks end up being too big.

warm falcon
#

Okay so I made an optimized model, only problem is I accidentally made an empty atlas material. Is there a way to make my own atlas? (I atlased the Dress and Horns) I do have photoshop 2020

#

also really proud of this since i'm blender newbie

wind herald
radiant shadow
#

vrpill Thats what obsolete mean - no longer used or needed , i didnt even say its no use at all - thats you

#

its just a tool thats for shortcuts, after awhile you end up using blender shortcut - but im rarely ever doing visemes manually when i can just make 3 and have it do the rest

heady smelt
#

whats the best way to combine skinned meshes for vrc avatars in unity

cold yarrow
#

in Unity? not sure you can. I do it in Blender.

sick timber
#

I mean theoretically you can but… no. vrcRat

waxen estuary
#

I love how the top part is 4.7k tris alone 😅.

wind herald
spring sun
zealous wigeon
heady smelt
#

eh i just did them in blender

#

the cats plug in does it too

waxen estuary
#

only thing that works well is apply as rest pose when fitting a flat foot sock to a HEALED foot.

#

So then I can easier sculpt the sock to the base then.

robust helm
tranquil plover
#

Anyone know of a good tutorial for deleting avatar toggles? I can only find info on how to add them, but wanna optimize my avatar a bit.

zealous wigeon
tranquil plover
#

Problem is I want to keep the parts that are being toggled, they are part of body.

zealous wigeon
tranquil plover
#

oh, no, it enabled me to toggle off some detail parts, but I always had it enabled, so wanted to remove toggles. Someone just helped me through it. Thanks for taking your time to help as well.

waxen estuary
onyx harness
wind herald
#

you can also animate material properties such as emission strength, audiolink, decals etc

waxen estuary
wind herald
#

okay, thank god lol

#

i've seen an avatar with duplicate clothes with different materials on them 💀

whole cradle
#

I have an Avi very close to being quest compatible I just dont know how to...

#

And I want it to be the counterpart to my main version.

#

If I open unity with it it has 2 in there. Very Poor and good optimized

#

How can I make the good optimized the quest version to my very Poor.

waxen estuary
#

honestly for me I actually use the quest version of my avatar to be opportunity to optimize my pc version for people with lower end/AMD PC's too.

#

(like AMD hardware as it seems AMD no matter what it is is mostly trash and has problems in vrchat)

whole cradle
#

I never had probs with VRchat and I have AMD CPU.

#

Used to be fully AMD build never had issues.

#

I don't know how to make my Very poor Avi quest compatible....

waxen estuary
#

mine is an AMD APU with ~512 (0.5 GB) MB VRAM, the graphics driver sucks and most of the time crashes itself saying a timing issue in the driver itself.

whole cradle
#

So I was gonna use the Optimized one make it quest compatible and upload it to my PC avatar so it's PC/Quest.

whole cradle
#

Currently running 3.95Ghz tho.

waxen estuary
whole cradle
#

RTX 2060 here.

#

Anyway, idk how to do it.

waxen estuary
#

yes I use the same project and fbx file for PC and quest on my avatar currently.

whole cradle
#

If I import the unity package there is "very Poor" and "good optimized" and they are standing next to each other.

waxen estuary
#

interesting

whole cradle
#

I wanna use the Optimized version as the quest one cuz it's pretty close it's like 13MB so it would still need optimization.

waxen estuary
#

Some people also have separate prefabs for PC and quest and somehow hide the part of the scene for the PC version when building for quest, and likewise for PC.

whole cradle
#

Idk how to do it anyway...

#

So I was just curious

#

I'll never be able to.

waxen estuary
#

As to how, idk if there is a way to rig it up to automatically do that upon build configuration change from Windows to Android for quest

whole cradle
#

Might have to pay someone.

lavish leaf
whole cradle
# lavish leaf <@1111972160592941107> send me a dm I can fix that

I cant afford that atm. ;-; Im trying to get the version of the avi that i have wich is 2 Versions once i put them into unity i can show you. One is the like "Good Optimized" one and one is the "Very Poor" one and i wanna try to get the "Good Optimized" one as the Quest for my "Very Poor" and i dont know if that is even possible.

lavish leaf
whole cradle
lavish leaf
#

Okay

whole cradle
#

Imma put them in unity one sec.

#

Its taking a bit.

sonic salmon
#

how would i remove particle effect toggles without breaking the link to pc and quest

whole cradle
#

My pc struggles a bit with unity.

#

@lavish leafLeft PC Very poor Right PC Good.

#

So i was wondering if the Optimized one can be made more towards quest and compatible, and then be uploaded to the PC one on the left so the quest sees the right one and the PC sees the left one. Yk what i mean?

buoyant holly
whole cradle
buoyant holly
#

you use the same build ID on the optimized version for Quest and the PC version

whole cradle
buoyant holly
whole cradle
#

I know Joe to upload

buoyant holly
#

then the first video would be more helpful for you

whole cradle
#

Oh well.

buoyant holly
#

it would describe doing different models for each platform

whole cradle
#

I've looked at it but it is quite complicated.

buoyant holly
#

question do you need to generate the quest Avatar or just get it to attach to your PC avatars build ID

whole cradle
#

No I have to like upload them so my pc avatar is also a quest Avi.

#

So I think the second options.

buoyant holly
#

you just copy the component from the PC Avatar that says build ID and paste it into the quest Avatar and upload it and it should be attached to the PC Avatar as a cross-compatible avatar

whole cradle
#

So I use the Avi ID from the already uploaded pc Avi and then put that ID in the quest one.

whole cradle
#

I see.

buoyant holly
#

that's all you need to do to make a cross-compatible avatar that uses two different models

whole cradle
#

I now have to just make it quest I guess.

#

Mhmhhm

#

Maybe switching the shader is already enough?

#

Cuz it's already pretty light

buoyant holly
#

would be worth a try to see what it says

whole cradle
#

Well I can switch to android and show what the VRC sdk says right?

buoyant holly
#

yes

whole cradle
#

Alright will do that in a few minutes.

sonic salmon
#

how would i remove particle effect toggles without breaking the link to pc and quest

buoyant holly
#

the build id what determines if they're connected so removing the particles shouldn't break that?

#

like just leave the toggle itself in your animation controller just remove the particles

sonic salmon
#

okay

#

ive just removed things and none of my toggles showed at all for quest

whole cradle
#

@buoyant holly

buoyant holly
whole cradle
#

Ys ik that but i dont know how to do any of this...

buoyant holly
#

then most people would just see your imposter unless people manually turn on that Quest Avatar

buoyant holly
whole cradle
#

I will do it later im not really in the mood for fixing or stuff like that in -6°C Room temp.

#

Thank you for the help tho.

buoyant holly
#

glad to be of help hope it goes well

sick yew
#

(I haven't tried it, but it probably doesn't work with d4rk AO)
https://booth.pm/ja/items/5409262
This tool that allows you to incorporate the "Mantis lod editor" into your avatar build in a non-destructive way.
(NDMF editor extension required)

非破壊でポリゴンを削れるツールです。 使うには有料アセットのMantis LOD Editorが必要です。 ・分かる人向け説明 Mantis LOD EditorをNDMF(なでもふ)で動くようにしたものです。

opaque mesa
#

Recently picked up a model from booth that has good topology (a little overboard on smaller details) but ended up just over 70k polygons on its own. Any way I can reduce this? It feels awkward that a model barely over 70k polygons is automatically very poor.

buoyant holly
waxen estuary
buoyant holly
buoyant holly
waxen estuary
buoyant holly
#

then that wouldn't be the same tool as that wouldn't be a non-destructive workflow

waxen estuary
#

I know of a few specific mesh parts before I merge my meshes together on the unity side that needs to be made lower poly

robust helm
# buoyant holly

Can you send me a link to this in my dm's? I deadass cant find it on booth

smoky willow
#

I only have a quest 2

buoyant holly
sick yew
# waxen estuary oh my, it does not produce holes and destroy meshes right?

This asset uses very good LOD generation, but there is a possibility of holes. (Although, I once used the free version of this LOD editor to cheat the polygon count when the maximum polygon count was low in the SDK2 era, and it was useful)

The mesh is not destroyed, because when you go into play mode, it is generated in a separate file at avatar build time, and when they are done, it reverts back to the original mesh. (You can manual bake if you want, but even that is a separate file)

If you use VRCFury or D4rk AO, you should have some idea of how it works.

#

This is a tool to make Unity plug-ins work with NDMF, so it would be difficult to make them work with Blender.

waxen estuary
#

I discovered that my base and the gloves I cut from it are using a lot of needless edge loops.

#

I think dissolving those can help.

waxen estuary
wind herald
#

is this optiloops?

waxen estuary
#

yes

#

I patched it to work in blender 3.6 mostly

#

just the bevel and crease does not work though.

#

managed to bring my avatar down to just under 32k using that extension though.

vapid elm
#

anyone know why the eyebrow might be looking like this in unity?. in blender I re did the mesh for the eyebrows, but for some reason the one on teh left got broken and Idk why?

#

I thought maybe a weight paint issue but it wasn't, so idk what could be causing thishecc

radiant shadow
#

used knife tool to cut eyebrows?, if you make new vertices they have zero weightpaint

vapid elm
#

I used knife tool on both but for some reason the left one is broken

#

🥲

#

Imma just redo it and hope it fixes it self lol

#

😭

#

why must I be tortured this wayhecc

vapid elm
#

actually, I just answered my issuevrcRat

#

nvm lol, gonna just make new eyebrows from scratch lol

jovial heron
#

does the crunch compression option worth to enable? since it doesn't reduce vram usage and the textures are LZMA compressed in assetbunde anyways

radiant shadow
#

only filesize, pc its useless

vivid night
waxen estuary
#

My Avatar for example performs very well with a single 1k texture used for both PC and Quest and I did a few tricks to do such an optimization 😅

heady smelt
#

I need to delete some parameters but idk where they are

waxen estuary
cold yarrow
hardy hound
manic depot
#

Decimation can be destructive

#

I usually just seperate parts you won't notice and decimate them some and then on more noticable bits I just manually dissolve verts where it doesn't matter.

wind herald
#

decimation is destructive

#

i try to avoid it lol

tulip rose
#

Decimation destroys mesh, but is quick.
Retopo Takes forever, but is better mesh.

ivory sluice
#

i recommend to use unsubdivide (it's on the decimate modifier) if the mesh has a good topology, else dissolve edge loops manually
decimation works for static irregular surfaces

also you can slide vertices (double click G) to fix the topology and use the methods in the image to keep quads when reducing polygons on one side, doesn't require retopology

languid brook
#

How can I have multiple hue shifts for separate parts of my avatar on the same skinned mesh renderer? whenever I shift the hue for my hair it also affects my shoes even tho I made them separately :/

languid brook
#

Yeah I am stuck on this since hours lol

#

Not even sure if that is possible to do, but it's kinda weird that I don't find any information anywhere about this, as if nobody tried it before

paper zinc
paper zinc
#

I'm not sure if any other shader can do it. animations control properties on a mesh renderer, and multiple materials will just have the same properties. poiyomi works around this by renaming the properties on a material basis when you enable the renamed option

languid brook
#

Sorry I'm still a newbie when it comes to Unity x) What is animated (renamed)? And I thought locking a material doesn't matter since this is a thing

#

And yeah I am using Poiyomi

paper zinc
#

lower option, renamed when locked

#

it should put a little green RA where the A is next to hue shift

languid brook
#

Okay I will try to figure this out, this is already a big help knowing it is possible

paper zinc
#

I mean that's literally all you have to do, there's nothing else to figure out

#

you just have to lock your materials for it to work

languid brook
#

Alright thank you so much, I hope I get it xD

sonic salmon
#

whats the best way to lower my quest file size

languid brook
# paper zinc I mean that's literally all you have to do, there's nothing else to figure out

sorry to bother more, but for some reason it only works for the hair. I have enabled RA on the hue shift slider on both materials (shoes & hair) and then locked them. Now I created a new animation clip for the hair and another clip for the shoes. Only the hair animation works when I test it, when I try to change the hue for the shoes nothing happens. Would you know what I did wrong?

paper zinc
paper zinc
languid brook
paper zinc
valid verge
#

guys, should I use solidify on t-shirt? or it is best for unity and vrchat when it is just a plane? speaking baggy and not skintight t-shirt

ivory sluice
#

Select the loops on the holes, fill them, poke faces, select the vert in the center, shrink them
That's how i do it to not have to solidify them

valid verge
#

gotcha, thanks!

ripe shore
#

So is Unity uploading severy single texture I have in my project instead've just the ones I'm using?

#

I can't possibly wrap my head around why my VRAM usage is reported as 130 MB, I've gone through every material used and the textures are all like ~2-3MB max with most being lower

#

I also have some marked as editor only that seem to be getting accounted into my totals too for the preview at least, can't imagine those would show up ingame but idk

wind herald
wind herald
ripe shore
#

ahhh yup that would make sense, whoops

wind herald
#

you should remain below 75mb if possible

ripe shore
#

hah, just installed that about 30 seconds ago :p

#

found the culprits, I'm blind

#

I also need to atlas some of these textures 😅

wind herald
#

look at your textures from around 1m away, and reduce the resolution until you can notice a difference

ripe shore
#

also just figured out I had some large textures that were still referenced by my shader config but had that section disabled

wind herald
#

ahh yeah

ripe shore
#

beautiful, down to 30 MB now

wind herald
#

nice c:

thorny shell
#

wow, thanks for the tip on the thry tool. Just took mine down from 97meg to 30meg too!

cold yarrow
#

It's such a great tool

pastel prawn
#

how do i lower this??

robust helm
pastel prawn
#

ill have to figure out how to fix it

robust helm
pastel prawn
#

uhh

#

im mad confused already

robust helm
waxen estuary
waxen estuary
#

I wish the atlas tool did not need alpha on my atlas then I could reduce that by 50% on the 1k texture alone just by going DXT5 -> DXT1

paper zinc
#

Do it anyway? Surely you don't run the atlas tool on every build

waxen estuary
paper zinc
#

so why do you need DXT5 in Unity for that thing's sake

waxen estuary
#

If all else fails I might need to look into ways of remaking them myself on the flat face texture and calling it a day.

#

And then use DXT1

#

😅

paper zinc
waxen estuary
paper zinc
#

on Quest you... can't use transparency anyway, so time to mesh it out

spark cloak
#

anyone know how to do this?

cold yarrow
tribal glade
#

Does anyone know anything about a skinned mesh combiner for Unity by chance? A model I have has a scuffed FBX compared to the prefab counterpart, and just trying to optimized it by combining the meshes (along with trying to keep the animations).

robust helm
# tribal glade Does anyone know anything about a skinned mesh combiner for Unity by chance? A m...

https://booth.pm/ja/items/4664467

I've used this one, it's easy to reverse and it works pretty okay.

This is an all-in-one utility that use to combine skinned mesh while preserving blendshapes and bones. It is also capable to combine selected bones to its parent and bake selected blendshapes as well. It is made with optimization on avatar models for metaverse such as VRChat in mind, but it does not

tribal glade
#

I'll give this a try! Thank you!

robust helm
tribal glade
modest oyster
# tribal glade Does anyone know anything about a skinned mesh combiner for Unity by chance? A m...

https://github.com/d4rkc0d3r/d4rkAvatarOptimizer one-ups the other tools by automatically combining meshes where possible (not animated on different toggles) in a non-destructive way on upload only, or you can make a permanent copy

GitHub

d4rkpl4y3r's VRChat Avatar 3.0 optimizer. Contribute to d4rkc0d3r/d4rkAvatarOptimizer development by creating an account on GitHub.

elder laurel
#

do I remake my avatar with this, importing a few things? Or can I add it to an existing avatar project?

elder laurel
#

is there a way I can replace the rigidbodies in this with something more optimized? I'm fairly new to avatar optimization.

wind herald
#

Physbones and physbone colliders

#

What exactly are you trying to do with them?

elder laurel
#

on mine? They came with the avatar. I think though, that it might be something to hold a handheld flashlight, so I'm gonna see if I can just straight-up get rid of them.

fossil bane
#

can someone answer me and please help me

raw oar
#

just by curiosity, how does an avatar go from being multi-platform, to pc only

#

what are the limits of quest-compatible avis

spring sun
raw oar
spring sun
#

yes

raw oar
#

i see

spring sun
#

one on pc build and one on android build as the quest side is just android

raw oar
#

alr

#

but what ab the limits tho

#

of quest avis

#

ik theres a polygon requirement, but is there a polygon limit?

radiant shadow
#

<10k for fallback

#

I just look at that mostly, its in documents somewhere

#

likely changed somewhat, its not up to date

heavy knot
radiant shadow
#

ratl wish they nuked very poor already on quest

raw oar
#

LMAO i was ab to say sum ab that too

radiant shadow
#

they can behave like crashers easy

raw oar
#

yes but cant crashers have only poor rated avatars

heavy knot
#

Performance rank isn’t a good indicator for a crasher

raw oar
#

thats what im saying

heavy knot
#

Shaders aren’t calculated

raw oar
#

weird

#

im kinda surprised about the bone limit lol

#

actually now that i think about it nvm-

copper verge
spring sun
#

How do you have only 43 renderers but over 200 materials

vivid night
#

Glad everyone's avis are blocked unless I show them now vrcSkull

copper verge
plucky warren
#

💀

buoyant holly
alpine talon
#

Hey guys, I'm trying to optimize this Avi for quest, and one of the things suggested to me was to "simplify the hair bones" in this picture. How exactly do I do that...?

wind herald
#

Bundle them together and/or reduce them to only two bones per chain

heady smelt
#

Just had to ask, but does the compression quality affect performance, or just the speed it compresses the texture in unity?

zealous wigeon