#avatar-optimization

1 messages Β· Page 28 of 1

wide breach
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YOO this is exacly what i was looking for thanks Tupper!

sudden jewel
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Part of why we recommend it in our optimization docs πŸ˜‰

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Between Xiexe, Cubed's, Noe's, and Standard, you have a pretty wide selection of things

wheat aurora
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Can't get xiexe to work for some reason
Use noenoe for pretty much everything

karmic condor
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What problem are you having?

wheat aurora
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Pretty sure it's something with z write, I dunno

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Makes me look inside out and transparent

karmic condor
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It’s set to transparent, you either generate it as opaque or you switch it to opaque in another shader then switch to xiexe

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There is a xiexe shader generator in the toolbar

wheat aurora
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Then again, I wanted to use xiexe cause of live shadows but I found a version of noenoe that has that sooo

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Oh i know

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I'm good with noenoe now

karmic condor
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Ok, well you got your intended result so awesome πŸ‘

wheat aurora
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:+1:

sudden jewel
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Friendly PSA that I'm sure the people in here already know: don't do this! πŸ˜ƒ

candid sedge
wheat aurora
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Enable custom emotes here please, I can't portray my emotions without them vrcfrown

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1.5 damn thousand transforms

jovial grail
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I'm at a loss as well

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How am I supposed to express my emotions without all the custom thinking emotes

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πŸ€”

wheat aurora
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Out of all channels

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This is the one where we get to laugh at enormous dbone and material counts

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I need this

sudden jewel
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if its for the purpose of the wide range of ThinkingGifDiscord required to comprehend these counts, i'm totally for that

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External emojis enabled for this channel

jovial grail
wheat aurora
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Thank you tupper

heady smelt
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we have ascended

wheat aurora
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83 mats highest

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On a an avatar

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Like, come on

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I spent an entire day optimizing a bike model from 81 to 11 materials, still too bad Sader

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They are gonna have fun

heady smelt
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how do you even get 1500 transform

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the biggest unoptimized model i found got like 250 bones that can be used for dyn bone

distant forge
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Maybe they stuck 5 copies of their avatar inside their ragdoll and abused dynbone to ragdoll them as inefficiently as possible

heady smelt
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perfected infinite bones of the gods

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I can't think of any scenario but lyuma's ragdolling the whole avatar for some reason

sudden jewel
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I was curious to see what was going on so I loaded it up and boosted the DynBone radius a bit so they're more visible.

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In situations like this... just... don't use DynamicBones. D:

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Just don't

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please

sturdy socket
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nikozoomiercakes my eyesss

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Also external emotes perfection

jovial grail
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What's going on with those ears

heady smelt
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good to have an animation like that
must be enjoyable to watch at 5 fps

sturdy socket
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7 colliders /ear YouKnowWhatThisEmojiTakesMyLife

sudden jewel
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With all the bones enabled, DynBones was eating over 15ms/frame

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(to hit 90FPS, all rendering/updates must be done within ~11ms)

jovial grail
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I wonder if dynamic bones themselves could be optimized/replaced with something better performing

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I haven't really looked at the code too much but I don't think it was intended to be good for VR

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At the very least the update rate is probably too high in most cases

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Compute shaders can apparently be used for similar effects on the gpu

heady smelt
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no idea how that would work, but apparently it would be better if the GPU took care of dyn bone instead of the CPU

jovial grail
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A lot of things would be better on the gpu

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Because unity likes the cpu too much

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One of the reasons particles hit performance so hard, when you can have a million gpu particles and not drop any frames

main horizon
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My god.

wheat aurora
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Tupper cache ripping cmonBruh

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You were meant to fight it, not join it

distant forge
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I wish cloth could be controlled a bit better (and didn't crash so readily), e.g. with elasticity and damping: I still wonder if a dynbone-like system can be done more efficiently as cloth. For simple meshes cloth is way better performance (and way less cpu spikes/random framerate jumps).

jovial grail
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I'd try my hand at an alternative but I can't into the maths to save my life

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Something made with vr in mind is surely to run better for everyone

sudden zodiac
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@sudden jewel Just wondering, in the optimization guide it says max 3 skinned mesh renderers but in the rejected world message it says max 2. What is correct now?

heady smelt
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static mesh

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not skinned

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they recommend 1 skinned mesh - maximum of 2
and maximum of 3 static mesh

sudden jewel
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I noticed that earlier Hotox and corrected it.

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DynBones is inherently not an easily parallelizable task. You can't just slap anything on the GPU and expect it to run faster. DB itself (as in, the code for it) isn't all that well written

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@wheat aurora We have tools that allow us to load up avatars and view them for various purposes, primarily used for moderation and testing

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other tools too πŸ˜ƒ

wheat aurora
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Okay buddy

heady smelt
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is there a reason why vrchat doesnt have his own, more optimized, dyn bone script ?

wheat aurora
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One month

sudden zodiac
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@heady smelt On the website it says 3 skinned mesh renderers.

sudden jewel
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Time, basically @heady smelt

heady smelt
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so it would be a thing in the future ?

sudden zodiac
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@sudden jewel so is 3 or 2 correct?

sudden jewel
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3

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we gave a little leeway

sudden zodiac
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πŸ‘Œ

sudden jewel
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honestly if you're already optimizing, you should go for one πŸ€”

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Probably Svel, given infinite time we can work on everything πŸ˜›

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but tasks have priorities, and there's lots of things going on for VRChat

heady smelt
sudden zodiac
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Sure, but I'm adjusting the mesh warning in cats to the new max amount which I wasn't sure of

sudden jewel
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ahhh

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hold on

sudden zodiac
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I'm holding on :D

jovial grail
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I know you can't offload everything to the gpu and expect it to work well, but cpu seems like a more valuable resource considering that it feels like unity is always bottlenecked by the cpu

sudden jewel
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to be specific, VRChat is bottlenecked by the CPU usually

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not always the case with Unity games

distant forge
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give us access to compute shaders and maybe we will figure something out πŸ˜‰

jovial grail
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And dynamic bones uses comic sans in the thumbnail on the asset store, which I'm pretty sure is unironic. Can you really trust that badthink

sudden jewel
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that requires C# scripting access in the current version of unity (and 2017 AFAIK), and that isn't happening

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and deffo not on avatars animesweat

heady smelt
jovial grail
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From what I've seen only recently have they started offloading more stuff to the gpu

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Like particles

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And by recently I mean unity 2018

sudden jewel
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you also have to keep in mind that most GPUs except for high-end ones have their hands full pushing pixels to VR headsets

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if we load up stuff on the GPU, then we start stepping on framerate on mid-range GPUs

jovial grail
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Hum, I guess that's true

sudden jewel
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the fact of the matter is that the operation that DB does is pretty expensive, no matter where you stick it

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there's some things that we might be able to do, but again, requires time

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it'll come eventually. until then, best approach is minimizing DB usage

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even IF we get a magical DB patch that optimizes it, the other issue is that users will use that as an excuse to balloon DB usage

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which.. brings us back to square one πŸ˜›

jovial grail
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Speaking of that, why isn't there an option to disable db in the safety menu? It seems like the most obvious solution if it's such a big issue

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There is no way this hasn't been considered, so I'm curious why hasn't it come through

heady smelt
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it's coming, pumkin

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it's under progress on the canny i believe

jovial grail
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I see

sudden jewel
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because DB isn't a safety issue

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it is a performance issue πŸ˜ƒ

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you could wiggle and semantic to say that low FPS causes potential safety issues, but it doesn't really matter, we'd want to manage perf separately from safety

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trust basically has nothing to do with how performant i'd expect someone's avatar to be

jovial grail
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technically... you could essentially kill everyone with too many db

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Flashback to the time when someone would join that one night house map everyone would hang out at and instantly lag everyone down to 5 fps at most with very floppy avatars

sudden jewel
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using that argument, you can extend every performance issue to safety

candid sedge
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Ya i see that 2

sudden jewel
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it balloons too quickly

jovial grail
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Doesn't safety imply crashers too tho

candid sedge
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On that note when will be see changes to non public avatars even if not on the level of worlds

jovial grail
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Because shaders and particles are in the menu

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Which I'm assuming is for that very reason

sudden jewel
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Safety specifically was designed to prevent people from spamming you with huge particle systems (ignoring perf hit) and full screen shaders

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it just so happened that it closed out a lot of crasher methods if you keep them blocked

candid sedge
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Or do you just report people like that because im not sure if its even i intentional

sudden jewel
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a nice bonus

jovial grail
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Makes sense

sudden jewel
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You can report users for imperformant avatars

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i encourage you to do so

heady smelt
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people already managed to make shaders that can still hide the UI

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very annoying

candid sedge
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Oo you can thanks

sudden jewel
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yep svel, that's why we've got reporting now

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among many other reasons

heady smelt
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pretty hard to report if i can't access my menu AngeryCat

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need to always use the panic mode for that shit

sudden jewel
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yeah, exactly

heady smelt
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so annoying
you need to block everyone just because of one prick

jovial grail
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Considering you can disable those things by default, it discourages making malicious content quite a bit

sudden jewel
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safety mode, figure out who's doing it (go to a custom mode where shaders are blocked for everyone except friends), find the guy with the huge sphere/cube attached, report them

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Safety isn't perfect, and isn't done (pretty much nothing is done in VRChat, to be fair)

jovial grail
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If only safety mode didn't reset your custom settings but instead used a preset

heady smelt
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yeah that would be good

sudden jewel
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yep, we mentioned that when we released it

jovial grail
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Ah well, it still works fairly well, despite the custom settings resetting

sudden jewel
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i pretty much live on my custom setting of "everything on for friends, everyone else has everything off except voice, avatar, custom animations"

heady smelt
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some shaders work simply by being into your view, so if you put that shader on a sphere that is almost invisible, it can hide your UI

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and you can't find who is making them

sudden jewel
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if someone has an avatar i wanna see shaders/particles/sounds for but i don't want to friend them, i show their avatar

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yeah, it isn't perfect, and shaders are a hard problem to solve

worn bramble
sudden jewel
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you can't analyze them at runtime

heady smelt
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you use dynamic bones with gravity or force, UMIT

sudden jewel
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@worn bramble this channel is for optimization, you might want to check #avatars-2-general . That being said, you'd use DynBones and set gravity/force, but be careful, its wonky

heady smelt
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dunno why you ask that in the optimization channel tho

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also good luck, as Tupper said, gravity/force is hard to get right

sudden jewel
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and if you do use DynBones... don't use a lot of them eyesshaking

heady smelt
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it's more of an hassle than anything

worn bramble
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Sry im not good in english ^^'

sudden jewel
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its OK πŸ˜ƒ

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anyways i'm off to bed

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see you all later

heady smelt
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good night Tupper, thanks for all the info

jovial grail
wheat aurora
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There is a material combiner plugin

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Go to atlasing in cats

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Should find it there

wheat aurora
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Yep

fast furnace
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How do I lower poly count on unity

karmic condor
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Not possible in unity, has to be done in another software

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For example blender, it’s called decimate in blender

fast furnace
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because in the tutorial is says this
"The avatar has 31286 polygons, you will have to push the max polygon limit"

karmic condor
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That would require breaking terms of service

fast furnace
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oof ok then

karmic condor
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Lowering poly count can be tedious, but on a <32k poly avatar it shouldn’t be too bad.

still perch
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actually depends

fast furnace
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I only have the unity file so I can't lower it then

still perch
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sometimes its harder to get models that already are rather optimised (lower poly numbers) to 20k then high ones that are completely unoptimized

karmic condor
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Unity file will contain the model file

still perch
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^look it up in your assets folder

fast furnace
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I will just find a new model. It is fine

karmic condor
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Hopefully it can help you if you get stuck somewhere

fast furnace
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Ok thanks

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Also I have a problem with one of the models I am uploading

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It is all pink

karmic condor
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That’s a missing shader, that guide I posted will show how to reassign a shader

fast furnace
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ok

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nvm I had to drag a material onto him

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Thanks for the help tho

karmic condor
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This stuff is really confusing so I try to help when I can.

marsh trail
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Decimation in unity is possible and preserves shapekeys but the method is hit&miss in terms of quality

unkempt notch
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why on earth is it telling me that i cant upload models because i need to play more of the game

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i have 3 hours put into the game

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i just want my own model

surreal topaz
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Lol

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3 hours isn't that much and you're in the wrong channel

unkempt notch
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what channel and how many hours do i gotta play?

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to unlock custom avatars

sudden zodiac
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Until you get the notification which can take more than 20h

unkempt notch
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so i gotta play 20+ hours of VRChat!?!?!?

sudden zodiac
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Yes

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And not just idling but actively playing

heady holly
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Go play a different game then πŸ‘

unkempt notch
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no

heady holly
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Then quit complaining.

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It's not like you would know how to properly upload an avatar until over 20 hours anyways.

sudden zodiac
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Well you don't learn how to upload by playing the game

unkempt notch
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if my computer wasn't being a total shit sack, i would be playing a lot out of this game

sweet mason
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buy a new one and talk in another channel

wheat aurora
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Just get a new one 4Heatsink

sweet mason
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black Friday you know

unkempt notch
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im broke m8

heady smelt
still perch
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have you checked your rig settings? cirThink

vague hearth
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@heady smelt disable>enable model/click Configure unparent chest > click Configure parent chest

sudden jewel
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@heady smelt Wrong channel, you're looking for #avatars-2-general πŸ˜ƒ But it looks like your bone assignment is all messed up. Check rigging config as the others have recommended

heady smelt
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@sudden jewel i managed to get it fixed with some help from a friend, thanks though as always!

heady smelt
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i deleted the model and imported it back again, seemed to fix it

finite coral
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For db optimization, well i havent been able to find time to take on the difficult art of reweight cloth bones into smooth 1-2 chains at this time, i have taken to alternatives, for example adding exclusions to tip bones; or more cleverly controlling the falloff distance and animating a shut down of the entire db system. Currently the fall off distance (distance to object) for DB is set to 10 from upload to avatar loadin instead of allowing smaller values by the end user, thankfully this value can be animated and changed, which is something i have done. My typical values are been 3-7. The problem with this system is others must have my animations enable to load the optimized values.

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Following this i have used the prop toggle tool VRCInventorySystem Xiexe and friends created to toggle the entire dynamic bone system on and off, which again means others need to see me and the toggle animation. I might be reversing the toggle depending how i can work it into a casual gesture.

surreal topaz
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@finite coral pretty sure the distance to object property is enforced by the game

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Dunno if animations can even override it

finite coral
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@surreal topaz easy enough to confirm as i have, you need a spotter through as its players camera to the player model that is measured (no mirror can be measured personally). The animation needs seconds go as per solving some syncing issues.

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and above note is for the distance falloff value, not this disable toggle vid

modern basalt
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I have a problem, when I fix the model, the bone that's normally used for creating another bone and parenting it to the dress is on the knee instead of the top of the leg

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and when I parent this one with the left of the dress, the legs just don't move

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I actually already imported the model in vrchat btw, months ago, and I'm just resuming the same model that I used to optimise it

solar urchin
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it's seems like u're in pose mode,try Alt R or Alt G,and see if the bones go back were is suppose to be

modern basalt
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well, I know, that was the point

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but the thing is

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the legs aren't moving with the dress

solar urchin
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try selecting the bones(in the dress) on the left side,and try to directly parent them to the left leg,and see if that works or not.

modern basalt
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I'll try that tomorrow

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thanks

tender sundial
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that.... is a lot of bones........

sweet mason
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look like a pony to me

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a full photo could help

heady smelt
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πŸ˜‰

copper vault
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is there any way to decimate only a part of a model, without deleting the shape keys in blender?

wheat aurora
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separate the part as new mesh and apply the modifier to it

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select all verticies, press P - separate by selection

surreal topaz
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Tupper's tutorial also covers this

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You separate the meshes and decimate everything that isn't the face

copper vault
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ok ... thanks for your advice, I'll take a look

surreal topaz
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Lmao

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Just had some guy in the Pug tell me

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"Don't atlas your avatars, use PBR shaders and you won't have to atlas, it's more optimized that way"

heady smelt
still perch
fading rapids
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That's not.. that's not how any of this works. PikachuFacePalm

pine flame
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Wait what

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How does that even begin to make sense for that guy

slow socket
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It doesn't

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He's just throwing together random technical jargon to sound knowledgeable

smoky lantern
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It'd be nice to see more PBR in VRC though. ;-;

fading leaf
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I'm honestly curious on their way of thinking.

copper vault
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raytracing in vrc πŸ˜‚

cosmic scaffold
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just make it grneric and humanoid again

sudden jewel
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You can do PBR right now in VRC, just use Standard and Standard (Specular Setup)

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standard shader is actually really good, but it doesn't work well for toon/anime avatars

surreal topaz
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Noenoe also has a PBR shader but it doesn't have quite the same features as Standard

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It has some other neat stuff in it though

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Stick to standard if you need a PBR shader honestly

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Learn how to use metallic maps

sudden jewel
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yeah, standard is really underutilized in VRC tbh

surreal topaz
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And the default scene lighting in Unity is pretty bad, Standard looks better ingame

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Especially in worlds that have proper lighting and reflection probes

cold kernel
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i use it on anything with a normal map/specular map/metallic map

surreal topaz
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Well it's not "bad"

sudden jewel
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the key is also being in a world that has proper setup for lighting/light probes/reflection maps

surreal topaz
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Just not super flattering

cold kernel
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using cubed shaders when there's a readily available specular map for that specific detail texture is a waste

sudden jewel
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Matsix's latest world is gorgeous

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and does lighting really well

surreal topaz
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Pretty much all it takes for a world to support Standard properly is to have reflection probes and some form of proper lighting

cold kernel
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i have a pretty gorgeous world in the works too

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the lighting that is

surreal topaz
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Proper lighting usually includes light probes too, especially if the lights are baked

sudden jewel
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if the Unity Asset Store sale is still going on, pick up Bakery @cold kernel

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if you've got a recent nVidia card it cuts down render time by a huge amount

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a bake that used to take me 10 minutes now takes ~1.5

cold kernel
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Oh no I got something better

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Because it uses realtime lighting with postprocessing on the reference camera

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miss me with that baked shit

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=w=

sudden jewel
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make sure it works well in VR, a lot of the postprocessing stack v1 stuff doesn't work well with single pass stereo

cold kernel
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i tried it on my oculus

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works fine

surreal topaz
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A guide on post processing in VRC

sudden jewel
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your tradeoff for realtime is also multiplicative costs on avatar materials

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so if someone has a badly optimized avatar, you pay for it

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a lot

cold kernel
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It's limited to 10 people and it's also private, for now.

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10 people won't destroy your frames

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Granted that isn't their intenbt

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intent

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I bought some assets used for the scene

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Beyond that I've set and animated most of it

wheat narwhal
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Really hate that avatar dynamic bone limited...

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All of my avatars are more than that limit and I need to redo it all

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Even the materials have limit...

heady smelt
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50 dyn bone is more than enough

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especially for a public model

wheat narwhal
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but it's useless if somebody share the whole unitypackage to public

surreal topaz
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Yeah but that's not the point. This vastly reduces the sheer volume of unoptimized stuff out there

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Since all the users who don't know anything about avatar uploading will now be using optimized avatars

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I haven't dropped below 45 FPS the last few days at all

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Feels good

wheat narwhal
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Me 2 but the avatars are out limit

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Also the materials?!

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FML

shut sequoia
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Well, unoptimized avatars contribute to lag

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and fixing materials is, literally, the easiest thing about optimization.

surreal topaz
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Materials are definitely the easiest and least lossy thing to fix

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You can fix those without affecting the model's quality at all

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Dynamic bone is harder, but somehow redoing the bones improved some of my models.

shut sequoia
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the "it's useless if you share the unity package" logic is dumb, you're basically saying they should never try and prevent anything bad from happening because someone will find a workaround.

heady smelt
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also i don't see the problem with materials

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you are allowed 10 materials

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(which is already too much for a public avatar)

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you will never need more than 10 materials

shut sequoia
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that's a possible 10 different shaders, all with their own settings, maps, etc

surreal topaz
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One of my public avatars had 11 materials but I lost the files

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The 11th material was a hidden blush material so I manually set the material slot count to 10

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Optimized

wheat narwhal
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Him I should find some tutorial some time

shut sequoia
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I will admit the extra work I have to do sometimes is a bit annoying, and I can't see to figure out a decent fix to materials that share a texture in blender

surreal topaz
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Tupper published an optimizing dynbones tutorial

shut sequoia
surreal topaz
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What do you mean fix materials that share a texture?

shut sequoia
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Whenever I merge them in blender they completely mess up their colors, it seems like they merge settings or something

surreal topaz
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That's odd. Is it an XPS model?

shut sequoia
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and i've heard ignoring it and going into unity anyway fixes it, but it doesn't for what I've tried

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Nah, just an MMD

heady smelt
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try to manually atlas

shut sequoia
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yeah i was gonna do that, but this was mainly a test model to try some things out, so I never planned on uploading it

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next time i run into the issue or wanna test stuff out though I will

smoky lantern
heady smelt
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186k polys and 13 materials ?

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why

smoky lantern
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Materials because it's not a toon shaded model.

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I can get it under 10, but that's the best I can give you.

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Mostly a combination of experiments.

heady smelt
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pretty sure you can get down to 2 materials.

smoky lantern
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If I don't want her affected by light in any sort of a good way, of course I could.

heady smelt
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wait, i know that model

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you can easily get as low as one material and still make light work properly

smoky lantern
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As a toon shaded model, atlasing is fine.

still perch
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atlasing is always fine

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a texture atlas does not mean you cant use it with multiple materials

smoky lantern
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Not with models that have metallics. Not on any shader that wouldn't be too CPU intensive anyway. So many masks.

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I don't like the idea that VRC is nothing but Toony MMDs. Can I atlas her? Yeah. One texture isn't one material. She needs multiple materials.

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We were just talking about PBRs.

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You need multiple materials.

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My skin won't be as shiny as my metallics.

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My hair won't be as shiny as either.

still perch
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it's fine but not 13

smoky lantern
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I knooow

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But I'm being told to bring it down to 1 or 2.

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That's my issue.

still perch
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and then there remains the 186k polygons cirMini

smoky lantern
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13 is pretty great for a model like her. I can get her under 10 though. I know.

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The's literally the minimum meshes she can be and the max that I'm allowed though.

still perch
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the max you are allowed is 20k triangles cirBaka

smoky lantern
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I didn't see poly count on that doc. 😏

still perch
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Because the SDK tells you allready cirBaka

heady smelt
candid sedge
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uwu

smoky lantern
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Alriiight. Touche.

shut sequoia
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(it's also the lowest issue on the tiers of bad avatars)

smoky lantern
#

She's my highest model anyway. And she won't be public. I was just gauging.

distant forge
#

We could use some tutorials on atlasing materials with different pbr settings. It is possible to create texture maps to cover each atlased material (and if set to nearest, these maps could just be a few pixels big if the final atlas ends up as a power of 2 to eliminate rounding error). Right now many tutorials focus on materials with just a diffuse texture.

smoky lantern
#

Shotariya's Material Combiner does a texture stitching thing and, if you're patient enough, you can just manually place your normal maps over the abledo atlas to make the normal atlas. It's not the best way of doing it, and it'd be nice if there were tools for it, but it's worked. Probably works for specular textures too. I haven't had to atlas normal maps or specular maps in blender before.

#

It'd be nice.

distant forge
#

At least it's now possible to fix things manually after atlasing

safe swift
#

^ this is why i wasn't atlasing before shotas tool

mossy solar
#

every material you have is like rendering another avatar...

smoky lantern
#

Not accurate. If you've been watching the avatar world request list, the model above is more optimal than 90‰ of models roaming VRC. Most people were 3 times worse than my Duo. And that's a very generous generalization.

#

She's still fairly optimized in comparison given what she is and how she's supposed to look.

#

And every world uploaded with placeholder pedestals is just getting around these pushes for optimization anyway. A few avatar worlds on the New list were full of terribly optimized avatars still.

shut sequoia
#

are there any tutorials on mapping at all? that would definitely help with people worried about emissions and whatnot but who stil lwant to atlas

smoky lantern
#

Also, there's still noticeable quality loss with that tool over doing it manually, but it will make it easier for the layman to play nice.

shut sequoia
#

i see a lot of people that still have a separete for their eyes

#

"every material you ahve is like rendering another avatar" wha

smoky lantern
#

Emission is much easier than making a new atlas.

#

Just use GIMP to select everything in the atlas you want to have emission, invert the selection (map sure there's an alpha channel) then delete it.

#

Easy emission texture.

shut sequoia
#

yeah i dont know many people who know how to make one is all

karmic condor
#

I could make something later this week, could be helpful for those who just don't know how emission works.

visual scroll
#

currently im using weight mix modifer but its rly slow

safe swift
#

@visual scroll edit mode, select one then shift select other, ctrl+P > keep offset then in cats "merge weight"

#

also you can reparent rest with shift+R (repeat last action)

jovial grail
#

You can select one vertex group and click the select button on it in edit mode then select the group you want to move it to and click assign

#

Or reparent and merge as yuumi said

safe swift
#

reparent is quick with shift+R

#

then select all of the onesu want to transfer then click merge

visual scroll
#

Thanks, Yuumi, that works rly fast.
Pumkin, im not sure whats about vertex groups since i want to mix it smoothly and when you click assign it makes all selected vertexes with same wight

surreal topaz
#

PBR with atlases is possible but requires a bit of manual metallic map work

jovial grail
#

I see, well, I usually use vertex groups to transfer some weights from one bone to another

#

But if you don't need the bones then mixing is the way to go

visual scroll
#

how to deal with end bones? simply exclude them from dynamic bones?

surreal topaz
#

Export without end bones

#

You can exclude them yeah

visual scroll
#

well i did not know we can export without em πŸ˜…, thank you

surreal topaz
#

@smoky lantern what kind of quality loss is there with material combiner?

#

It should be lossless if the generated texture is a power of two

#

Or if you manually set it to ToLarger

smoky lantern
#

@surreal topaz It left artifacts in some places. Most easily noticeable was the hands. Doing the atlasing manually didn't have the issue.

#

It's mainly around where they have the blend or gradients in the texture, because that's where it'd be easiest to see.

#

Again though, I'm looking for things like that. It's still a great tool for a quicker workflow.

#

Just prefer manually doing it still.

surreal topaz
#

Yeah same, I always do it manually. Gives me better results, power of two textures, and a bit more control

#

Otherwise I end up with the entire 2048x2048 body texture even though only 10% of it is used

#

The few times I used the tool it worked fine for me though

visual scroll
#

@half prism thats what i used before they adviced me better way to do it with ctrl+p/shift+r

amber hemlock
#

As long as the UV’s stay far from the edges of the texture the material combined is lossless. If they are close to edges you get some bleed on unity’s mipmaps. You can always disable mipmaps which reduces the bleed to a few single-pixel artifacts from occasional rounding errors

#

This is all due to material combiner not creating margins

#

Other then problems with Seam bleed on mipmaps, material combined is lossless

#

Typically you can just open up the atlas in photoshop and loop textures near the bleed zones

#

Mipmaps in VR seem kind of pointless. Things are too fuzzy at distance for it to matter

sullen vector
#

My avatar is unoptimized please send help

fierce monolith
#

Already reported you

#

You welcome

sullen vector
#

ffs it's not my fault ok i bought it.

fierce monolith
fringe basin
#

Eh, who really cares about unoptimizatjon unless you’re putting it in a world tbh

sullen vector
#

ikr ?

fringe basin
#

Holy collider

sullen vector
fierce monolith
#

vrcblocked k

sullen vector
fringe basin
#

Oh dear

fierce monolith
#

Why are you doing this FeelsBadMan

fringe basin
#

Reported deported

sullen vector
#

deported lmfao

fringe basin
#

You’re paying for the wall now

sullen vector
#

I'm french

#

we don't use walls

smoky lantern
#

Not even good colliders.

fringe basin
#

Oh we know

fierce monolith
#

Niyah mfw a person where complaining about lag about my ONE collider for the hair i have

sullen vector
#

ikr ? i didn't do any dynamic bones on it, ez money

heady smelt
#

if you have 60 dyn bone for the hair and one collider

#

it still a lot

sullen vector
#

back in the time i had a script to count these but i don't anymore

smoky lantern
#

Also, the artifacts were on the middle finger as an example. I doubt there was an edge there.

fringe basin
#

If dynamic bones affect your performance, it might be time for an upgraded toaster tbh

sullen vector
#

box lag free / animations heaven best maps

heady smelt
#

that^s not how it work scopz

#

also low effort troll isnt gonna work here

#

step up your game

fierce monolith
#

The collider is picking up the hair so it's laying down on the ground so that might cause some lagg KEK

fringe basin
#

No u

smoky lantern
#

Niyah, get Pumkin's tool.

sullen vector
#

should be pinned here

smoky lantern
#

If you needed them counted for you.

#

It's at the bottom of the Doc Tupper pinned.

sullen vector
#

damn the doc is actually filled with a bunch of good informations.

fringe basin
#

I barely have any completely optimized avatars

sullen vector
#

The only optimized one i do are comissions usually

fringe basin
#

The parameters are pretty tight

sullen vector
#

could not care less about my own since i just do a bunch of body swap etc

smoky lantern
#

Balance your optimization imo.

#

VR is about immersion. Over optimization breaks immersion with loss of quality. Of course, the same cooould be said about performance.

#

I guess.

sullen vector
#

blessed

fringe basin
#

Oof

#

118

#

Not optimized

#

πŸ˜‚

#

Tupper plz ban

fierce monolith
sullen vector
#

I guess the numbers in () are actually the total ?

fierce monolith
#

Pls tell me im doing it right

fringe basin
#

Not nearly enough bones in the hair

sullen vector
fierce monolith
#

Fuck

sullen vector
fringe basin
#

Woah

#

Actually

#

60k ain’t that bad

sullen vector
#

ikr ?

jovial grail
#

Yeah, brackets are total, outside of brackets are currently enabled

fringe basin
#

Tbh I only lag from particles when they get around 500k

sullen vector
#

actually blessed tool btw

#

good job on that

fierce monolith
#

what tool was that niyah hyperOwO

jovial grail
fringe basin
#

Particle limiter op though

sullen vector
#

Pumkin's avatar tools

#

there

fierce monolith
#

Thanks bae

sullen vector
fierce monolith
#

Yoink

sullen vector
#

when you use poiyomi on everything except particles πŸ‘Œ

fair comet
fringe basin
#

Poiyomi is too much work for me, I commend you for that

#

I’m a β€œslap some cubed” on it kind of guy

smoky lantern
#

Silent's edited Cubed is pretty nice too.

sullen vector
#

Well poiyomi is smh unoptimized because of how unity work tho

smoky lantern
#

Kamakura be best toon shader if someone would fix its ambient lighting please.

sullen vector
#

I just love the flexibility without becoming a complex shit poiyomi offer

#

and poiyomi is best boi πŸ‘Œ

fierce monolith
#

hyperOwO I need more

sullen vector
#

Kamakura was nice last time i used it

#

till i did go to nier automata flowers world

#

and lose my eyes

smoky lantern
#

Find some good friends that just so happen to write shaders. My friend's shader is my favorite PBR for any lighting or reflection setting.

polar bolt
#

Like the flexibility of poiyomis but outline being unlit and done in different pass kills it for me

sullen vector
#

open source shader tho, if anyone feel like editing it, they're up for it

smoky lantern
#

He made it specifically for VRC.

fringe basin
#

Put on some of laptops convection, crank it all the way up, then go to Nier automata flowers

smoky lantern
#

Matcaps are bae.

polar bolt
#

I ran through the code, too much of a mess to merge the passes (and i end up editing shaders for my needs either way)

fringe basin
#

How to blind your friends 101

sullen vector
#

eheh

#

me use matcaps for my ice & bracelet

#

πŸ‘€

#

matcaps indeed bae

#

the edit viewpoint is blessed and vrcsdk should work like that holy shit @jovial grail

#

love u.

fringe basin
#

When people insta-block you because you have some colorful shader on your avatar and people think you’re a crasher though feelsbadman

smoky lantern
#

The copy function is my favorite.

jovial grail
smoky lantern
#

If I go back to blender to fix a bone issue and have to start back at FBX from there, copying all the stuff I added to the original FBX saves sooo much time.

jovial grail
#

That was kinda the point of it. My friends would usually just not bother fixing things if they weren't significant if it meant they have to go back into blender

#

Now there's no excuse shigure2

smoky lantern
#

Now if you added support for Final IK components.. 😏

#

Can't multi edit thooose.

#

Aaaaa

jovial grail
#

I will add support for more stuff when I have some free time to work on it

smoky lantern
#

I'm kidding. It's a huge help as it is.

#

I'm grateful.

jovial grail
#

I have a bunch of futures planned, if I can figure out how to get everything working

smoky lantern
#

I'm used to doing everything manually anyway, but I use your tool. It's great.

jovial grail
#

I want to make a tool for making thumbnails for when you upload your avatar

smoky lantern
#

I wish VRCcam was accurate.

jovial grail
#

Thanks! Be sure to report stuff on the github page if it doesn't work right or not as expected

smoky lantern
#

That window isn't always what is uploaded.

jovial grail
#

I wrote a wiki for what everything does because there are some obscure features

smoky lantern
#

Oh.

jovial grail
#

I'm pretty sure the vrccam can be replaced anyway

#

I made a script a long time ago that would center the camera on the uploaded avatar's face

#

It also had a setting where it would copy the settings from the main camera

#

So you could set it up before clicking upload if you wanted to

smoky lantern
#

It just zooms out from whatever you have in the upload image window and I can't figure out the amount it does it. So I end up with some default unity skybox borders on my upload images sometimes.

#

And have to reupload to correct it.

jovial grail
#

Yeah, I hate that

#

But I've changed my skybox so I don't get that as much

#

Will need to do some testing and see what the distance is and how it gets cropped

#

Then if everything goes well there should be features for setting poses and animations, as well as backgrounds or outright replacing the camera with an image

smoky lantern
#

It's good stuff. I look forward to it.

#

But tyt. No rush.

jovial grail
#

Mhm, now that it at least works

#

Because dynamic bones missing or being outdated caused some issues

smoky lantern
#

There was another tool that copied just dynamic bones, but only if the scripts were in the armature rather than the root. I'm glad your tool just looks at the whole model.

jovial grail
#

It compares the whole hierarchy

smoky lantern
#

Ahhh.

jovial grail
#

And goes through every every object

#

Then searches for a child with the same name on the parent with the same name, on the receiving avatar

smoky lantern
#

So as long as names are the same and the bones are where they should be.

jovial grail
#

So in theory everything goes as long as the names and paths are the same

smoky lantern
#

Yeah.

jovial grail
#

The order of children doesn't matter, but the parent and name does

#

And I just found out that dynamic bones fail to copy over if you have invalid objects (that have been deleted) in your colliders list. Will fix that next update

smoky lantern
#

Oh. So if I needed to reorder my arms or legs to account for the twist warning the sdk throws up, it wouldn't stop working.

jovial grail
#

As long as it's the same path to the parent in the hierarchy

#

And as long as you don't have bones with the same name on the same parent, but blender wouldn't allow that anyway

smoky lantern
#

So if I don't have the empty game object I put a collider component on in the model's hierarchy beforehand, it'd not copy anything at all?

jovial grail
#

I mean, if you parent the armature to an empty game object then no, it won't copy anything

#

Order of children doesn't matter because it searches for the name through the list of children on the parent object

smoky lantern
#

I mean, an empty with a collider that I make a child of the wrist. If I forgot to readd that empty before hitting copy, it'd break?

jovial grail
#

It wouldn't copy the collider, currently game objects don't get created if missing

#

But I'll add an option for that soon

smoky lantern
#

I guess I was confused about invalid object comment.

jovial grail
#

I was referring to dynamic bone colliders

smoky lantern
#

Yeah~

#

A dynamic bone collider on an empty.

jovial grail
#

You can put them into the list on the dynamic bone component, but if you delete the collider the list will say None (Dynamic Bone Collider)

smoky lantern
#

So I could animate it without it trying to affect the IK.

jovial grail
#

If it tries to copy an invalid collider it doesn't work, basically

#

But I've fixed that now

smoky lantern
#

I wasted your time then. πŸ˜‚

jovial grail
#

It's fine

polar bolt
still perch
#

yes

smoky lantern
#

I don't always update to the most recent SDK because it gets broken sometimes. Until a month ago I was using one from several months back because I knew for sure it worked and nothing would break. I can try it though.

amber hemlock
#

Yeah cameras been fixed for a few days now

#

Can verify it works perfectly

lost stirrup
#

does atlasing via cats not work with some file types and what is the best file type to save textures as (before/after atlasing?)

safe swift
#

@lost stirrup it gives out error if you have tga or dds files

#

i personally use SageThumbs to convert them to pngs, rightclick > convert = ez

upbeat lava
#

How might I fix my avatars hand gestures? The tips of the fingers and thumbs curl outwards in an awkward position while in-game. I know how to remake the animations for them, however, this will take way too long., is there a faster way to do so? Like a custom override controller that someone has premade?

bold violet
#

there's actually one in the vrcsdk examples, maybe it helps you

#

also the default hand gestures exist as a set

smoky lantern
#

@upbeat lava As long as you're sure it isn't a bone issue. A lot of xps models have awkwardly rotated bones on the last joint of their fingers.

#

Can't remember if it was before or after Fix Model though. It's one of the reasons why I'm careful about clicking that button unless I'm sure it'll help more than hassle.

sudden zodiac
#

@smoky lantern The rotation and scale of bones in blender are completely irrelevant. Only the head, eyes and hips rotation are important as they have to point straight up (or the hips down if the fbt fix is active)

sharp spire
#

so is Lip-Sync part of Opti or Rigging?

sudden zodiac
#

Opti? You mean optimization?

#

And it's part of neither of them πŸ˜„

surreal topaz
smoky lantern
#

@sudden zodiac I've had to manually correct finger bones because of a similar issue to the person I was replying too. Their rotation does matter. I wouldn't mention it if I hadn't dealt with it.

#

More than one or two models and not just myself. Enough to know.

smoky lantern
#

Lip sync can be rigging though.

#

xP

sudden zodiac
#

@smoky lantern This might only be an issue if you don't uncheck Add Leaf Bones in the export menu I guess.

#

But I really doubt that rotating the bone in Blender helped in any way. But if you mean bone roll, yes that will mess with fingers in Unity

smoky lantern
#

It's definitely a problem when exporting. But things in blender affect it. The fingers look fine in blender then bad in unity.

#

And I usually used Cats export because lazy. Less clicking.

surreal topaz
#

The rotation of fingertips matters for Unity

#

It's very irritating

candid sedge
#

ya i was lazy as well one day hehe

surreal topaz
#

They sometimes just point up or down and have to be manually forced into place in the rigging tab

smoky lantern
#

I'm not crazy. \o/

surreal topaz
#

The best way to fix it is moving the tips of the finger bones

#

Only the fingertips have that issue for some reason

pine flame
#

Probably that’s where an end bone is placed on export

surreal topaz
#

Happens with end bones off

pine flame
#

Don’t know then

sudden zodiac
#

@surreal topaz When this happens the next time, instead of rotating them in Unity, try rotating them in Blender to fix them. I want to know the result

surreal topaz
#

I can already tell you the result

#

It seems to fix it

#

@sudden zodiac

sudden zodiac
#

It does?

surreal topaz
#

It was a while back but that's how I fixed it.

#

Notably, the finger bones on the model were fine, but the fingertips were pointing straight up. The others were pointing in the right direction. That may be related.

sudden zodiac
#

I remember doing that too but it did nothing

surreal topaz
#

Perhaps Unity's automatic importer does some assumptions

sudden zodiac
#

Are we talking about importing it as new or replacing the fbx? Maybe that has an effect as well

#

I always imported the fbx as new

surreal topaz
#

I replaced the FBX then

#

And set the animation type of the model to generic, then back to humanoid again

sudden zodiac
#

Mmmh

#

This requires testing

heady smelt
#

this doesnt concern optimization

#

also pink = missing shaders

jovial grail
#

or missing materials

safe swift
#

missing materials are gray, missing shader = purple, purple = blender missing texture

jovial grail
#

It's usually purple for me if I rename the materials I've been using and drag the fbx in again

#

Unless new ones get created, but that doesn't always seem to happen

marsh trail
#

Reimporting the model via the right click menu in unity (explorer section) should provide any missing materials afaik

#

And for the love of god if your project is really large avoid hitting reimport all, otherwise you'll be waiting for a looong time

sweet mason
#

Is there a difference in game between a model with only tris vs quads ?

jovial grail
#

Quads get split into tris anyway

polar bolt
#

There is a "Preserve quads" on model imports, but i think it's best to keep that off. I've only needed that for very specific case of tessellation.

still perch
#

if you want to optimize for tris tho, then that is not the best option cirThink

surreal topaz
#

If vertex skinning is why high poly meshes are bad, why is there a tris limit but no vertex limit?

mossy solar
#

high poly meshes are bad because past 65kish it gets split into another mesh due to limitations in unity

surreal topaz
#

Yeah but that doesn't explain why the limit is 20k

#

High poly meshes incur a higher performance cost, although this cost isn't very high tbh

#

This limitation is gone in 2017 btw

mossy solar
#

that's the recommended ammount of polys unity themselves recommend

#

the poly limit is gone officially?

surreal topaz
#

No

#

First of all, the docs say that 1.5-4k polys is ideal. Second, the poly limit is 20k enforced in the SDK

#

It seems arbitrary

#

The 65535 tris and vertices limit is gone in 2017 when you do something to the import settings

polar bolt
#

Plus GPU skinning is being used...

surreal topaz
#

@polar bolt hol up

#

Does that mean we can use instancing on skinned mesh renderers now?

polar bolt
#

Dunno, havent tried

smoky lantern
#

Woah What. Those are big deals.

fleet sentinel
#

I have an error in unity whenever I go to click on build & publish it gives an error that I have to stay longer in vrchat but I stayed 10 hours and it keeps appearing I'm going to send the printscreen of the image https://prnt.sc/k7nnyw

Lightshot

Captured with Lightshot

limber vale
#

if u havent reached the required trust rank @fleet sentinel if u havent received the ingame notification /email than u cant upload

fleet sentinel
#

Alright then

#

I did not receive any emails

empty pier
#

@surreal topaz No, instancing is not supported on skinned meshes.

smoky lantern
#

oof

shut sequoia
#

Super late , but if they cared even remotely about tris, no world would be public. They see the count when they scan for performance.

smoky lantern
#

It's why I just kind of shrugged.

#

I'm tame. It's not like I'm taking the Adam prefab off the Unity store and trying to make it an avatar or anything.

bitter kelp
calm spade
#

Translating japanese ?

bitter kelp
#

yes

slim idol
#

apparently their API got updated and it broke CATs

calm spade
#

Make sure you're on the latest version of catss, and reload

#

Ok !

slim idol
#

I got the same error with Fix and translation

calm spade
#

In that case, join the cats plugin discord to be updated on the situation

#

@bitter kelp

bitter kelp
#

ah alright, thank you for your time

#

thank you aswell @slim idol

calm spade
#

God damn bot

bitter kelp
#

Whip it

calm spade
#

basically it's dicord . gg / FBaFd4

bitter kelp
#

got it, thanks :3

heady smelt
#

Google broke CATS. 😦

calm spade
#

They just released an update that fixes it

heady smelt
#

How do I fix this. It looks normal in unity but when I upload it to VRC you looks like this and same for every normal VRC animation I play in unity?

mossy solar
#

your root bones got flipped

distant forge
#

Does it show a warning in the sdk build panel about the orientation? I've been able to fix this by editing the hips bone orientation in blender while keeping the child bones in their original place (not using pose but just editing the armature directly). Make sure to use a new fbx or reimport to fix the transformations on upload

versed nest
#

Is there a way to see the filesize of an uploaded avatar yet?

distant forge
#

I think it stores a copy of your most recent upload in your windows temp directory, called like customAvatar something.vrca

#

Other than that, Easiest way is load into your home world then switch to your new avatar. Should create a new file in your Windows Library in your cache

#

!cleancache

arctic siloBOT
#

You can clean cache by deleting everything within C:\Users\%Username%\AppData\LocalLow\VRChat\vrchat apart from output_log.txt and config.json if you have them

versed nest
#

ah okie, thank you iris

surreal topaz
#

@heady smelt go to humanoid rig configuration, pose->reset and pose->enforce t-pose

heady smelt
#

Can anyone explain to me why i'm getting this error... i can't upload any avatars...

surreal topaz
#

@heady smelt get out of the beta API in settings

heady smelt
#

it does not let me get into a settings

surreal topaz
#

This is also not an optimization question

heady smelt
#

people ask the most random questions here

surreal topaz
#

"Oh I can upload screenshots here, let's dump my questions in here"

#

"Wait this channel won't let me upload images? What is imgur?"

wheat aurora
heady smelt
#

take it easy guysπŸ˜‘

heady smelt
#

@distant forge @surreal topaz Thank you, you guys for the help. I had to import it into blender and rotate the hip bone and configure the rig in unity again.

amber hemlock
#

It’s ok just ask your question here but add β€œbut do it efficiently” to make it sound like optimization.

heady smelt
#

ShittyLifeProTips

coral jetty
calm spade
#

Describing your issue might help

coral jetty
#

I can't delete anything because it would cause a problem with the model itself, and look at the faces and tris

#

100,000

calm spade
#

What tutorial for optimization are you following ?

coral jetty
#

I was trying to follow Sir Vown's tutorial

calm spade
#

What you should start with first is decimation, select a part of your model, go into edit mode, press space and type decimate

#

Don't decimate hands or face

#

You then reduce the geometry as much as you want, it's about keeping the looks while also reducing the tri count

coral jetty
#

thanks

coral jetty
#

so far, i've had no luck, I could only get to 90,000

calm spade
#

That seems unlikely

#

If there's anything under the dress, you can delete it

#

decimating by half should retain most of the geometry too

#

Getting that under 20k is doable

coral jetty
#

I lost a lot doing that though

calm spade
#

It's a complicated model, so that's normal

coral jetty
#

that got me to about 21000, is there a way I can do this manually?

karmic condor
#

Yes its very time consuming though. Give me a second

calm spade
#

It looked already separated in his screenshot

#

Not sure how it ended up with that result if it was done part by part

karmic condor
calm spade
#

Also did you make sure to check under the dress ? @coral jetty

coral jetty
#

I undid it, I was using the quick decimate feature

karmic condor
#

Ok, well the last step is to click the wrench and then add the decimate modifier. Click apply when you are happy with the results.

coral jetty
#

I'll give it a shot!

karmic condor
#

fingers crossed.

coral jetty
#

I'm trying to get the legs removed, but all of the skin is on one object.

calm spade
#

Gotta delete the vertices in edit mode

#

you can hide the skirt by clicking on the little eye icon on the top right

coral jetty
#

how do you delete vertexes without deleting the body?

#

*vertices

acoustic fossil
coral jetty
#

not helping

#

howzabout I leave a link to the mmd file?

still perch
#

Ich highly recommend planar not collapse as modifier

calm spade
#

@coral jetty In edit mode, after selecting the mesh, you can delete vertices

coral jetty
#

be more specific

#

I'm trying to understand as much as I can, and it still sounds like Greek because it's not working.

jovial grail
#

Look for decimation tutorials

#

It's not a one click process

velvet spoke
#

decimation is one of the hardest optimization techniques with the lowest performance improvement.

#

youre gonna have to spend quite a lot of time on it

wheat aurora
#

cough

heady smelt
#

Someone wanna finish my base and optimize my hair

#

Ill give you 5 million mesos on ms2 east

#

Lol

#

Well

#

Mainly hair

#

But i need to rotate the fingers bones in edit mode

#

Zz

calm spade
safe swift
#

sorry buddy we accept only vbucks here

pine flame
#

Oof

mossy solar
#

and most of us don't play that dumpster fire

still perch
#

this is the optimization channel.
this would normally go to the normal one.

noble crow
#

oh sorry

wheat narwhal
#

wut if the avatar has moe than 10 different materials

#

how can I combine that

karmic condor
#

If you atlas it you can combine material

wheat narwhal
#

even the materais with different img?

karmic condor
#

Yes it combines the images into 1

wheat narwhal
#

ok thx

karmic condor
#

Good luck

visual tinsel
#

Remember to separate the transparent materials!

karmic condor
#

^

wheat narwhal
#

ok thx

vague hearth
wheat narwhal
#

ok thx

upbeat lark
#

So i have no idea why but my character model's eyes like to fall in on themselves when i go ingame, in unity it looks fine, but in game its not. Maybe because i lowered the poly count its doing this, i have no idea

sweet mason
#

did the eye tracking in blinder work as intended ?

#

and am confuse if this should be in rigging or here because of the dissemination maybe create the problem

upbeat lark
#

The eyes move and work alright, but i do think it is because of the decrease in polys. It was over 30000 polys, and i had to decrease it to 20000, and i didnt want to use a modded sdk because thats wrong

#

Man i really do hate the poly count thing

shut sequoia
#

i usually try not to decimate the face

upbeat lark
#

I had no choice, the face wasnt a seperate enitiy

shut sequoia
#

You should be able to split the head so you can decimate everything else

#

Select mesh, go to edit mode, hit that button, press B and drag over the head

#

that'll select the whole head

#

then press P and hit Selection

upbeat lark
#

What is that in? Blender?

shut sequoia
#

yeah

upbeat lark
#

How can i use a unity package in blender?

shut sequoia
#

ahh, that i don't know

#

something like that?

upbeat lark
#

yep

shut sequoia
#

that's your FBX. You can import that FBX into Blender with CATs

#

not sure how reliable it is since ive never tried, but it is an option

upbeat lark
#

Though without textures for some reason

shut sequoia
#

then from there it's all Blender, then export it again and drag it into the that area

#

possibly renaming it to something else so you don't overwrite it

#

when you import an FBX into Blender it looks all weird til you hit Fix Model

upbeat lark
#

That is gonna mean the body is gonna be even more decreased in poly. Gah why didnt the author do it instead of saying get a illegal sdk

shut sequoia
#

actually, maybe don't do that LOL

#

sometiems it doesnt work apparently. i did it for another model and it as fine but tihs one doesnt seem to like it

visual tinsel
#

That has 2 meshes

#

πŸ€”

shut sequoia
#

yeah, not sure why either since it's only one lol

#

I open the .blend in Blender, it's 1. I import the FBX, it's 2

upbeat lark
#

Anyone know if they are gonna increase the poly amount?

shut sequoia
#

nope, no one knows

#

(they do acknowledge its not that big of a deal though lol)

upbeat lark
#

I do hope the fix it, theres alot of good models that are only just a little bit over the poly limit. Like even something exactly on the limit isnt allowed

sweet mason
#

why its named kuuga πŸ€”

shut sequoia
#

because that's the characters name

warped marlin
#

no fear

#

no pain

random plinth
#

Would anyone be willing to fix a model for full body tracking for me? I can send the file.

calm spade
#

If you're willing to pay someone for their work/time, you can join the VRCTraders discord in #community-servers-old

surreal topaz
#

Fixing a model for FBT is pretty easy tbh

crystal rose
#

Hello, I am currently attempting to create shape keys for a model and there seems to be a problem where there are a lot of individual bones for the lips that I can't manipulate very much. Anyone willing to help me?

candid sedge
#

mmm i think its in the bones or armature tab you can set type to stick

#

prob help with seeing what you are doing

crystal rose
#

Any ideas/tips?

calm spade
#

Did you try using Cats model fix before ?

crystal rose
#

As in the "Fix Model" button?

calm spade
#

yes

crystal rose
#

Yep, already did that

calm spade
#

And you still have that many useless bones in the body ?

crystal rose
#

Yep.

visual tinsel
#

They're not useless, they're for visemes that use bones.

calm spade
#

In the body they're useless, and visemes on 2D shouldn't require bones

#

Also too many bones for the hair and face

#

All this can be done manually

crystal rose
#

Are there any useful tutorials or something you can point my way?

calm spade
#

Yep, check the pinned items

crystal rose
#

All I see are 3 pins on this channel

calm spade
#

The first video explains how to get rid of useless bones afaik

visual tinsel
candid sedge
#

most likely painted so you might have to transfer weights

crystal rose
#

I finally got it figured out, thanks for all the suggestions!

candid sedge
#

nice!

heady smelt
#

does anyone know how to make a beat visualizer (like a beat distortion field that sends out a distortion shader wave)?

surreal topaz
#

This does not appear to be an optimization question, try #animation

heady smelt
#

i have no idea what im doing and i really need help

#

oh

#

thought it would be under optimization...

#

sorry im new to this discord

candid sedge
#

are you on phone?

heady smelt
#

pc

candid sedge
#

look at top if you are on pc

#

not sure on phone but they can say what channels are for

#

might help with all the channels on this discord

heady smelt
#

OHHH

#

i see what you mean

candid sedge
#

small text

#

ya

heady smelt
#

thank you

candid sedge
#

#animation < these can be clicked take you to the channel

heady smelt
#

magical text lol

heady smelt
#

this isnt an optimization question

candid sedge
#

See that helps a lot more

shell maple
#

doesn't let me post screenshots

#

I also asked in there

candid sedge
#

Link them thro a website or post in another discord and copy link

shell maple
#

um that seems unnecessarily complicated but sure

shut sequoia
#

Not really, takes like 2 seconds

#

lol

jolly zephyr
#

What causes lag?

#

My friend has a 500k poly Avatar but it doesn't lag more than one of my other friends 20k avatar

upbeat lark
#

How do they have a 500k poly avatar in VRChat?

#

πŸ€”

candid sedge
#

πŸ€”

#

his friend *wink wink nudge nudge

upbeat lark
#

Whats your friend's VRChat username?

#

πŸ‘€

shut sequoia
#

Excessive Colliders, Excessive Dynamic Bones, Excessive Materials

#

It's not all about the one avatar. I don't hear much talk about people looking into polycount lag, but I'm guessing a room full of 500k ones wouldn't run very well

calm spade
shut sequoia
#

It's a bit like recycling and "going green" stuff. It's pointless unless everyone works together since the whole is the problem, not just a few avatars in a friends room.

candid sedge
#

well thats oddly a great way to say it

#

other than that one person who drops you 20 fps

shut sequoia
#

Is there any documentation on what makes a shader lag? I've seen some that are seemingly normal on an avatar, but dip my FPS by like 20+

upbeat lark
#

I really want the midoriya model to not lose any polys. Gahhh why havent they increase the poly amount yet and just decreased the material amount, or bone amount

shut sequoia
#

For personal avatars, there is no material, bone, or collider limit.

upbeat lark
#

I know, but the poly limit really hurts

shut sequoia
#

I don't think it'll look bad at all if you do the decimation in the right spots

upbeat lark
#

It hurts the textures enough. it stretches them in some places which looks weird

candid sedge
#

only problem you might have is not breaking some shape keys but thats just a bit of extra work

jolly zephyr
#

One of my friends has -2mil poly avatar

shut sequoia
#

it also doesn't hurt desktop users as much as it hurts vr users

tough warren
#

i have an avatar that was originally 1.6 million triangles and i decimated it down to 19k

#

the trick is to remove doubles before you decimate

shut sequoia
#

also search for like...buttons

#

buttons, pins, little tiny things. I've deleted some teeny tiny buttons that were like 30k total because they were speheres

summer jacinth
#

One option I recommend if you want to retain detail in some parts is to make some arbitrary vertex groups then do a decimation on the groups.

tough warren
#

there are so many little things like that where it should really just be a billboard texture but it isn't

summer jacinth
#

That way you can exclude stuff that high detail is absolutely required on.

tough warren
#

i find it's best to decimate the crap out of the feet first since nobody really looks at your feet very often

#

stuff like the torso hands and face have most of the important detail

smoky lantern
#

Subjective. I have friends that will always notice some fully formed toes. Or some models with actual ribcages, hip bones, collar bones, etc. A few geometry wrinkles in the right places on clothing. People will notice those things. There are times when geometry beats out a normal/specular map easily. Decimation is the easiest way to lose quality with the least return on performance. But if it keeps your meshes 3 or less, do it. Focus on learning to atlas or do proper shader work. Time is much better spent in those areas.

heady smelt
#

someone please tell me how to enable dashboard

#

in steam

#

without a controller

#

because the update disabled my left controller buttons

#

not an optimization question

smoky lantern
#

I would try a different channel so people looking for that sort of question could see it and help you.

#

Sure, but you should still have a good high end.

visual tinsel
#

Useless information for current day VRC.

smoky lantern
#

Otherwise saying "it won't split meshes" equates to millions of polies per avatar.

#

I think an absolute high end for a model should be 250k. That's awfully generous.

#

Not true.

#

Oooh

#

Yes.

#

xD

heady smelt
#

i've seen 250k

smoky lantern
#

I have androids that reach 320.

heady smelt
#

120k being the pubes.

smoky lantern
#

I don't use those.

visual tinsel
#

I'd like to point out rips of game models, they're usually not that high poly.

smoky lantern
#

The highest I have is 180-something-k. But I intentionally picked nice hair with almost no bones.

#

And atlased her quite a bit.

#

Mine has an inside. D;

#

It's her whole appeal.

#

So it adds up.

#

Her skin is split so you can always see her internals.

#

xD

#

So she'd just be a shell.

#

She has hair physics and a bone per breast because she is a female robot. πŸ€”

heady smelt
#

trading unoptimization techs for optimization techs

#

hmu

tall plover
#

I think the extra enforcement of getting people to optimize avatars has gone a bit too extreme.

#

People were getting in trouble for having just over 2 colliders for example.

heady smelt
#

they don't get in trouble

#

the 2 colliders is only for public world avatars

pine flame
#

Also it’s highly encouraged to follow these guidelines since everything adds up with many people in a world

surreal topaz
#

@tall plover it's not really "trouble"

#

I think the max is now 2 colliders anyway

#

It's just the world can't be public if it isn't optimized. I think the limits need some tweaking.

#

55 bones is too many, but 50 bones with 2 colliders is fine. Even though the latter is roughly three times the performance cost.

#

Since a lot of my models are public, I end up having my personal ones optimized too

still perch
#

isn't it about the amount of transforms?

#

which would include the colliders affects cirThink

heady smelt
#

it isnt apparently

#

it's 50 dyn bone max

#

no matter if there is a collider assigned or not

surreal topaz
#

Yes

#

It's just 50 dynamic bone transforms max, and 2 colliders max

#

Colliders don't increase the number of affected transforms, but they do add a bit of processing time to every transform that responds to a collider.

#

That's why I believe the max should be something like 100 transforms instead, but every transform counts as +1 for every collider it responds to.

#

This would also incentivize optimizing colliders. You could make it so only the front rows of the skirt are affected by your leg colliders, for example.

#

Or you can still use 3 dynamic bone colliders if they all affect a very small amount of bones. Ear colliders come to mind.

amber hemlock
#

While I don’t know this as a fact I am fairly sure the impact from a dynamic bone collider is pretty binary. As in, it exists or it does not. The impact of a dynamic bone collider effecting only one bone is enough to justify the limit of 2. So saying β€œbut it only effects a few bones” does not really mean anything in terms of performance.

#

I guess what I’m trying to say the big lag is the dyn bone collider existing at all. Extra transforms it effects is just a drop in the bucket at that point. The only real way to optimize is to delete the collider.

#

For skirts you can fake a lot with standard animations

sudden zodiac
#

I think that Rokks solution would be really good, to have a max score of 100 and each collider multiplicates the score. So you could have 100 dyn bones and no collider, or 25 dyn bones with 4 colliders. Correct me if I'm wrong but in theory this should be equal performance wise.