#avatar-optimization

1 messages · Page 19 of 1

cold yarrow
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ahh. sometimes you can

restive phoenix
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yea.. my issue is this

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i only use hoodie, shorts lol

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and body ofc

cold yarrow
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ah yep - take them into Blender and split them up

restive phoenix
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could you guide me you think?

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never used blender before but i tried in 2017

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i do have it installed though

restive phoenix
cold yarrow
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I don't really do that, but there are tons of good tutorials out there

restive phoenix
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fair, you got any vids? i was struggling to find any recent ones

cold yarrow
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I don't offhand other than often suggesting The Donut Tutorial

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or videos by Rainhet

buoyant holly
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honestly those are listed as separate objects so you could delete them in unity?

restive phoenix
cold yarrow
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I think the point is those objects have multiple parts inside

buoyant holly
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okay yeah that would require Blender

cold yarrow
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yep

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it's not too bad - select the parts you want, hit 'p' to "part" it out into a new object.

restive phoenix
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okie, thanks

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will try

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since i dont use long hair at all could i theoretically straight up delete this or would that require changing other assets for the avi too?

long gust
restive phoenix
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i got a lot of progress

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and i worked on it in blender for 6 hrs straight

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i got it down to 70k

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but now i need new prefab i think?

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idk how to properly replace my current fbx in the files

pure prism
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what do i do when it says the avatar uncompressed size is too large for the target platform,its 533.41 out of 500,thing is im using the older unity 2022.3.6 not the newest one since that one has restrictions

cold yarrow
long gust
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for me i just preferabbly use fbx all for no blendshape issues

long gust
# restive phoenix correct?

pretty much, if it looks weird, or unity complains about humanoid, check configuration in unity
if the meshes get wayy to big, just check apply scalings again

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if nothing works idk, cuz this was the issue that i usually deal with

restive phoenix
cold yarrow
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cool, so save it to the same filename as it is in the unity project

restive phoenix
cold yarrow
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no?

restive phoenix
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so i wanna keep old and new fbx at the same time?

cold yarrow
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oh, make a new file then

restive phoenix
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i wanna put it in the fbx folder and delete the old fbx and fbx.meta in that folder first right?

cold yarrow
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not sure why you'd delete anything if you want to keep both?

restive phoenix
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i dont tho

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i just wanna put the new one i modified in blender

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replacing the old one

cold yarrow
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overwrite the old file then

restive phoenix
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meta file too?

cold yarrow
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ignore meta files, those are Unity's business.

restive phoenix
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oki

cold yarrow
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(it's where Unity stores settings for the file)

restive phoenix
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i see, will try to open project now

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surely its not that scuffed

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how come blender said 70k?

cold yarrow
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triangles?

restive phoenix
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ya

cold yarrow
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right, did blender say triangles?

restive phoenix
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yes

cold yarrow
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do you have something else in the scene?

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I find this is usually pretty close

restive phoenix
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there is the android ver

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but hidden

tacit crypt
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Ok

loud pasture
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yo im trying to make a fall back is there any tips or recommended stuff that anyone could provide?

gritty terrace
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the model overall will likely need to be very barebones with no special toggles or anything like that

proud urchin
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yep it has to be suuper barebones. the hardest thing imo is to get the polycount low enough but if youre making an avi from scratch then it simplifies things for sure

flat condor
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could i get a hand with something?

gritty terrace
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a hand with what?

flat condor
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i want to optimize my avatar back into good

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i wanted to add a night vission mode in the menu and now i realize the light gives me a poor rating

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i dont quite know how to fix it

gritty terrace
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remove the light component

flat condor
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if i do the night vision shader does not work

gritty terrace
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there isnt a fix other then removing the component

flat condor
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i know there are good rating avatars that have it so i was wondering if anyone know how they do it

gritty terrace
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what do the rest of the stats look like?

flat condor
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its a light component

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everything else is good

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the only bad point is the light and i was wondering how to fix it

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i mean yes with out it it goes back up to good

gritty terrace
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i dont think theres a way you can get it to be good ranked with the light component vrcBotThink are you sure you've seen model's with a light component on them that're ranked good?

flat condor
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yes quite

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i gotta go but ill keep looking for an answer later

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thanks tho

cold yarrow
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Yeah 1 light = automatic poor, there's no way around it if you need a directional light, which you do for that shader to work.

ivory sluice
marble rain
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There is non avatar that would be performant with lights. Just remove them

prime holly
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I have a question about phys bone performance.

I'll give a model system: A bone that forks off into two or more chains of bones.
I can rig phys bones in two ways.

  1. One component for the base of each and every chain.
  2. One component just before the fork that produces phys bones in each chain automatically.

According to the SDK's optimization, Option 2 is more computationally efficient than Option 1. But why? The same number of bones are being affected in each case.

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What changed?

cold yarrow
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I'm assuming it's because of one system vs. two

prime holly
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I would have thought it depends on the cumulative complexity of all involved systems. Not merely the number of systems.

shrewd plank
prime holly
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Its creating multiple redundant variables for each component. Iiinteresting...I didn't think of it that way.

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Or just generally doing the same work multiple times when it could instead be a one-and-done for the same results.

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And then for the last guy with the dynamic lights. I suspect the reason they're so poor for performance is; they require ray tracing of some variety to work?

obsidian lake
prime holly
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Yeah, that'll do it...

obsidian lake
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Although vrchat is working on some stuff to make it not raytraced I think for the standard lite shader

marble rain
marble rain
regal citrus
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So the created root bone can act as a controller to just the physics system rather than every single child bone connected to the original parent.

thorn oxide
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whats the max stuff allowed for Good rating avis? trying to atlas all my textures/materials, but i was told its only allowed up to 4

heavy knot
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define "stuff"

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Are you talking about material slots

thorn oxide
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yeah

heavy knot
thorn oxide
heavy knot
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This lists both PC and Mobile (Quest) ranks

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for PC yeah

thorn oxide
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:yip

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okeii, tysm

heavy knot
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just one off, damn

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are any of those material slots using same materials

regal citrus
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Is there any way to preserve transparency when atlasing materials?

marble rain
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otherwise you just need a seperate material that does all transparent things you want

stark bear
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assuming custom shaders are not an option for uv tile discarding, what's the most performant way to hide/show parts of your avatar on a toggle?

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is it better to have multiple objects and toggle them, or one massive object with blendshapes to hide stuff

cold yarrow
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it's actually pretty easy to add UV tile discard to a shader

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you know, if you dabble in HLSL

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Blendshapes don't really count very negatively anymore, so one object is often better than multiple, since it's one draw call vs. one per object.

stark bear
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I dont want to use shaders to hide stuff cause people who don't have my avatar shown will see everything enabled

cold yarrow
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yep

stark bear
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also is it true that its better to have a shape to turn something on than it is to have a shape to turn it off?

buoyant holly
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technically animations being disabled would also break toggles

stark bear
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I remember hearing that blendshapes set to 0 dont have a performance impact

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or at least have a smaller impact than being set to anything not-0

stark bear
cold yarrow
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yeah blendshapes aren't very significant in terms of performance anymore

stark bear
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ahh ok so it doesnt matter either way

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hmm what about in cases where you cant atlas the materials, is there much difference between one object with two materials vs two objects with one material each?

buoyant holly
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that's going to be two draw calls

cold yarrow
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that's basically the same

stark bear
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ahh ok good to know. thanks!

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so its not really worth combining my props at all if I cant also atlas their textures

cold yarrow
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yep. I really try to aim for one body mesh and one clothing mesh, then rarely-used things can be separate from there.

stark bear
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makes sense!

meager folio
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does anyone have a tool that optimizes triangles in unity

cold yarrow
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You really need to do that in a 3D modeling program like Blender.

gritty terrace
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its also a paid assets so you'd need to buy it

meager folio
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can someone explain how my avatar is failing security checks?

cold yarrow
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Which Unity do you have?

meager folio
cold yarrow
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ah you should get .22 because there are bugfixes, but that wouldn't block you

neat matrix
night rapids
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anyone got a good guide for avatar optimization?

buoyant holly
# night rapids anyone got a good guide for avatar optimization?

Looking to learn how to design a VRChat avatar with that wonderful green "Good" tag? Wishdream combines their knowledge from both the game industry and personal experience to teach you how to create VRChat avatars with optimization in mind! #furalityumbra #furality

Event Stage Manager: Demmy
Technical Director: Nero Nocturne
Stage Camera Opera...

▶ Play video
waxen whale
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im trying to help a friend out but im stumped on this one; their avatar has one mesh and a toggle object. Both are using the exact same material and combined UV space/atlased texture. So one material only and it keeps giving this message saying there is two?

stable juniper
# waxen whale im trying to help a friend out but im stumped on this one; their avatar has one...

[Translate] There are two meshes: the main mesh and the toggle object mesh.
Even if the material is exactly the same, each mesh will have separate slots.
[Original] そこには2つのメッシュがあります:本体のメッシュとトグルオブジェクトのメッシュです。
たとえマテリアルが完璧に同じであったとしても、メッシュごとに別々のスロットが割り当てられます。

waxen whale
spring sun
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Medium rank is perfectly fine

waxen whale
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even for Quest version?

buoyant holly
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yes you're still better than 90% of avatars at medium @waxen whale

spring sun
forest pebble
stable juniper
# waxen whale ah so separate meshes do count. hmmm Wonder if there is a workaround like have ...

Probably “AAO: Avatar Optimizer” helps you.
It can freeze unused blend shapes and merge mesh.
Here is documentation: https://vpm.anatawa12.com/avatar-optimizer/en/docs/tutorial/basic-usage/

livid girder
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dm me if you can make me a avi i will pay

spring sun
main scaffold
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watched the furality talk, but ma_textureatlasser seems to not be working anymore

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is there any easy way to create an atlas without blender?

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my pc cant handle it

cold yarrow
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you can't change the UV map without something like Blender, so probably no

main scaffold
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damn

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i can merge stuff, it just dies trying to bake the atlas

cold yarrow
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amusingly I had Blender crash on me 4 times earlier trying to bake a high-poly object to low. Had to close my browser 🙂

main scaffold
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awww

cold yarrow
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I'm running on my laptop, it's WAY less powerful

main scaffold
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i was able to get all the stats down except mat count and polys, trying to upload for android mobile and ios

stable juniper
main scaffold
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ill take a look!

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thank you, google translate

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i will now call july christmas

cold yarrow
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Haha

stable juniper
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lol

main scaffold
stable juniper
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add the component named "TTT AtlasTexture"

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(add to avatar root object)

main scaffold
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thank you!

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does it not have localization for english or something?

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thats what my unity language is in

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no, weird

stable juniper
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could you show me the previous errors? probably it is side-effect errors.

main scaffold
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oh whoops, its because i installed it wrong the first time

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the guids changed

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ill reinstall

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accidentally unzipped it into my assets folder :c

stable juniper
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wait, VCC is your friend.

main scaffold
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it has a vcc repo?

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didnt notice one

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oh there is

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whoops

stable juniper
main scaffold
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thank you!!!

cold yarrow
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love the color of that

main scaffold
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reminds me of the cute images in alot of coding tools

cold yarrow
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ah yes

main scaffold
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wtf happened, i alt tabbed out uwaaaaa

stable juniper
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😮 < what!??

main scaffold
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theres no unity open????

cold yarrow
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probably leftover processes after the crash

main scaffold
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ughh

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killed unityhub and Unity.Licensing.Client and its opening now

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was worried id have to restart

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doing this all over remote desktop and havent tested if it lets me connect on the login screen

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a texture size of 4096 seems to work?

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oh wow

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thank you so much!!!!!!

main scaffold
# stable juniper 😮 < what!??

hey again! is there any way to make it apply permanantly, instead of previewing? planning to use that to atlas and then blender to merge everything

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or does it apply on build, and i need to copy it out of playmode

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it doesnt seem to apply in playmode :(

cold yarrow
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most things don't, you can copy the component (3 dots at upper right) and paste values back when not in play mode

main scaffold
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i mean theres no way to get the atlased texture other than uploading or clicking preview, and preview doesnt save it to a file it seems

cold yarrow
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ah maybe I'm not following along with whatever you're doing here

main scaffold
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let me record real quick

cold yarrow
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I don't know the tool so probably can't help

main scaffold
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aaand my unity froze

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:p

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this is what it looks like in preview mode

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clicking the material doesnt give me a file, but if i double click it goes to the asset

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i dont know where its stored

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lemme look in the code to see what it does

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ah, maybe after i upload itll go here?

main scaffold
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omg i had ndmf apply during playmode off

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because i was debugging stuff

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were so back

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oh its midnight

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lmao

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got it out of playmode !

main scaffold
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ughhh just joined everything in blender and it looks like my pc died

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its frozen

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cant connect to it anymore either

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unresponsive, yayyyyyyyy

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damn my unity project is only on that too, cant keep working on it from my laptop

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have to wait until tomorow waaaa

stable juniper
main scaffold
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im trying to join all the meshes of clothes and body in blender, and lower the material count there

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it still uses seperate material slots even after atlasing

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trying to get mat slots down

stable juniper
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'AAO: Avatar Optimizer' can merge meshes and merge same materials non-destructively.

spring sun
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then stop using multiple materials and meshes
when you atlas it you then need to delete the materials and keep one

stable juniper
reef osprey
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Does anyone know what to do if it says this?

cold yarrow
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First error on the left says you have a missing script, you'll need to deal with that. Either remove it, or install whatever package it requires.

reef osprey
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did it

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now its just blueprint ID

cold yarrow
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if this is a first time upload and you have a blueprint in the pipeline manager component, clear it - otherwise there are probably more errors above that one

reef osprey
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nope thats my issue

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I looked it up and i tride watching a tut but it didnt help

cold yarrow
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ok so with that cleared, you only have one error message?

reef osprey
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there is two

cold yarrow
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ok the second is a side-effect of the first. The first isn't very helpful.

reef osprey
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it says this when i click on it, sorry it would be diffult to get a photo. BuilderException: Failed to build the Avatar, check logs for more details
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.Build (UnityEngine.GameObject target, System.Boolean testAvatar) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2258)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.Build (UnityEngine.GameObject target) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2448)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.BuildAndUpload (UnityEngine.GameObject target, VRC.SDKBase.Editor.Api.VRCAvatar avatar, System.String thumbnailPath, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2463)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder+<>c__DisplayClass104_0.<CreateBuildGUI>b__4 () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2015)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <27124aa0e30a41659b903b822b959bc7>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.Exec () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)

cold yarrow
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triple back-quotes: ``` make for nice formatting! But that's not a very useful message unfortunately

reef osprey
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how do i make it useful so you can help me? sorry if that sounds mean or soemthing

cold yarrow
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no idea!

wicked plume
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I would just close unity, flip SDK version on VCC and open unity again. unless editor tool got outdated to start with

cold yarrow
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definitely restart unity if you haven't - I hate that this fixes many things

reef osprey
reef osprey
cold yarrow
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it's just a windows application, close it and re-open.

reef osprey
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it says the same thing

hollow pollen
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Blender question, normally I just decimate a high body mesh and then ignore the small little texture imperfections it causes. But today I've been trying to do the method of transferring a high polly mesh texture onto a low polly mesh texture to fix the texture issue, tho sadly most of the tutorials I can find on youtube just tell me to use a cage method? which isn't what I'm trying to do exactly, and even when trying it and following the vid step by step it just doesn't work at all and I end up with a weird texture that's all fucked up. Any one have a vid or a post that can hopefully walk me threw how to do what I'm looking for?

barren belfry
hollow pollen
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or Vis versa

barren belfry
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its by a very small amount, though

hollow pollen
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I'll give er a go ig, I've been at this for a bit so anything is worth a try rn lol

barren belfry
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Feel free to DM if you need more help

hollow pollen
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I just tried it really quick and it's the low polly mesh over top the high polly

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works great none the less

barren belfry
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ok, glad it worked!

hollow pollen
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I kinda feel dumb seeing how easy it was all along but hey, I'm learning at least lol

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thanks for the help g

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now I just need to fix the uv map cause it's of the shit lolvrcTupDead

barren belfry
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yeah, it be like that sometimes

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are you optimizing for PC or Quest?

hollow pollen
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like... this be looking bit to pixel like

hollow pollen
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I already got it just under a hundred in unity while keeping it looking the same. But I'm taking it into blender to make it better cause 100 is still a little to high for me

jolly locust
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are there any guides to avatar optimization within unity

cold yarrow
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wait, within unity? there's not a whole lot you can do there, perhaps d4rk's optimizer thingy is about it

jolly locust
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the base is just a unitypackage

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i can probably export and reimport it but frankly im fine with very poor

cold yarrow
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remember that your computer has to render your own avatar 2-3 times

jolly locust
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wdym

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what about others

spring sun
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mirror, shadow, local

cold yarrow
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^

jolly locust
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ah ok

spring sun
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mirror is yknow the mirror duplicate
shadow handles mostly the lighting
local is what you see in first person

cold yarrow
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The point I'm making is that your own avatar can negatively affect your performance

jolly locust
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i have a beefy pc im mostly worried about others

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(no pc is a match for vrchat tho 😉 )

cold yarrow
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if it's bad enough anyone smart will just block it anyway 🙂

jolly locust
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fair

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where do you set a backup avatar?

cold yarrow
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in-game

spring sun
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or if you mean imposter
on website

severe crown
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more of a question: what are the biggest things to look out for which impact performance the most?

heavy knot
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Triangles is fine if you're at like 140k (the triangle stat hasn't been changed since 2018, even though the pc hardware has changed drastically). The sheer amount of drawcalls this game has in single scenes is the reason why the game is extremely CPU heavy

radiant shadow
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vram abuse , the murder of my frames 99% of the time

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you dont have 24gb vram ? ratl

cold yarrow
marble rain
silver brook
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When the 8k texture avi loads in :B

main scaffold
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all i need to do is crunch polys

main scaffold
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and polytool on 20000 looks horrible :c

severe crown
proud urchin
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Same with any objects that demand lots of resources

forest pebble
severe crown
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I just wish I could find a way to reduce the triangles on my avi for quest. damn kita avali alone is nearly 70,000 :(

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it will never be allowed automatically for questies

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looks too bad when using the tuxedo optimizer to get to 20,000 since so much detail is needed on some parts

cold yarrow
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I thought there was a quest version of that

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yeah, there is, I've got the package in my downloads

bold wharf
forest pebble
manic knoll
prime holly
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Even if its only one particle that needs collision?

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Its gonna be weird if a railgun-sabot hits something and doesn't eject sparks.

radiant shadow
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barely used particles but i just use peoples contacts/ect to trigger particles when hitting stuff ratl

prime holly
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...I would also kinda like a sound for its impact >_>

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Since its really fast, lots of kinetic energy...something akin to thunder? Like being struck by lightning.

lyric lintel
#

Is there a tool that lets me see the size breakdown of the avatar asset bundle? I'm trying to figure out what exactly is using so much space in my avatar

heavy knot
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It’s a curated package in the creator companion

lyric lintel
heavy knot
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Just click VRWorldToolkit at the top of Unity and world debugger then click the build report tab

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The build report will work on any project regardless if it’s a world or avatar project

lyric lintel
turbid rover
#

I just need to know how to make an avatar quest compatile

graceful condor
heady smelt
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how to fix the materials?

worthy sigil
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Blender atlas textures

heady smelt
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what do i need to do?

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\

buoyant holly
heady smelt
buoyant holly
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yes

heady smelt
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never used

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what do I import there?

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i only have one unity package file

buoyant holly
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the fbx file for the Avatar is what you would be importing into blender

heady smelt
#

but

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it is a package

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my project folder would have it though

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how do u do it usually

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?

buoyant holly
# heady smelt

the asset folder of the unity project would have the fbx file somewhere in it

heady smelt
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yes it does

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show inm explorer, right clickl

buoyant holly
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"/asset/name of the Avatar maker/Avatar name/meshes" tends to be a pretty typical file structure for where the fbx file is hiding

buoyant holly
heady smelt
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stay with me, im installin blender now

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i remember it to be extreme unintuitive

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it's just a gray model

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r u sure?

buoyant holly
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you have to click on this button to show the color and texture

heady smelt
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I see

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what's pi llow?

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i think blender forces me to install it to use matcombiner

buoyant holly
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yes that's a requirement to go install that

buoyant holly
heady smelt
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the addon wont show up anymore

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in the tool bar

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and installing it doesnt work either

buoyant holly
#

have you tried resetting blender to make sure the python script you're installing is properly loaded

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and in like 3 minutes I need to head off to take care of some errands IRL

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https://www.youtube.com/watch?v=73REcZVWMhA a video that explains how to do the texture baking stuff without the add-on

A simple tutorial on Texture Atlasing/Texture Baking using Blender 2.8+.

Links in Video:
Pumkins Tools: https://github.com/rurre/PumkinsAvatarTools/releases/tag/0.9.5b

=TIME STAMPS=
0:00 - Intro
0:08 - Disclaimer
0:30 - Combine Your Meshes
0:42 - Removing Leftover UVMaps
1:04 - Removing Unused Materials
1:17 - Creating Baking UVMap
1:40 - ...

▶ Play video
heady smelt
#

i combined it, but how do i get this now into unity, do i import an fbx file or just the png:>?

heady smelt
#

this i guess'

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looks weird nwo

buoyant holly
#

that's because you accidentally exported the Sun from blender with it

heady smelt
#

into the materials?

buoyant holly
#

the blender export has a select only selected object export option if you're not wanting to include the Sun

heady smelt
#

can I choose visible objects?

#

and if i check selected, which one to select?

buoyant holly
#

Armature mesh @heady smelt

heady smelt
#

i see

#

and what I did here I can completely do again, right?

#

everything

buoyant holly
blazing garden
#

learning how to optimize avatars and get started with all of this has been an adventure lol

stable juniper
#

aaaand, you have to reduce your physbone components if you really want to optimize your avatar

vagrant flower
#

what are all those trigs even for bruh

gritty terrace
#

read/write not being on makes the size look bigger then it actually is

#

its not actually that large number in most cases

proper grail
#

I have discovered decal based blushes, -1 material slot!

cold yarrow
#

excellent!

hearty kiln
#

Can someone explain to me why in Unity a avatar has a different Poly count then final in Vrchat

frail herald
hearty kiln
#

ye

frail herald
# hearty kiln ye

then those tools must be processing your meshes prior to the upload.

hearty kiln
#

So if i would attach them manually it should be right?

frail herald
hearty kiln
#

i wanna get to poor

#

it shows in unity 69956 polys and in vrchat 75000

#

so its screwing me up

frail herald
#

that's a very big discrepancy. i thought it would be on the magnitude of like up to 1k or something.

#

i'm not sure at that point it could very well even be Unity being wrong, or the VRChat server side scanning misrepresenting. people have posted to canny, and they've been asking for avatar IDs to get the wrong perf ratings sorted out.

hearty kiln
#

so what should i do in this situation?

frail herald
#

you could post to the VRCF Discord (if it's VRCFury) or contact MA (idk how they do that)
worst case scenario you both figure out it's not VRCFury/MA's fault, and then you'll probably know what's next.

hearty kiln
#

i use both

#

or atleast vrcfury is inside my project in the back

frail herald
#

hm. I know VRCF doesn't always give out support if people are using MA unless someone is like 100% certain it's VRCF causing an issue.

#

still worth a shot though. i do however think it's either Unity or VRC being wrong, or the processing messing you up.

hearty kiln
#

alr thanks i will give it a shot, worst case going back do decimate :/

frail herald
#

yeah! one last thing that you could try, make sure you have read/write enabled on your meshes. whenever i didn't do that, i had a range of things happening from vrchat not showing poly counts to being wayyy off on them.

frail herald
# hearty kiln alr thanks i will give it a shot, worst case going back do decimate :/

you could also try out one editor tool i use.
if you have the anatawa12 repo, there's the gists package. and you can enable "Actual avatar performance" and that will try to use the same logic and maths to predict what the performance will be. i use it to quickly iterate when optimizing, and it was very helpful when vrchat was still sorting out issues with the wrong perf ratings showing up as i was able to see them in the editor somewhat accurately.
you would probably just wanna run the avatar in play mode after enabling that gist so that it can run a build and tell you what perf it thinks it should be

hearty kiln
#

Sorry to ask again but what do you mean with enabling gist

frail herald
#

are you using the vrchat creator companion (Alternatively ALCOM) to manage your projects? this is how most of the tools and packages for making avatars and worlds are obtained. through vcc repos

hearty kiln
#

yeah im unsing vcc but also i have other tools manually inside

frail herald
#

you can install the repo i linked above if you wanna give the thing i recommended a shot. i just dont know if you've ever dealt with installing stuff through the vcc so idk how much context u need.

#

but basically after you install that repo, and the "anatawa12's gists pack" package from it - it should add a thing to the top menu of Unity that will let you pick any of those little scripts (called gists) and one of them will be the actual avatar performance thing. you don't need it but it is useful to just iterate when optimizing, at least in my opinion

hearty kiln
#

ok i checked it with the tool

#

and it also says 74952 polys

#

:/

frail herald
hearty kiln
#

yeah, its really stressing

#

you finally see your under the 70k poly count and then vrchat "nu uh"

frail herald
hearty kiln
#

i already decimated alot lol

#

went from 115k to 70

#

and now this xD

frail herald
#

oh yeah then thats hell. my avi has an official quest ver but i was stubborn to have the hoodie on quest. i'm going to try and do some backfacing voodoo to maybe lower the poly count without decimation as i made my quest version have non toggleable clothing already. i'll probably ""mold it to the body"". i've even figured out how to make the quest version enforce some params so that the pc side is synced to the state my quest ver will be stuck on.

heady smelt
#

what is avatar bounding?

forest pebble
heady smelt
#

no idk whaty it is

#

also my avatar spawns 72m tall in game

proper grail
#

How big the avatar could be, including blendshapes

heady smelt
#

in Mb size?

#

or virtual size

#

physical

proper grail
#

Nope in literal meters

heady smelt
#

it set it to 1-1-1

#

it spawns 72m tall

#

though iun game

forest pebble
#

Is that intended..?

heady smelt
forest pebble
#

Lol.., ok so you are looking for 'bounds' not scale

#

On one part of your avatar

#

Likely a skinned mesh renderer

#

Put t:SkinnedMeshRenderer in the hierarchy search box and go through each one

heady smelt
forest pebble
#

In the view you should see a white box around parts of the avatar for each one

#

Find the one thats massively outside where it should be

#

Although scale 100 tends to be due to blender export mistakes

heady smelt
forest pebble
#

You need to turn gizmos on

#

Last button top right or the viewport

heady smelt
#

it is on

forest pebble
#

Can't tell because you keep cutting out random parts of the ui

heady smelt
#

i used that search

#

t:SkinnedMeshRenderer

#

u mean these white boxes?

heady smelt
#

how do i fix this>?

#

i knlw now what it is. I thihnnk it is to big bc my avatar is 180m tall in game

heady smelt
urban marsh
#

ok so, is there a way to make a texture on my avatar invisible, or just see-through, only for myself?

#

like, if people look at the avatar it's opaque and normal, but in 1st person parts of the texture should become see-through

#

if i look directly down, the clothes on my avatar cover my screen

cold yarrow
urban marsh
#

and how would one go about doing that? i haven't played VRC or messed with unity since january i'm just coming back today lol

#

there are a lot of things i forgot

cold yarrow
#

probably watch tutorials on making toggles and ignore the part about the in-game menus

urban marsh
#

is there a tutorial i missed? i'm asking on the discord server because i already looked through google and reddit and didn't find what i was looking for

cold yarrow
#

I mean, there are lots, such as https://www.youtube.com/watch?v=XqtSg6_W07Y

Did this video help you? Consider sending me a tip on Ko-fi! https://ko-fi.com/sippbox

Welcome to my updated tutorial on creating toggles for your 3.0 avatar! This video goes over using bools to toggle a prop in your hand, and using ints to swap through accessories! Hopefully this helps you make your avatar more customizable!

0:00 - Intro
0:15...

▶ Play video
urban marsh
#

that one isn't what i'm looking for unfortunately

cold yarrow
#

it literally tells you how to do the animator part, in your case you just use the variable IsLocal which is a built-in one documented on VRChat's docs page

urban marsh
#

the animation already exists

#

but do i just put the tag here?

cold yarrow
#

I'm not sure where you're stuck then

urban marsh
#

my avatar has a giant cloak that can be toggled on and off, but when it's on i can't see anything if i look down, i don't want to toggle anything, i just want it to be transparent for myself and nobody else

#

i don't have issues with creating toggle animations and props i've done that before, i'm stuck on the texture part

cold yarrow
#

Simply erase the parts you don't want

urban marsh
#

i'm confused

cold yarrow
#

me too. make a new texture with those parts erased, use it in a second material that only gets applied for you.

urban marsh
#

i'm trying

cold yarrow
#

Ok, where are you stuck?

urban marsh
#

i duplicated the texture but idk how to make the 2nd one transparent

cold yarrow
#

image editor, erase the areas you don't want. Assuming you have an alpha channel.

urban marsh
#

ok i figured it out, kinda

#

i had to remove the alpha mask

cold yarrow
#

it should be pointed out that this won't work on quest

urban marsh
#

now only thing left is to make sure only i see it being transparent and not everybody else in the server, that's the only part i'm stuck in now

#

is there something similar with how the head becomes invisible in 1st person but not on mirrors?

urban marsh
#

ok so the mesh has the renderer but not the material itself

#

yeah i'm lost

heady smelt
#

can i solve these issues in unity?

buoyant holly
heady smelt
#

ive already one project open

balmy badger
#

I bought a avatar off of booth and looked up how to insert it into unity. I also fixed all the main red octagons so I can continue to build & publish, but it stopped me at the build and publish and says "building avatar" but no progress has been made after I waited a hour or two. I don't even know how long it would take to publish a avatar

#

i even tried detaching the blueprint (optional) that i saw in a youtube video and it still didn't work

buoyant holly
buoyant holly
heady smelt
#

the addon is installed with a project

#

not after it is opened

buoyant holly
heady smelt
#

how did u find rthis one?

buoyant holly
balmy badger
#

I deleted two of the "vrc avatar descriptor" and then pressed "build & publish." It had then popped up it's own blueprint ID after I had detached it.

buoyant holly
balmy badger
#

wheres the prefab menu?

buoyant holly
balmy badger
#

i exited out pressing the scenes button and it ended up in this

buoyant holly
balmy badger
#

i dont know how to drag it to the hierarchy either 😦

buoyant holly
#

drag the icon from where I showed to start into the hierarchy

balmy badger
#

alright i did that

buoyant holly
#

then you should be able to just click build and publish

balmy badger
#

:0 it worked

#

TYSM

buoyant holly
# balmy badger TYSM

glad to be of help I would recommend on the VRchat website also generating an imposter for the avatar so that people that don't show very poor avatars can still see something that looks like you

balmy badger
#

ok

buoyant holly
#

because your screenshot shows it's going to be a very poor Avatar so nobody on Quest will see it by default

heady smelt
#

i have too many meshes

buoyant holly
#

it does the stuff typically on upload there is a button to generate a duplicate that's optimized

#

did it make any difference to the other stats

heady smelt
#

I think so

#

everything else in the game is in the green

buoyant holly
#

so that's at least progress

eager cliff
#

Is there any way to get the impostors that are generated and viewing them in unity?

buoyant holly
#

nope you can only view the imposters in game

pseudo hazel
#

hello! i'm trying to make an avatar with a single skinned mesh (Quest optimization) that can take tools from their belt and carry them in their hands. is there a way i could toggle to move that tool's bone between the belt and hand locations and have them be rigged in the same way that they would if they were parented to bones in those two locations? the VRC Parent Constraint doesn't appear to be doing anything, so if i need to be using that, i'll post my component settings. thanks for any insight

proud urchin
#

As far as im aware you cant do that with bones

#

Youll probably need to duplicate the flashlight mesh and attach the duplicate to the hand, thats all I can think of

onyx harness
worldly hull
#

I would use atlas, but I dont know where is the atlas texture, after I press:
[Save Atlas to..]

#

Thats how it looks after I hit "Save Atlas to.." There does no folder open and there is also no new texture in the list.

So I combined everything but there is now atlasa created I guess. IDK why peoples even use this atlas tool if it only can combine the verticies but not giving you an option to even get the created image.

stoic gust
#

You should only ever have one Skinned Mesh Renderer on your avatar. Any accessories or additions to your avatar should be done in 3D editing software like Blender, and merged into the original mesh. Any animations or movement should be handled via shape keys or bones

How do i merge it into the orignal mesh? and will it still be toggleable?

worthy sigil
crystal shard
#

How do I fix this

molten adder
cold yarrow
#

eh, one can be useful

worldly hull
#

What is better for VRChat?
4x 2048 materials or 1x 4096 material?

radiant shadow
#

8192 materials? ratl 1 material with 4k texture

#

neither is very bad for a pc build (21 ~ 10mb vram depending if you need transperancy) handy you need different shaders you can still use 1 texture on several mats

worldly hull
sick relic
worldly hull
#

and yes, I have everything already selected from the avatar

sick relic
cold yarrow
#

I love SimpleBake. And it's about time I buy packmaster

worldly hull
#

Do I need both? Or is one enough?

cold yarrow
#

you can do this without either

sick relic
#

But both is really god sends.

cold yarrow
#

I've also been using ZenUV for a while

worldly hull
#

It should be quick and easy. You can see how much space I waste on the Material Combiner Master, which was recommended by Cats Blender Plugin.

worldly hull
#

It would be great if the tool can only crop out those pixels, where a polygon is on top with maybe 2 pixels left on the edges to make sure everything in the polygons is filled up.

sick relic
#

It requires more advance algorithm to make it efficient.

worldly hull
#

Just crop out everything that have verticies or polygon edges on top of it and every pixel that is not in use, you can overwrite it.

Just imagine the yellow polygons left would cut out the pixels underneath it and arange it with only 3 pixels space to each other.

#

I even would pay for such a smart addon, so I can use lower resolution images without getting a low resolution texture on the avatar.

#

So it would only cut out the pixels that are in use and maybe left 1-2 pixel on the edges.

#

And the black area is free to put another cutout image on it...

sick relic
worldly hull
#

Can the computer not detect what are pixels that are not in use in any material and what pixel are in use?

If I paint for example on a model, it will draw only on the UV shape and never on the areas where those polygons are not.

it also have to know somehow where it is because every pixel that is inside or even touches the orange polygon, will be affected on the look of the object.

sick relic
worldly hull
#

in short say:

Every pixel than can be affected by brushing with the paint tool on the model. and every pixel that doesen't get affected even if it gets painted on every little spot of the 3d object, is a free to overwrite area...

sick relic
#

Even you have to can detect pixel is occupied, you still need to check for every pixel of an uv island.

#

And has to restart the process if one pixel is occupied by other island.

worldly hull
sick relic
#

Not to mention an island could be scaled or rotate to fit better with other occupied pixels, so complexity glow really fast.

worldly hull
sick relic
#

Still has to run multiple rounds to find optimal uv space usage.

worldly hull
#

Can you explain me please the difference between UVPacker Master VS Simplebake?

sick relic
worldly hull
sick relic
worldly hull
#

Ok thanks, I give it a try!"

bold wharf
#

Figure someone should mention this before you go and spend something like $60 on blender addons

worldly hull
#

What is the most realistic skirt you can make with physbones?
To come as close as possible to cloth physics...

#

It should be ranked as medium, this here is just a bew bones over medium and is ranked with "poor".

spring sun
#

you dont need that many bones in a chain for a skirt

#

you could get away with half

ivory sluice
#

Don't try to achieve realism cuz not even with cloth simulation you'll be close
Just have enough bones to avoid clipping as much as you can, such dense chains will just make your skirt move chaotically

empty river
#

Is there a way, or some tool, that can let me see the sizes of all the parts of an avatar as I am attempting to upload? I'm getting really weird/inconsistent upload sizes when trying to produce a quest avatar, and I don't know where I'm losing nearly five megs of size when I've done all the optimization I can.

glass aspen
obsidian lake
buoyant holly
ebon stream
#

vrcAevSlap For a female base (making one) how many polygons should it have mine has 27k if I subdivide (2) and 108k if I subdivide (3)

tacit mirage
#

is there a 3rd party tool i can use to determine what is causing such a big download size

gritty terrace
#

thry's avatar performance tool iirc

tacit mirage
#

alr let me try it thanks

proud urchin
worthy sigil
frail herald
#

what is the polycount threshold for VP on PC?

worthy sigil
#

Vp?

frail herald
#

but a friend already managed medium so nvm

cold yarrow
frail herald
regal basin
#

what counts as a “bone” to the performance ranking system? Do leaf bones count as bones? Does it just count the total number of objects under the armature or does it only count vertex groups?

cold yarrow
#

ooh you mean does it count unweighted bones? Hmmmm

proper grail
#

The third one, number of gameobjects

cold yarrow
#

k, makes sense

ocean hollow
#

Is there any way to delete animation frames like this automatically? I would rather not delete frames manually like this for 600+ frames

stable juniper
#

Ctrl+Del is not a solution for you? This command removes all key frames

ocean hollow
#

I want to keep every 3 frames
basically, I want to reduce the frame rate to reduce file size
Since the asset is an animationclip, I can't go to the Animation tab and reduce the frame rate like I would with an FBX animation

#

Debug Inspector > Sample rate does not reduce the Avatar upload size

silver kayak
#

you can copy the stuff from the assets folder to your vrchat project's assets folder, then it should work

regal basin
pure pawn
#

I need some tips at Optimizing... (android Ver.)
(all of them are quest versions)

zealous wigeon
#

Otherwise, just change the texture resolution for the textures for specifically the android platform.

pure pawn
stable juniper
# pure pawn Is this hard to do?

I found this in the SyncDance’s store page.

Syncdances is now 50% compatible with quest (we still have the Avatar size limit issue)

zealous wigeon
# pure pawn Is this hard to do?

No, super easy, you just find the textures for the avatar and in the inspector (under the android tab) change the max resolution

zealous wigeon
stable juniper
zealous wigeon
#

Animations can take up quite a bit of space but still

worthy sigil
#

Can we discuss UV layouts for a sec?
I've been battling this in my head. I don't need help about how to do X, I'd like to just discuss the pros an cons of messy vs "sensible" layouts. Many people use image editors such as gimp, for which a layout as shown in the picture might be "making more sense". However, I waste a shit ton of pixel space like this. On the other side, my avatar is so detailed already, that there is no way in hell I would get it to "excellent" on pc. "Good" is the best i can do and it's tight on polygons already. My material count is and will stay 3.
So should I really worry about texel density too much or am I beating a dead horse? I am considering making two uv maps, one with whats shown and one with an algorithm compressing the islands to maximize space but then texture artists have to keep asking which layout a client uses and most wont pay attention to there being a second one, so this option seems to do nothing but add dumb steps and confusion.

To sum it up: What would you do and why?

cold yarrow
#

I'd probably do it like you have it, there's some balance between efficiency for the graphics engine (the computer) and efficiency for the graphic designer (the artist).

worthy sigil
#

I really want to keep this layout as well (just gotta touch up symmetry here and there bla bla, perfectionist ahoi) but I feel like I'm wasting way too much space like this x.x It feels unethical xD

proper grail
ivory sluice
# worthy sigil Can we discuss UV layouts for a sec? I've been battling this in my head. I don't...

i still don't get why some people draw 3D surfaces in 2D image editors, it's very unintuitive, and even more if you don't have a preview of the model

i puzzle the islands in a way that it's kept in order without having to sacrifice a lot of texels (using always my rule of minimum a 4 pixel margin)
So like if there's a gap between two islands doing an outwards curve and another one doing it inwards like with the legs and torso islands you have on the left, i'd just move the torsoabove the right leg islandand the left arm right next to the right one

prioritizing the order and symmetry of uv islands over texel efficiency will cause people to use very high resolution maps because many of them just don't really like noticing texel interpolation on their avatar

buoyant holly
cold yarrow
#

There are layer add-ons (LayerPainter, ucuPaint) but they still kinda suck compared to a real 3D painting tool

ivory sluice
#

yee tho armorpaint is free
it may have a weird layer system but it has a proper brush projection and scaling, and obvs lazy mouse, which is enough

cold yarrow
#

oh yeah, I still have to try that for real

upper yacht
rocky nexus
#

hey i'm trying to export my avatar but it says it's too short, but if i make it bigger, it gives me a different error?

#

is each square on the grid 10cm?

cold yarrow
#

1 unit = 1 meter, but you'll need to map the shoulder bones

rocky nexus
#

got the shoulder bones mapped

#

now there;s no grid 😭

cold yarrow
#

there are various display options at the top if you like the grid

#

but your problem is not the height - it's the second error.

rocky nexus
#

the avatar feet?

cold yarrow
#

The avatar origin should be at the world origin, 0,0,0

#

If it's not, go back into Blender and make it so

#

(unless for some reason it's mis-located in Unity?)

rocky nexus
#

how do i set the avatar origin?

#

it probably is mislocated in unity

cold yarrow
#

in Unity, move it to 0,0,0

rocky nexus
#

yeah its there

cold yarrow
#

that scale is small

#

but the origin issue is the main one

rocky nexus
#

yeah i tried making it bigger but it changed it to very poor

buoyant holly
#

how tall are they supposed to be @rocky nexus

rocky nexus
buoyant holly
#

as that's 29 ft tall

cold yarrow
#

Ah and you can see it's not standing on the origin in Blender either.

rocky nexus
buoyant holly
#

the average male irl is 1.77 m tall

#

so how tall is the bunny relative to the average man

#

if you weren't treating the blender unit as arbitrary

rocky nexus
#

well i'd assume he's about 5'11

buoyant holly
#

1.55 m tall in that case

#

converting from feet to meters

rocky nexus
#

alrighty like this?

cold yarrow
#

yep - make sure you apply transforms to the objects

rocky nexus
#

gotcha

#

sooooo re-export it and so the whole thing over?

cold yarrow
#

if you didn't unpack the avatar prefab in Unity, you can just overwrite the .fbx file (with the same export settings) and it'll just update

rocky nexus
#

is there a way to make the eyes move the texture instead of rotating it?

#

cuz they're stuck looking up for some reason

cold yarrow
#

click that green "return" button

rocky nexus
#

did that

#

they're stuck looking up no matter what i input

#

and i tried both eyetarget and eye control

cold yarrow
#

probably bad bone setup - eye bones should be perfectly vertical with 0 roll

rocky nexus
#

shit

#

i wouldn't mind not having eye movement, so how do i make him look straight ahead?

cold yarrow
#

you mean without going back into blender and fixing it?

#

(note that I'm guessing, I haven't seen your armature)

rocky nexus
#

i had this model commissioned i have no idea how this thing works

cold yarrow
#

well you can just remove the eye bones from those slots

rocky nexus
#

oke

#

oh shit the eye bones got misplaced when i shrunk him

cold yarrow
rocky nexus
#

oh

#

derp

#

oh btw i dont think this model has shoulder bones

cold yarrow
#

you need shoulder bones, even if they do nothing

rocky nexus
#

ogh

#

back to blender

#

guess i gotta play more

arctic thorn
# worthy sigil Can we discuss UV layouts for a sec? I've been battling this in my head. I don't...

i think it looks fine, though you could make most things a little bigger, don't need a huge amount of white space between islands.
tho if you were planning to have everything perfectly symmetrical, you could save a lot of space by overlaying all symmetrical parts onto eachother. if you're planning on selling this it might not be a good idea though, since other people may want something asymmetrical in the texture
I think it's probably best to just use 1 uv map, you really don't need to be using every single pixel of space available

worthy sigil
#

Yea i think i settled for the layout, however i will maximize usage as much as i can and make everything perfectly symmetrical here without overlaying

worthy sigil
#

this feels a lot less wasteful

hybrid mulchBOT
#

@stoic gust You don't need to yell. Chill with the all-caps.

heady smelt
#

how do i fix this?

proper grail
#

What words in that do you not know how to do

#

Open blender and do it

proper grail
#

damn i really fell asleep slapping someone with a "do you speak english?"

cerulean burrow
#

how can i fix this i feel like this is out of place

cold yarrow
cerulean burrow
#

i was able to find it got no idea how to move it 😞

cold yarrow
cerulean burrow
#

alright il watch a tut video im watching a tut on how to make teh avatar and i need to move every bone since they are alll out of place

#

@cold yarrow something like that right?

cold yarrow
cerulean burrow
#

shhoot mb

pastel walrus
#

i forgot how to fix this

cold yarrow
pastel walrus
#

thank you

pastel walrus
#

does anyone know how to apply decimate without removing the blendshapes?

cold yarrow
pastel walrus
#

all that just for me is just duplicate the model 3 times, and they still lose the blendshapes

#

i think it just doesn't work with decimate

cold yarrow
#

yeah it doesn't work in all cases unfortunately

#

usually anything that changes vertex count is tricky

#

I mean, the method this plugin uses, not the plugin itself

proud urchin
#

Ive used this on multiple models and it works fine if that plugin doesnt do its job

pastel walrus
#

tysm!

#

finally. good performance on quest

#

best i've gotten before this was poor somehow

buoyant holly
#

https://www.youtube.com/watch?v=3efrO8dauec a very nice new tutorial video on RGBA Masking

RGBA masking in Poiyomi shaders lets you blend material properties together using RGBA channels, coming from either a texture you create, or vertex colors, effectively giving you four additional PBR material slots.

Presets for Substance Painter: https://www.poiyomi.com/general/substance-painter

Get free shader: https://poiyomi.com
Get Pro sha...

▶ Play video
mental flume
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Help? I've tried everything to fix the quest side and it says security checks failed

here are my errors:

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I'm very confused usually I can fix this but apparently not

spring sun
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why do you have over double the recommended max bones

mental flume
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how do i reduce that??

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ive never had an issue with it before ive had it hit like 400 no issue

spring sun
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by not having that many bones?

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thats not good

mental flume
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yeah i know but i dont get it

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does it just mean to remove bones in blender

spring sun
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thats the only way to properly do it yes

cold yarrow
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it could also be you've got multiple armatures from assets added poorly in Unity

mental flume
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but i’m just gonna redo them

solemn tartan
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download/uncompressed size wont go down to upload for quest. No matter what i do, it just wont go down even if i get rid of everything except the avatar in the scene. I've even decreased the polygon count and that did nothing, same with textures, that did nothing. please help.

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it's stuck at 27.02 download and 105.91 uncompressed

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nevermind

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im just not smart

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i never checked the box😅 😭

obsidian lake
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i had this happen to me the other day, couldn't figure it out for the life of me, it was because i had a broken script in the project

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just had to delete that and then reopen my project and it worked fine

mental flume
magic forge
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for the quest version of this avatar i am creating, should i only have one physbone thingy for the tail? (bones coloured in green are going to be physbones)

obsidian lake
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You only have 16 physbones that's perfectly fine for quest

magic forge
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(i dont own a quest, i dont know how much it affects performance)

obsidian lake
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You can have 8 components max

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Physbone transforms are th bones

magic forge
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yes thats what im referring to

obsidian lake
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Those are seperate

magic forge
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the components

obsidian lake
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Yeah not the same thing

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Physbone components you already only have one on the tail

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Physbone components are what you put at the base

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Then it affects all the bones after it

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The children

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The transforms are the total bones affected by this

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You can have 64 on these on quest

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Tail = 1 physbone component
Tail bones = 5 physbone transforms

magic forge
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thanks

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wasnt sure what the correct terminology for it was

tidal marten
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no idea why any of my bones/collisions wont go down even if i fully remove them

proud urchin
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Its the green spheres. So you didnt remove them.

turbid cave
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i did it

somber notch
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is it a bad idea to use gpu instancing on poi shaders?

proper grail
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Depends if the object is both not a skinned mesh and appears multiple times from a view

cold yarrow
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it probably doesn't make a ton of sense on an avatar unless you're doing weird things

cold yarrow
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mesh particles or duplicated props, something where it makes sense to instance

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I have not actually quantified anything about performance, I'm speculating from what I know about how it works, which probably isn't much

zealous wigeon
vivid arch
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I'm trying to select Body , Eyes , Face to save as an atlas because my avatar has too many material slots- But when I do that, the Face and Body both go white, but the Eye texture remains. How do I fix it to all the materials looking the same- but in one material?

edit : When I atlas them- the textures dont even like- merge like they normally would when doing so- it just only shows the eyes.

languid stag
white swan
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so I just reuploaded a very old avatar that failed security checks due to texture memory usage

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is there a way to make vrchat recheck now that the issues fixed?

proper grail
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enter play mode and leave

white swan
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in the unity editor?

proper grail
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oh wait after uploading hmm

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shake vrchat until it updates that you updated your avatar

white swan
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fixed it

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I forced vrc to load into it through the website

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and that updated it on the app

gritty terrace
bold bear
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0

proud urchin
somber notch
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in a skinned mesh when you add a shape key does it add like a bone or something?

buoyant holly
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lower the resolution on your textures

drowsy jewel
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or do i need to change the actual image file's resolution

buoyant holly
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would you happen to have lots of blend shapes as those can affect file size?

drowsy jewel
heady crystal
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Does anyone have a link to the new limits?

elder oak
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How do I remove collision checks?

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or at least lower them

cold yarrow
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fewer physbones or physbone components, fewer colliders

heady smelt
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heyt

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i get this errror for an avatar

gritty terrace
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what do all the RED errors say?

heady smelt
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why does this take so long?

foggy jay
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Did you lock them?

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The shaders ^

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Also how many materials do you have vrcBotThink

proud urchin
thin falcon
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Is it viable to use a particle system to create hair for an avatar? Or is it more optimal/plausible to create hair via meshes and armature?

spring sun
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why would you ever use particles to make hair

thin falcon
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I don't know, that's why I'm asking.

somber notch
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The particle shader adds particles around a mesh like off it's surface, I haven't messed with it much but it should work

thin falcon
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I see, the heavy performance is more what I'm worried about. I'll take a look at poiyomis particle shader and see what I can do. Thanks for the pointer! :)

somber notch
thin falcon
somber notch
indigo plover
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how do i make my avatar smaller

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i cant uplaod bc its too big apparently

heady crystal
buoyant holly
gritty terrace
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you could also try auto-quest optimizers like VRCQuesttools or Polytool though the results can be poor depending on how well the model was made

indigo plover
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oh

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alr ty

tepid dome
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Screenshot from yesterday

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Screenshot from today

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@indigo plover i believe we are both having the same issue, its the same avi with nothing done with it

cold yarrow
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how do you have a 670MB avatar

gritty terrace
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it likely got smaller when you re-opened your project because either your SDK wasnt updating the size properly or you didnt attempt another upload but you deff need to remove some things as 500 for an avatar is overkill

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if i saw that in game it'd be a insta block for sure

acoustic raptor
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Anyone know some low hanging fruit I can go for?

smoky mirage
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Hi

sick timber
silver kayak
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my avatar had like 400+ blendshapes, but I only used about 20 of them, it increased the download size by about 10MB

silver kayak
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Is there a way to tell my UV packer to not to use multiple space for the same texture in Blender?

silver kayak
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do I need to first unpack everything as normal, combine the repeating parts into the same uv space, then unpack again? I think it should work

mellow maple
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what i usually do is shift each of the original UV map by a multiple of 1 in order to make sure they dont overlap, then do pack islands

cold yarrow
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I keep finding myself annoyed with the results of auto packing tools

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Though a bunch of what I've got to do is world stuff nobody's going to actually edit later so I should just get over it

tropic hill
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I had 10.02

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Like bruh

crystal plume
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not sure what channel to put this in, but i recently uploaded an avatar intended for fallback use. it is excellent performance for pc, and good performance for quest. i don't see any option to mark the avatar to be a fallback upon upload. did that change, or will the fallback appear in my fallback avatar list? i don't see the avatar in that list after uploading the avatar.

am i missing something? please ping me with a response.

mellow maple
crystal plume
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i did not see any option to mark the avatar as a fallback on the quest build menu. i am using the latest version of the sdk

mellow maple
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have you built it on ios as well? idk if that makes a difference since it's still in beta but i usually build my avatars on ios and they work as fallbacks

crystal plume
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oh wow. didn't know that was a requirement. I'll try that then

mellow maple
crystal plume
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I'll see if it makes a difference

mellow maple
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ive also recently had an issue where i upload an avatar on quest and it's just doesn't work even though it says it successfully built 🙃 so maybe check out the avatar page on the website in order to see if it uploaded properly

crystal plume
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is is a common issue?

mellow maple
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im not sure, just something i've personally come across, i never asked around about it

crystal plume
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weird

mellow maple
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it could have been that i was building the cross platform versions too fast

crystal plume
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even more annoying when the game doesn't update immediately

mellow maple
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around where it says "this avatar is currently set as your fallback" was a button that said "set as fallback" or something along those lines

crystal plume
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haven't seen a button like that

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I'll upload the avatar for iOS and see

cosmic trench
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hey, im tryna understanding something, why is it exactly that an avi, after the new 200mb limit, isnt blocked when its memory is this big, yet the new size demands anything must be under 200?

mellow maple
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nice

sick relic
cosmic wave
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Trying to optimize an avi, unity tells me this. Should i be worried ?

mellow maple
# cosmic wave Trying to optimize an avi, unity tells me this. Should i be worried ?

thats just how unity displays really small numbers https://en.wikipedia.org/wiki/Scientific_notation

Scientific notation is a way of expressing numbers that are too large or too small to be conveniently written in decimal form, since to do so would require writing out an inconveniently long string of digits. It may be referred to as scientific form or standard index form, or standard form in the United Kingdom. This base ten notation is commonl...

sick timber
tropic sonnet
cosmic wave
sinful vine
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anyone know how to solve this problem about when try to convert an avi to quest ? about fallback , i was not have it that issue before 😮

proud urchin
round kayak
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is this expected behavior? my avi's bounds are just slightly over recommended and in the editor they only drop it down to "good", but in game they're dropped all the way down to "poor"

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although actually the middle number is much lower, hmm vrcVPoorThinking

heavy knot
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does this avatar use vrcfury or some tool that runs on avatar build

round kayak
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it does

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why would that cause the middle number to be so much lower tho?

heavy knot
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vrcfury puts a "Bounding box fix" on

round kayak
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oh hmm

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why is the avi penalized for having a smaller bounding box though?

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does the penalty work in both directions?

heavy knot
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your x and z bounding area is more than 5

round kayak
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and it brings it down that much???

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my whole point was that the editor says it's good but it's much different in-game

heavy knot
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just like how 70,001 triangles makes it very poor, the perf rank system is really jank

round kayak
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but it disagrees with the editor!!

heavy knot
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VRCFury

round kayak
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lemme try it without vrcfury

heavy knot
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you can disable it at tools > VRCFury > settings at the top of Unity

round kayak
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yeah i did that

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now it fails to build the avatar

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????

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nevermind, it was a fluke i guess

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ah. now the bounds are fixed, thanks for the help

sick timber
# round kayak and it brings it down that much???

Well in the game box is larger and there’s a penalty because bounding box has the capability to make an already bad avatar significantly worse
The larger the bounding box, the less the avatar is blocked by occlusion, and the more quickly it starts rendering, even if off camera.
So while a good avatar with a large bounding box may have little impact, and very poor avatar with a large bounding box will have a much larger impact
Although, according to the docs, bounding box doesn’t even cause the avatar to be blocked sooo

restive phoenix
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could someone help me understand whats happening here

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why its 1.5MB but in the calculator and ingame its 21MB

unreal plover
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Crunch compression only reduces download size

restive phoenix
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i see thanks

restive phoenix
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how come compression only works on normal or lower and not high?

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bug or am i uneducated once again?

heavy knot
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Don't use crunch compression

restive phoenix
heavy knot
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crunch doesn't change VRAM usage, it still has to decompress it when it reaches VRAM. It only assists in raw filesize for the avatar's bundle

restive phoenix
heavy knot
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quality of your textures, and LZMA assetbundle compression already compresses bundles down significantly

restive phoenix
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what is LZMA?

heavy knot
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it's already used on your avatar's assetbundle when you upload

restive phoenix
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oh okay

winged owl
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is there a way to preview an imposter from pc?

proud urchin
silver kayak
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and it also makes your avatar visible to more people, who limits the uncompressed size of the avatars

heavy knot
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you shouldn't have 4k b&w texture masks to begin with

silver kayak
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I know, it but even if it's a 1K or 2K texture, it still reduces them by 90%, my PC avatar has a single material, that use two 1K mask textures that I use for the color mask, but I can still see some imperfections because the lowered mask size. if it would be 2K, then I wouldn't see any problems with it

proper grail
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If you have data masks with no gradients that define a model piece, i guarantee they can be 128x128 with mips off

cobalt ivy
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Help please