#avatar-optimization

1 messages · Page 29 of 1

amber hemlock
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I don’t really get how one in each hand isn’t enough

sudden zodiac
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Well those can't collide with anything

surreal topaz
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@amber hemlock leg colliders and hand colliders makes 4 already

amber hemlock
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But to be fair I am not emotionally invested in this I don’t wear girls ¯_(ツ)_/¯

surreal topaz
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Having one in your chest so the back hair doesn't clip through is another

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Even on male models there's a lot of stuff you might need colliders for

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I just put out a prefab that uses dynamic bone colliders to orient one game object towards another

sudden zodiac
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Oh wait, you don't need colliders in the receiving bones, right?

surreal topaz
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No

amber hemlock
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No.

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Common misconception

surreal topaz
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You put the collider component on your hands for example, and then assign your hands in the "colliders" section of your dynamic bone component

sudden zodiac
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Ok, then forget my boob complaint :D it's been too long

shut sequoia
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Hotox in serious need of anime boob touching

amber hemlock
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You can increase a dynbone’s radius to catch more collider

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No need for more collider

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That way a single sized collider can effect different bones in different amounts

shut sequoia
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I think they mean one per hand so you can do both

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or touch other people's "ears" with both hands

finite coral
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my big need for colliders is funneling and creating resting places to hold laying bones. Everything slipping off the pill colliders is more collider parts for countering.

surreal topaz
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That's why we need plane colliders tbh.

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That would work pretty well for stopping back hair from clipping through your body for example

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Right now it's just spheres sliding off of other spheres or capsules and it's just a mess.

amber hemlock
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With a big enough sphere, you can approximate a plane. X)

surreal topaz
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I tried the funnel system, but other than being laggy, it also made the bones slip through the colliders sometimes.

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Oh yeah, I've seen people do that for ground collision.

finite coral
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a challenge space has been colliders on the shoulders, to let gravity hair roll forward or back. For me works best with one bone on each shoulder, now im trying for a t-bar thats just a little wider to make the slipping stubbern

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i had a skirt with a relatively fat pill colliders cover between the thighs and the space between the legs, it handled moving legs well around all the center skirt bones and prevented slip clipping. Now to be optimal, before becoming a weight painting genius, im trying to keep it one low and fat hip collider in that space.

agile gust
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your never going to stop the clipping though and its just a waste of performance trying to stop it.

finite coral
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the clipping stops by buffering a wider radi between the bone point spheres and colliders. It needs that gap to help counter the past frame solution that pushed the bone to dangerously close to the collider

tough warren
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if you were really smart about weighting you could rig your entire skirt to one bone chain going down between your legs

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but then it wouldn't work with colliders

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i think best option for skirts if you want to avoid clipping is just limit the range of movement to an ammount that keeps it from clipping

heady smelt
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@surreal topaz how2atlas

surreal topaz
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I prefer manual, but the new automatic atlas tool does a great job most of the time.

heady smelt
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I missed the old atlas tool. The newer one is weird and gives me issues for most models lmao

safe swift
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what..? old atlas tool is complete garbage and u can't edit textures afterwards

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only issues that u can get is having textures as dds or tga's, which you convert to pngs and done

surreal topaz
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The old automatic atlasing was pretty bad

safe swift
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blender atlas is shit compared to shotas tool imo

surreal topaz
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Pretty sure it wasn't initially meant for atlasing

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It's just a "smart" UV unwrapping tool

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Which Cats first lets unwrap the model, and then it triggers a texture bake

distant forge
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I think it handled some bad input models better though specifically because it's done as a bake (though i agree the output atlas was garbage). For example I think it worked in the situation where a material applied a color tint and also handled (albeit poorly, resolution-wise) repeating UVs (outside the range 0-1). shotariya requires UVs to be within 0-1

safe swift
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most UV bound issues are solved by moving uv verts inside, which doesn't break anything rly, but some textures are stretched uv verts though, but that's quite rare from what I've seen

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taking 30 secs to move uv verts is better than having an extra 1k texture that covers 1% of the texture

distant forge
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I guess a repeating pattern can be fixed by adding more polys and having each poly go from 0-1 UV instead of having a single massive poly go from 0-16 UV

surreal topaz
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The auto atlasing tool can already automatically fix UV's that are not in bounds

distant forge
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so it's just the lazy mmd creators

surreal topaz
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But if the bounds are larger than 1, then it can't

safe swift
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it fixes UV's by adding extra texture, which u don't rly want

surreal topaz
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Taking advantage of repeating UV's is not necessarily a bad thing

tough warren
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@distant forge that's actually a real thing that people do for mobile games

polar bolt
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Hmm, any other(less known?) downsides to non-normalized UVs outside of atlassing? (Like a less know thing as fragment discarding disabling early-z optimisations)

surreal topaz
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I'm not sure what happens when the texture is set to clamp rather than repeat

polar bolt
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those texels will have clamped uvs - will show the border pixels for the rest of the face

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(tile texture and set that to see youself)

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Useful for preventing avatar atlas borders bleeding on mipmaps or preventing seams on 6-faced skyboxes! (usually seen on noses when face texture is at border or generally high contrast borders)

wheat narwhal
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if I add more dancers in one avatar will it also count in the dynmic bone?

surreal topaz
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Yes

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For public world purposes at least

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Performance-wise it will only matter when they're active. My advice is don't do it

wheat narwhal
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ok

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wut if only one dancers are showing but not the main avatar?

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and both two are the same avatar

surreal topaz
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The bot counts all dynamic bones, including disabled ones.

wheat narwhal
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so if I disable all the dynamic bone of the dancers then it will be ok?

surreal topaz
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If you remove the dynamic bone components, yes.

wheat narwhal
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ok thx

marsh trail
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If it's for a public world every dynamic bone weither disabled or not will be accounted for, for any other avatars in relation to performance hits, only if they're enabled will such have an effect, so any disabled ones will be near null and void

wheat narwhal
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how about adding emote and gesture?

marsh trail
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What do you mean?

wheat narwhal
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can I even add emote and gesture then

marsh trail
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Is this going to be an avatar that will be in an avatar world?

wheat narwhal
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yep

marsh trail
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Then any dynamic bones will be accounted for

wheat narwhal
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oh damn

marsh trail
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Emotes and Gestures don't have anything to do with it

wheat narwhal
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then wuts the point to make gestures GWmiyanoXDD

surreal topaz
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...

marsh trail
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Trigger animations, objects etc

surreal topaz
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You can use emotes and gestures

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There is a limit to how many dynamic bones are on your avatar

wheat narwhal
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just count on every single avatar?

marsh trail
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Each and every single one in the world, not all of them as a whole

surreal topaz
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I think it's 50 transforms per avatar

wheat narwhal
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seperate avatar(just like emote and gesture) also count together?

marsh trail
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Yes, anything part of the same avatar will count towards the limit, no matter what you do

wheat narwhal
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...

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I will write a complain letter about it

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that was so ridiculous

heady smelt
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not really, but good luck

wheat narwhal
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then wut is the point of making face gesture

marsh trail
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What

heady smelt
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dynbone =/= face gesture

marsh trail
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Faces use shapekeys, not dynamic bones

wheat narwhal
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so if I remove the dynmic bone of the gesture avatar then its ok

heady smelt
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yes

wheat narwhal
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will it affect the physics bone?

marsh trail
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What do you mean with physics bone...?

wheat narwhal
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I mean the dynmic bone

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will it be affected if I disable it in gestures

marsh trail
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If you remove it, it doesn't exist, so the system won't count it
if you disabled it, the system will still count it and it will only work when enabled

wheat narwhal
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so if I remove it in gestures then I cant see my dnmic bone moving again?

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even if I add it in main avatar?

marsh trail
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That's not what i said...

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Gestures don't matter
Emotes don't matter
If the dynamic bone script exists in the avatar any bones it interacts with will be counted, so removing that is what i meant by removing it

wheat narwhal
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ok it takes a bit more time for me to understand but thank you anyways xD

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not quite good at english xD

marsh trail
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That's alright

wheat narwhal
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I will just add dynimc bones on the main avatars but not oter gesture and emote avatar

misty crane
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Hey, do you guys join your meshes together when exporting to unity?

candid sedge
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b4 with cntl j or cats

calm spade
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@misty crane Yes, please do !

candid sedge
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only take them apart when working on them in blender to make it a bit faster or not to break the shape keys but always put back together

misty crane
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alright, thanks

surreal topaz
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@amber hemlock that's exactly what it does. I think it doesn't make much difference

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It reduces the total amount of game objects, but makes it so you can only animate humanoid properties and nothing else.

sudden jewel
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It doesn't really provide any kind of useful improvements AFAIK. You can leave it unchecked so you can keep your rig for attachments and etc.

cursive matrix
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@amber hemlock

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the cost of having a lot of transforms was apparently reduced in 5.6, but he still talks about multithreading benefits from using that optimize option.

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really it can't do much harm unless you find out you actually do need your left index finger bone for something later on

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I think your time would probably be spent better optimizing things like material count and dynamic bone counts though

amber hemlock
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Yeah I'm already down to 1 material and 0 dynbones heh 😄 ...

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Just gotta... get that tri count down. to sane levels

safe kayak
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Whats the best and quickeat way to decimate a avatar? In unity or blender

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I had the casual link model from deviant art but it came to roughly 115000 polygons

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XD

sweet mason
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just use another model or something else omg.

safe kayak
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One avatar i want but it might have high polygons is delsin rowe from infamous second son

azure berry
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or seperate its meshes in blender find any hidden meshes and delete them, and then decimate

safe kayak
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I did have a tool for decimating avatars but i reinstalled my pc

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So i got the personal files just not the app

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:/

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I got to redownload it later tonight

smoky lantern
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Yeah, there's a joke about game rips being low poly... if you get rid of all the invisible meshes they come with. I have a model from Dissidia NT that's over 100k after removing all the nonessential meshes. 😂

shut sequoia
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some of the normal maps game models come with 🤤

surreal topaz
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Nintendo models in particular are always very low poly

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Models for the Switch have excellent normal maps too

silent slate
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I have a nice result anyway with my model

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but i tried to use eye tracking (from cat options) but seem to add nothing

surreal topaz
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You need a specific bone hierarchy and setup to use eye tracking

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The hierarchy in Unity has to be named exactly Armature->Hips->Spine->Chest->Neck->Head->LeftEye/RightEye. You need to have eye bones assigned in the humanoid rig configuration. You must have a mesh called "Body", and this mesh must have at least 4 shape keys.

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@silent slate

silent slate
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the avatar got the eye bone, maybe i think is called in japanese

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i have to check

silent slate
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also another question

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how i make a bounce part of hair?

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i tried to use cloth

surreal topaz
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Dynamic Bone is your best bet

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You can buy it on the unity asset store

silent slate
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because i tried using cloth

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pretty urgly ahaha

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dynamic bones is not free?

heady smelt
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no it's not

sudden jewel
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Of course not, someone spent their time writing it 😛

surreal topaz
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Cloth is wonky for hair

sudden jewel
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Do not use cloth for hair animesweat

surreal topaz
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There's quite a few good free assets though

sudden jewel
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very very bad idea

surreal topaz
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Dynamic bone is just not one of those free assets

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It's been worth the money for me so far.

silent slate
sudden jewel
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do not

heady smelt
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yeah, that would never work with cloth

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like ever

sudden jewel
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There is no way to physics-animate that hair and have it work in an optimized way.

silent slate
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mmm so i have to buy that?

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how much it cost?

heady smelt
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yes

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20 bucks i think

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it may go on discount since holidays are coming

sudden jewel
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You would have to buy DB. The cost is on the Store page. However ,with hair that long, you probably have a TON of bones.

surreal topaz
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No current way to animate that hair cheaply

silent slate
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not convenient

sudden jewel
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I would really strongly encourage looking at our optimization docs (pinned in here) for techniques on how to lower bone count.

surreal topaz
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The VRM plugin deals with it pretty well

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But that's not supported in VRC

sudden jewel
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Optimization isn't convenient for you, but its convenient for the CPU cycles of everyone thats in the same room as you

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otherwise they'll probably just block your avatar 🤔

surreal topaz
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With smart bone placement you can get that hair working nicely with very few bones tbh

sudden jewel
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Rokk is probably right, it'll take some finagling and maybe some creative solutions

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I prefer my lazy solution of "don't use DB"

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🙃

heady smelt
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just buy a better PC 🤷

surreal topaz
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That's also an option, but that would make some of my avatars look quite a bit worse

silent slate
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is called Dynamic Bone ?

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10 bucks instead 20

surreal topaz
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It's something I did on some of my public avatars though

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Yes

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Oh yeah, you're right. Dynamic Bone is on sale right now.

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Muscle Animation Editor too, which is an addon I can heavily recommend for overriding finger gestures or making idle poses.

sudden jewel
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Yeah, MAE is probably the asset I got the most out of

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that and Bakery, but that's for worlds

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(Bakery is so good)

surreal topaz
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I'd probably use bakery if I made proper worlds lol

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Enlighten does the job well enough for my simple worlds

sudden jewel
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making worlds is pretty fun tbh, I'm just bad with creating my own assets so I tend to troll around and smash stuff together

surreal topaz
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Same

karmic condor
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I got bakery on sale and I have yet to use it properly. Just haven’t invested the time to learn it yet.

silent slate
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uff about eyes i dont know which damn eye where is

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or the name

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is all in japanese

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i have also to remove the jaw right?

karmic condor
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How did you get this model into unity?

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Was it already in a format for unity?

silent slate
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nope was from mmd

sudden jewel
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Did you use Cats to set it up for VRChat?

silent slate
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yeah used cat

sudden jewel
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You didn't translate shapekeys/bones/etc?

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Please tell me you at least merged meshes and created an atlas. D:

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You are in the optimization channel, after all.

silent slate
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yeah

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i optimized it also

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is 18k poly

sudden jewel
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I'm personally more concerned with material/mesh/DB count than polygon count

silent slate
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i just noticed the hairs got bones

jovial grail
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That's usually the case

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MMD comes with rigid bodies so everything wiggles around in it

silent slate
karmic condor
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Looks like you will want to merge some bones

silent slate
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the head ones?

jovial grail
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Everything that you don't want to use dynamic bones on can be merged

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But you should probably make a new save before merging bones because you can't revert it in case you change your mind later

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In blender

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All the hair bones can be merged to head if you don't need DBs

silent slate
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how?

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also i dont know why it have cat ears

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and glasses

jovial grail
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In cats there's a merge bones (or mix weights, I forgot) button that deletes merges the selected bone into the parent, so you just select the hair bones and mix them and it will move the weights to the head bone because that's what they're connected to

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Most mmd models come with glasses and cat ears. They're usually "activated" through blendshapes, which you can mess around with in the skinned mesh renderer, but some of them blendshapes change the texture I guess. I don't think unity supports that so the cat ears are visible without the blendshape being active

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Just delete all you don't need in blender

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You can activate the blendshapes in animations and stuff

verbal bobcat
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😃

heady smelt
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POG

verbal bobcat
heady smelt
verbal bobcat
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nice name @heady smelt

heady smelt
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thanks @verbal bobcat

golden nova
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i have problem in sdk unity
@calm spade @sudden jewel @heady smelt

sudden jewel
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Please don't ping admins for non-emergency issues. #rules 23.

If you require support with the Unity SDK, please check out #vrchat-support 's section on the SDK.

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@golden nova

pine flame
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I’m not ratting anyone out in particular but it still seems there’s “knowledge” being spread out there that “sacrificing performance” is an ok choice to make of the entire population who play this game, an example of this today being that people should subdivide their dynamic cloth meshes to increase polycount

agile gust
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well it depends. cloth is usually used by more experienced makers of models who will have optimised the avatar massively and even with cloth is 9/10 times vastly more performance friendly than 99% of the generic models you see people using.

surreal topaz
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Cloth has to be used very carefully

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Because it will lag people's games if you have too many polys, and that limit is reached very quickly

agile gust
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oh for sure no doubt

safe swift
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good notes for cloth is to change solver frequency to 10 instead of 120, also so it doesn't get stuck - use 0.09~ when painting ones that are not at 0

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remove tethers and gravity, use -y external acceleration from -3 to -7~, and world velocity scale/acceleration 0.1 - 0.2~

distant forge
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Ooh Yuumi those tips all look really useful! I've been more interested in cloth again after seeing how bad the performance of dynbone is.

surreal topaz
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Cloth isn't too great either, I think you have to stay below 8000 polys for it not to insta lag people

distant forge
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Of course like hundreds of polys

velvet spoke
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Cloth is literally worse on most avis ngl

heady smelt
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5k*

velvet spoke
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But as rokk said, if you use it carefully its a nice tool

heady smelt
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i started to really drop fps after 5k polys on cloth

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i was fine at 1500-2000

safe swift
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and with solver frequency at 10 instead of 120 it doesn't look any different

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also this way the cloth doesn't fly up and get stuck behind colliders

surreal topaz
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Yeah, but you really don't want to approach the point where you start dropping @heady smelt

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Like, if a single avatar makes you drop frames it's incredibly over the limit already

heady smelt
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don't go above 1k and everyone will be fine

surreal topaz
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Yep

empty pier
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Even 1k is probably too much, when it comes to performance you really need to think about whether whatever you're doing will perform well if everyone in the instance did it too.

safe swift
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suggested vert count by vrc is 200, is it rlly that bad if it goes above 500?

heady smelt
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if there is 20 people yeah

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but it's going to lag anyway with 20 epople in the same room

empty pier
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Just because it's going to lag anyways is not an excuse to make it lag more.

agile gust
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to be fair you could have 20 of the default afk avatar and 99% of worlds would still lag and end of day its better than most people's who dont realise how bad dynamic bones and colliders are either and so just dynamic bone on their hair and skirt of like 300 bones with 50 colliders cause they dont want it to "clip"

safe swift
empty pier
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@agile gust Other people's ignorance is not an excuse.

agile gust
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didnt say it was

empty pier
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Some people might have taken it that way.

heady smelt
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why so many collider tho ?

stray river
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because they creator doesn't know what optimization is apparently

heady smelt
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or doesnt care

distant forge
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(Re. Cloth) 500 verts is still less overhead than the recommended 50 dynbones / up to 2 dyn colliders in my testing, so I wouldn't say to avoid it if it allows you to do away with dynbones

safe swift
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i personally will never use dynamic bones for skirt, unless it's layered, but even then I'll try to make it 1 layer and go with cloth

stray river
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Best option for skirts is to make 2 custom dynamic bones parented to the leg bones. Weight paint each side of the skirt to these bones and you should have a jiggly, never-clipping skirt at the cost of 2 DYN BONES. More people need to hear this tbh

heady smelt
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ONLY ping tupper in an emergency like.. real deal what he suggested.. like my map for example being that im on the sdk and suffering waiting for the live release

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then its an issue! 😄

safe swift
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cloth looks million times better, and I try to keep it at 200-500 limit for skirt, especially if you're in fbt

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it just seems like complete headache

candid sedge
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that feels like a lot of work getting it that bad

shut sequoia
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i've never even seen a model with that many materials

candid sedge
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how long would it even take to make something like that

sweet mason
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its mmd. so to have the more realistic physic it need a lots of collider and bone that s why

shut sequoia
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I mean that's one option

agile gust
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thaat isnt bones though Franada that is materials

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bones could understand cause of how MMD makes use of them but materials its like wtf did they seperate everything as its own material

vestal haven
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They're all masochists purposely doing it so this chat could bash them and get high.

heady smelt
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Is specular supposed to cause bloom effects in some worlds

visual tinsel
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I believe so, if the threshold is low enough.

heady smelt
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Zzzzzz

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Disable the realtime box?? Would that fix the weird flashing

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On standard specular

visual tinsel
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Wait, why not just use normal standard?

heady smelt
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Specular map

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Normal standard is missing it

surreal topaz
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If you get blinding flashes, it's probably not just because of the specular

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It might be weird geometry

visual tinsel
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MVP VIP, do you know what NaN looks like?

polar bolt
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Scruffy, funnily, I had flickering problem originating from UV and had to clamp them in fragment shader, nointerpolate did not help

silent slate
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somesone can tell me how add animated-track eyes with a imported model in blender? (using cat)

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i got this

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i have to configure other stuff here?

shut sequoia
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I usually change the Blink Left to Wink 2 and then Right to Wink 2 Right

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then hit create

silent slate
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rip me

candid sedge
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Ahaha guess who

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Try and auto translate them?

silent slate
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how?

candid sedge
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Its under the model tab in cats i think

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Translate shape keys

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Not at pc

silent slate
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this?

surreal topaz
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Yes, just hit All

silent slate
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woah is pretty cool

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much better

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is still a ice

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maybe eyes bones are not correct?

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ah i have to move the bars

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XD

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and how i remove the bunny ears bone?

heady smelt
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select the armature

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go into edit mode

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select ear bones

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x / del > delete bones

visual tinsel
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@polar bolt what in the heckin, that's super weird.

polar bolt
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Yup, random dots triggering bloom at extreme angles. Was multiplying the result color with pow(1-saturate(i.uv.y), 3). Slapped saturate to clamp and make it barely noticeable

silent slate
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ok i have another issue now with that mmd model

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basically if i export like this it will have all parts merged (only 2 parts)

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and i can't work on these

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instead using multipart model, it will break the eye stuff and thing

heady smelt
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you mean that you have 2 meshes in unity ?

silent slate
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yeah only 2 meshes

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half cape and the rest is body + the other half cape

heady smelt
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is there a reason why you don't merge into only 1 ?

silent slate
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because i need to use the cloth function

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on cape

heady smelt
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then you need to merge everything and only separate the cape

silent slate
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is possible to do it with atlas?

heady smelt
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the "normal" mesh should be called "Body" if you want eye tracking to work

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yes

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merge everything
go into edit mode on the mesh, select the cape > p > separate by selection

silent slate
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so i create the atlas first right?

heady smelt
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yes

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be sure to save a backup of a blend file before atlasing just in case

silent slate
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how i go into edit mode on mesh?

heady smelt
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press tab or use the menu at the bottom left

silent slate
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yeah that is for bone edit

heady smelt
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also for mesh

silent slate
heady smelt
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select the mesh and press tab

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simple way as you do with armature

silent slate
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under vertex groups?

heady smelt
tired badger
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In your guys opinion what optimization Tutorial would be best made next for the recent changes?

heady smelt
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well, what do we currently have ?
Bone reduction
mesh reduction
atlasing
Decimation
Anything else i probably forgot ?

silent slate
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ah selecting is like "painting"

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ty xD

karmic condor
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compressing textures maybe.
I made one on optimizing audio not too long ago.

heady smelt
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compressing in unity or something else entirely ?

karmic condor
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in unity, just read my screen name.

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that is 99% worlds though

tired badger
#

Sadly I dunno if i recommend compressing textures anymore as every unity version uses a different compression library meaning things aren't backwards compatible. Which sucks cause i used crunch compression a ton.

karmic condor
#

worlds tend to need things more separated so it's really easy to have file size bloated by them.

#

There are more options than just crunch compression, but yes that is a big pita.

heady smelt
#

a video about crunch compression is a bit overkill ? isnt it just one option to tick and choose how much to compress ?

karmic condor
#

pretty much, it is really overkill. it would be better left in a video covering everything.

heady smelt
#

well, we can always ask to add crunch compression in the official documentation

karmic condor
#

unless it goes into advanced settings.

heady smelt
#

just put a warning about backward compatibility

tired badger
#

Well if i made it a video about Atlasing correctly, UV mapping wasted textures to reduce atlas size and then crunch compression etc.

#

That would make more sends

#

sense*

heady smelt
#

yes it would

#

that would be nice

tired badger
#

like some models come with "Here is a 256x256 solid color"

#

and you find 5 of those in the model...

#

i just UV map those... weld the verts onto that same color in another texture already in use.

karmic condor
#

I should probably learn how crossfade audio in audacity so I can teach how to make short but good audio loops.

#

I use reaper for all that, but audacity is way more popular.

heady smelt
#

those "texture" which is only one solid color

#

can't you make them just one pixel big on the whole atlas ?

karmic condor
#

technically yes

#

but the atlas has to be the same size to the power of two resolution it will render at or it doesn't render properly

#

better to make it slightly bigger

#

I have tried and it almost never works for me.

amber hemlock
#

I would really appreciate a tutorial on UV packing to make textures smaller . I’m already atlases but the auto atlas has a ton of empty space

surreal topaz
#

Manual atlasing gives you very fine grained control over that

#

I think that's your only option besides the auto atlas

karmic condor
#

Auto atlas is doomed when you try to atlas a avatar with two body textures, 5 face textures, and etc all 1k textures or larger

surreal topaz
#

Yeah, those damn TDA body textures are like 2k a piece

#

And then the original author wants to add a tattoo to just one side of the arm so they make an entirely new body texture

amber hemlock
#

My final atlas is like 4K by 4K but mostly unused pixels

#

I know how to slide islands around but I don’t know how to make it move that part of the texture

#

It just messes up the model

surreal topaz
#

I don't think you can actually do that unless you're manually atlasing and then rebaking

amber hemlock
#

I need the pixels to move too not just the islands

#

That’s what I mean I guess

#

When I click bake everything turns white

surreal topaz
#

Blender internal or cycles while rendering?

#

I think you also need a second UV map to properly bake

#

With the camera icon ticked on the first one

amber hemlock
#

Yeah I’ll probably read up a tutorial I’ve been sort of just tripping my way around blender optimization so far

lean kindle
#

yeah you need a second UV map, the camera being on there basically tells blender to render that on the currently selected UV map when you bake

worn lantern
#

Adeon isn't your avatar just 2 materials anyway?

#

Or is this a different model?

summer jacinth
#

There's a tool I found that compresses PNGs with minimal quality loss.

#

This is an external tool that simply lowers filesize for textures, it's not something done within unity.

velvet spoke
#

Just crunch compress your textures in unity on import

surreal topaz
#

Compressing the PNG itself won't do anything

#

It gets converted to various DDS formats no matter what the source is, in which case crunch is your best bet

summer jacinth
#

Hm. I see.

surreal topaz
#

Manually converting it to DDS yourself would be the best option, but for some reason that makes the textures very washed out. Annoying.

summer jacinth
#

I know a plugin for Paint.NET that allows exporting in the formats unity uses (the built in dds format saver doesn't support a lot of the important formats) and it exports them really nicely.

#

I was using it for No Man's Sky because a mod that had redone a texture for the icon used in Carbon left a lot of noise behind almost like jpeg compression noise, so I manually recreated the image and exported it with that plugin. The quality was very high. Let me go track it down real quick.

worn lantern
#

Wait

summer jacinth
#

According to the author of the plugin, "This plugin only adds support for the new formats introduced with DirectX 10."

worn lantern
#

So it can like

#

Make DDS images convert to PNG nicer or is it like

velvet spoke
#

Png to dds

worn lantern
#

Oh

summer jacinth
#

This is a plugin for an image editor so you can convert, yes.

worn lantern
#

Well then there's nothing that can be done for what I want then

velvet spoke
#

If you want dds to png use photoshop and nvidias texture tools

#

Thats your best bet

worn lantern
#

Make a DDS texture exported from a game not look crunchy

velvet spoke
#

For high Quality

surreal topaz
#

@summer jacinth I've been using that plugin

#

But that's exactly the thing I was talking about

summer jacinth
#

This can import DDS and export PNG if you want.

#

That's what I did to rip DDS files too.

worn lantern
#

I mean I have a tool for that already

surreal topaz
#

I can get a 20 MB atlas down to 1.5 MB by manually turning it into DXT1, but

worn lantern
#

I was just wondering if it'll remove crunch or not

surreal topaz
#

Then Unity imports it weird

#

It's 1.5 before crunch but looks washed out

summer jacinth
#

I'm uncertain. Can you DM me the file?

worn lantern
#

DDS in Unity looks super washed out yea

velvet spoke
#

Rokk, what settings do you use for crunch, i had like 2-3 times where filesize didnt change at all

#

After crunching

worn lantern
#

It's like if you left it in the washer too long

#

Take the Braixen in Zarniwoop's avatar dungeon for example

summer jacinth
#

Yeah with this plugin I've been able to export DDS files from images I created in the editor without any quality loss all while retaining a very small filesize.

worn lantern
#

He used DDS instead of PNG

surreal topaz
#

@velvet spoke quality 100

worn lantern
#

And it looks super washed bc of it

surreal topaz
#

Crunch doesn't work on cubemaps

#

It can make the file bigger

velvet spoke
#

Not a cubemap

surreal topaz
#

Oh yeah, and crunch doesn't have much effect (or at all) if you leave compression at high quality

#

Set to medium or lower

summer jacinth
#

Send me that file, Eevee. I'll see what I can do with that plugin to convert it to PNG.

velvet spoke
#

Ohhhh

#

Theres my problem then

#

Thank

#

Had it set to high

summer jacinth
#

I'll send two images for the quality I was able to retain. This is a 64x image and I left the DDS on maximum compression. Here's the image I created in the editor:

#

This file is 4.1KB

marsh trail
#

Not sure if DXT1A is compatible in unity, unless you mean a different DDS compression

sudden jewel
fierce swan
#

I would imagine that would be annoying

sudden jewel
#

I can only sit and watch the fleet recurse for so long before they start throwing fits.

fierce swan
#

R.I.P time 😦

shut sequoia
#

"Sorry Aniki" damn

#

What's the "Please remove commissions advertisement." about? Are they not allowed at all, or are they not supposed to display prices?

karmic condor
#

What I want to know is how people are getting so many skinned mesh renderers?

worn lantern
#

When it gets into the high numbers, like 37 or w/e

#

That's when I start to get worried

#

Like at that point you either have a very poorly made MMD model, a game rip

#

Or you separated them on purpose

karmic condor
#

Lots of questions

#

None of the answers make me feel good

#

Anyway, at least this is being curated now

vague hearth
#

@karmic condor disabled meshes doesn't count on upload
animations can change enabled state 🤔

sweet mason
#

wait

#

what image file should we use then ?

visual scroll
#

what's actual cloth limitations for public avatars?
it says "do not apply it to meshes that have greater than 200 or so vertices" in optimization tips, but is it actual vertices, not faces?

distant forge
#

cloth works on vertices, so that's why it's written that way. Cloth for small numbers of vertices (I would say anything in the hundreds range) is a mile better than most dynamic bone setups perf wise.

arctic vortex
#

Is there a list of what makes your avatar optimized? I'm just learning how to make avatars bot not sure what makes it optimized. I know about the poly limit and dynamic bones but what else?

#

I know there is a way to make one texture for an entire model but forgot the term for it. It makes it so you don't have a bunch of materials.

hollow cave
jovial grail
#

There's a bunch of stuff that you can optimize. Material count is one. You want to combine your materials into one big atlas and have one material for it, unless you need to use different shaders then you can split it into a few atlases per shader.
Bone count is another, you want to merge all bones that you don't need to make dynamic and don't bend your mesh into parent bones (like hair bones into head if you don't want to make hair dynamic)

#

You're aiming to reduce draw calls, and each different material and each different mesh is a separate draw call. You also want to reduce the amount of heavy calculations your cpu needs to do every frame, like dynamic bones and expensive shaders

velvet spoke
#

@visual scroll Actual verts, as those are the ones that you configure in the cloth component.

visual scroll
#

i got that after Lyuma's answer, but is 200 exact limit for avatars in public worlds? most of my skirts around 300-400

#

also i wonder if count of colliders matter

velvet spoke
#

it says keep them at 200 so having double the amount will most likely get you declined.

visual scroll
#

i mean its a tips not actual rules tho

velvet spoke
#

I mean

#

It kinda is rules

surreal topaz
#

Cloth polys don't seem to have a hard rule just yet

#

Or maybe they do and I just don't know

#

I haven't seen a world get denied or even warned for high poly cloth

#

Optimization is easy enough in theory. There's only a few things to worry about

#

And all of those things are covered by the optimization guide

shut sequoia
#

I don't think it's rules, i haven't seen a world declined because their cloth was over 200

arctic vortex
#

Thanks for the help!

surreal topaz
#

That works pretty well if the skirt doesn't have too many bones

#

That works well on those types of skirts, but unfortunately not very well on longer dresses for example

#

Depending on how they work

safe swift
#

i don't believe they check for cloth poly count, unless it's super high (but even then I doubt so), and I can tell you for sure that having cloth with more than 200 doesn't get u denied or even mentioned about it

amber hemlock
#

“Please do not nest unoptimized avatars inside multiple levels of portals.” Tupper you should have your bots detect this and report it as the reason for failure to pass. I have a feeling this is going to be a common thing people try to do.

surreal topaz
#

I'm pretty sure this isn't an issue considering the bot seems to already check portals

#

It's not really an issue as long as the avatars inside the portals are optimized too, right?

amber hemlock
#

Yeah they are just trying to hide them hoping the bots only check so deep

worn lantern
#

I can imagine 50 portals and then WOOPS is hiding at the end

surreal topaz
#

Hahaha

amber hemlock
#

What if we make like a giant circle like 90’s internet web rings

surreal topaz
#

Oh damn

#

Token rings?

amber hemlock
#

Pre-google only way to get discovered

austere torrent
#

Where can I get Dynamic Bones? I'm sick of using Cloth

surreal topaz
#

The unity asset store

#

@austere torrent

austere torrent
#

Ooh okay

sudden jewel
#

@amber hemlock I'm building functionality that will automatically crawl and stop at a certain depth (and ignore duplicates).

#

However if you have an avatar world that does that even with depth 1, you'll probably fail because that's sneaky and not what avatar worlds are for.

shut sequoia
#

The program is actually just a bunch of little TupBots going world to world and playing dressup with the avatars while grading them along the way.

candid sedge
#

amazing

sudden jewel
#

essentially accurate

surreal topaz
#

It's like when you go to a public avatar world and just start judging people's avatars

shut sequoia
#

they're like people who go into comic shops, complain and judge the comics, then dont buy anything

surreal topaz
#

Uh oh. Did the avatar performance check bot even run today and yesterday?

#

I'm seeing way too many avatar worlds with literally no comments, no comments about passing perf checks either.

shut sequoia
#

i dont really see a reason to say it passed, being publicized is evidence enough of that. maybe whoever jsut stopped listing it

#

the eyes had 3 per eye layered on on top of the other, what is this....

amber otter
#

Seems like a cool bot. What happens if the avatars have to be spawned in via a trigger in the world of some sort? Can the bot still find em

heady smelt
#

the bot probably just looks at the hierarchy, it doesn't really walk around

amber otter
#

Yeah was just wondering if it can find them still tho if portals can skew it I figured using triggers could be as bad or worse

heady smelt
#

it's not too hard to have the bot check for that too though

heady smelt
#

Hey, I never used weightpaint before, any help....? Where should I start to weightpaint the ears, also how much has to be used (how much has to be sprayed on the same spot)

candid sedge
#

it basically just applies to verts and the color of the weight paint determines how much control a vertex group has over that vert compared to another vertex group (groups parent to bones with same name so Head and Head pair need caps and all) starting from purple no linked vertex group to bone blue<green<yellow<orange<red but mostly you will just use 100% or red

#

so for that you would just make a bone for the left and right ear and paint the whole ear to that bone all red or do two bones and half the ear for each one

#

@heady smelt

#

so something like that is normal depending on what you want

heady smelt
#

Thank You @candid sedge vrclike

dark storm
#

the blur brush is fun to get a nice gradient if you need it

heady smelt
#

@candid sedge Oh and I got a another problem. For some reason my mouth starts moving when I walk, or look down and up. Also weight paint issue? Or is it a problem with the shape keys?

candid sedge
#

was this model auto weighted?

heady smelt
#

Or is it a problem with the shape keys?

candid sedge
#

mind moving to the channel i linked?

heady smelt
#

@heady smelt pmed you

sudden jewel
#

@surreal topaz World reviews are done in two passes. Robot pass, human pass.

#

Hence why we include clauses that state that if a world is marked as public, that isn't the final call until the world is actually public.

#

for the case of "a human has reviewed this, but a bot hasn't looked yet"

surreal topaz
#

Ohh, I see

#

Cool

#

Ah yeah I see it now. Nice.

atomic lava
#

Yo. I have an heavy issue with my avatar. As it uses multiple meshes, for animations, the clothing layer bugs out sometimes and lets my character go "nude" for a split second in some viewing directions (Without the clothing for a split second) I even alread put "update when offscreen on"

#

is there anything else i have to do?

candid sedge
#

might just wanna remove the "newd" part of the mesh anyways

atomic lava
#

it is my dude, still, it seems like its half nude

#

its annoying, i rly wanna fix it >w>

sweet mason
#

why its a separed mesh to begin with

#

this what happen when you have multiple mesh sometime on ceeten angle view by the player

surreal topaz
#

@atomic lava update while offscreen might be forced off for good reason. Merge your meshes...

#

Do a material swap if you must

shut sequoia
#

Material swap is broken isn't it?

#

Not that you still shouldn't merge

surreal topaz
#

Only in mirrors, locally

distant forge
#

Only reason to have them separate in this case is cloth. I see you have a disabled cloth component but I think cloth can mess with the bounds even with update offscreen unchecked

atomic lava
#

mh ok, ill delete the cloth element and try to reupload, ty

#

if i merge the meshes together, id have to redo all the dynamic bones and stuff again >w>

shut sequoia
#

yeah

#

this is a useful tool

distant forge
#

Try unchecking update while offscreen and manually make the bounds the same or bigger than your body to make sure the clothes are always visible when the body is visible.

#

Another thing to watch out when using separate meshes is don't use anything other than opaque or cutout shaders. For transparent/fade, the render order is not well defined due to the fallback system. There were some...interesting consequences for some of my old avatars (using fade/transparent) after the safety system was released.

thorn lichen
#

anyone know how to set automatic weights for a mesh? I have breast bones and a breast mesh and I'm trying to have it automatically do the weights based on distance to the specific bone

#

Go in pose mode and select the bone that you want to weight paint.

Then select your mesh and switch into Weight paint mode.

Press W and then you choose "assign automatic from bones"

#

found it

misty crane
#

can someone tell me the best export settings for .FBX with animations?

sweet mason
#

its should export normally whatever you do. no ?

misty crane
#

it should, but apparently not with animations made in blender

heady smelt
#

is the cats blender tool atlas broken?

#

its telling me the material combiner isnt installed

shut sequoia
#

is the material combiner installed? lol

heady smelt
#

ahh you gotta run blender in admin mode to use the third party addon

heady smelt
#

@heady smelt

#

why you no optimize

heady smelt
#

I have one avatar i texture atlas a while back which is the one i use at parties @heady smelt

vague hearth
#

@heady smelt there is an update for material combiner, you need to run blender as administrator before the installation to make everything work, and you need to update cats from the last version to the development to make it work in cats too
if you want to use old version of the material combiner you can download it there https://github.com/Grim-es/material-combiner-addon/releases/tag/1.1.6.3 this version will also not popup in cats, so use Shotariya panel on the left side

heady smelt
#

Thx @vague hearth i actually installed the combiner after noticing you had to be in admin mode and it worked but thx for this, its super useful

vague hearth
#

@heady smelt 😉
i'm trying to find a solution to run it without admin rights, this thing is needed to proper install image library, in old version i do it integrated but because of this usually some formats like .dds and .tga start to not work

heady smelt
#

Im so bad with pc, its all new to me i just got my gaming pc this year, while i was working on the avatar last night i asked my friend how do i run a program in administrator and he just laughed for about 5 min drake @vague hearth

atomic lava
#

@distant forge thx, ill try that out uwu

dense crow
#

These avatar limits for public worlds are really getting to me. I have no idea how to keep my avatar looking the way i want without removing materials and ruining the look of her. Im not even at the part about seeing how limited she is gonna be with Dynamic bones

surreal topaz
#

@dense crow what are you having issues with exactly?

#

Do you need more than 10 different shaders on your avatar at all times?

#

Because textures can always be combined, whether through manual atlasing or using shotariya's automatic material combiner.

#

You only need a separate material if you need a separate shader or a different shader setting. And even then there are probably workarounds. Standard for example has metallic maps, that allow you to define different smoothness and metallic levels on different areas of the same material.

dense crow
#

Im not really sure how to explain it. I took my materials that used the same shader settings but were on different parts of the body, and put them into one material. I do however still have materials that i would like to add to different parts of the body that don't use the same shader at all. I want to add a crown to my avatars head and goggles but the crown needs one material and the goggles need two. I don't see a way im alowed to add props to my avatar because they need materials too

#

@surreal topaz im not aware of Shotariya's material combiner. I am already trying to edit textures for the face. In blender I split my avatars face in a lot of ways. I like to have two different eyes, two different tattoos on the face, even change the white areas behind the eyes to picture or different colors. https://gyazo.com/91b3b5fb9eca9f32888f79e9dbcc27aa

#

Thats just an example of what I could/would want to do.

surreal topaz
#

Alright, but you can still combine all that into a single atlas.

#

@dense crow

#

Or use shotariya's material combiner, Cats supports it (optimization tab), but the current Cats version has issues with the latest version of material combiner.

heady smelt
#

Dab

#

Cloth colliders dont count right

#

Only dynamic bones colliders

#

@surreal topaz

heady holly
#

CATS atlas no work thonk

#

Installed meterial combiner and restarted and still nothing.

#

material*

rugged tundra
#

if i removed skinned mesh renderers from extra parts on models added in unity, would the parts still move around with the mesh/bone it's parented to on a separate model?

sudden jewel
#

@heady smelt Cloth colliders "Don't count" because they're normal Unity physics colliders. But still, be careful with cloth. It is just as bad/worse than DB if set up wrong.

#

I imagine the robots will start paying attention to cloth if it becomes a problem eyesshaking

heady smelt
#

i miss the days when you would summon people to public never have i ever and ban them in front of people

#

or when ron went to public box and banned people

#

@heady smelt if u need help just hmu

heady holly
#

Well now people would target the moderator that did it. So they stay hidden

visual tinsel
#

They get targeted regardless

sage haven
distant forge
#

Looks to me like it's already atlased. In the gif, you're trying to atlas only a single material? What is your goal exactly?

#

If you want to merge into one texture but keep the materials separate, I suggest you create a vertex group, select everything on material eyes (click select on the materials tag) and assign it to your group. Then you can atlas all your materials into one. Then add a new material, go to edit mode, select your vertex group and assign it to that new material again.

sage haven
#

My goal is to make the separate portion emissive in unity.

#

Oh it was already atlased as you said thankyou :^)

wheat narwhal
#

if I put a private avatar into a public world will it also count the dynamic bones and stuff?

still perch
#

why would you want to do that cirThink

sweet mason
#

You could always upload a cube and put an avatar descriptor on it and uplad the world and transfer the descriptor on another avatar after. But the reviewer might be supcisius

#

I done that on my bowsette n64 world so i can add avatar wihout re upload the world and wait for the aproval process

primal dawn
#

yo guys, i have a question: so i want to add gunshots to my avatar and i used the rigidbody and fixed joints method so the gunshots would be simulated in the world and not local, i think i might've worked but now i ended up with the projectile looping, i checked the particle system and the animation itself and none had looping selected, could it be that the animation itself needs additional seconds to it for one gunshot to traverse a long enough distance?

sweet mason
#

Make the animation longer idk like 3 min or something

primal dawn
#

alright i will try that

primal dawn
#

i dont that helped out

#

cause now it takes too long to switch between gestures on one hand

#

(and im still not sure if the looping is gone)

sweet mason
#

You have a case that say loop normally

#

In the tab

primal dawn
#

which tab? the animation or the particle system one?

#

cause both are disabled

sweet mason
#

At this point i dont really know.

#

But this case is not really optimisation

#

Maybe adk in animation

primal dawn
#

ah well, i might ask later, i feel my brain withering from this shit, thanks either way

heady smelt
#

I made a 4 material avatar

sweet mason
#

Burn in hell satan

dense niche
#

A lot of my avatars are just 2 material

amber hemlock
#

I could get down to 1 material if I stopped being lazy and learned to UV pack

#

No wait I need a shader that can be blended and cutout at the same time on different parts of the texture on the same material

#

Don’t think that’s possible

bronze lily
#

That's definitely possible. Cutout isn't actually a blend mode. Its the command clip() or discard() in a shader. You can have an alpha blended shader that accepts a cutout mask that tells the shader what parts to cutout instead of basing on the alpha channel as in the standard shader's cutout mode.

amber hemlock
#

So I guess that would bump my texture count to 2 anyway

#

Not really saving file size

bronze lily
#

Also, I wouldn't fret too much about reducing the number of materials on your avatar if you've only got two. Draw calls aren't that huge on the CPU compared to other things you can put on avatars. The problem starts to become serious when you get 8 or more materials.

amber hemlock
#

Yeah most of my avatars use two materials because I always need cutout for one thing and blended for another that’s the only reason i separate them

#

Don’t know shader code

karmic condor
#

Just get it down as low as possible.

wide breach
#

how do i lock an item in place so it can move but not fall useing dynamic bones?
I added a santa hat and added bones but it just slides off my charaters head?

#

would i need a fixed joint?

bronze lily
#

You need to make the dynamic bone settings stiffer so it behaves more like a spring.

wide breach
karmic condor
#

how many bones does the hat have?

wide breach
#

4

karmic condor
#

make the bone that affects bottom of the hat unaffected.

wide breach
#

rolls from my head and slids off

surreal topaz
#

Almost all of my avatars are 2 materials

#

Transparency on a single material seems to be an unsolved problem

#

Turning ZWrite on is necessary so it doesn't look like a horror, but ZWrite can sometimes have transparent parts erase the opaque parts behind it.

bronze lily
#

Well, the Zwrite thing isn't an issue if you render above most geometry (like at alphatest). Then you'll only cut out transparent stuff. Depending on what the object is and what parts of it are transparent, that may not be a problem.

surreal topaz
#

But what I mean is

#

@bronze lily the model is actually erasing parts of itself

#

Changing the render queue to alphatest or even 3000 didn't help

#

Like, if I turn on my blush, the blush will then proceed to erase my face behind it

#

The blush renders fine, but my face is gone

#

This only seems to happen sometimes, it might be a vertex order issue or something

#

Can happen after splitting and then merging meshes, happens in Blender too sometimes

bronze lily
#

Oh, yeah. If you have overlapping geometry that'll cut itself out. You could go into blender and re-arrange the vertex order so the blush renders after everything else (verticies get rendered sequentially by the order they are defined in the mesh).

surreal topaz
#

That's what I figured. I settled on having an opaque and a transparent material for most of my models in the end. That means two materials, but they both share the same atlas texture

#

Well within acceptable limits still

amber hemlock
#

I always get mixed answers. I have 2 materials with two different textures. Is it advantageous to texture atlas them to a single texture even though I will still need them as separate materials? (Blended/Cutout parts)

#

Won’t reduce draw Calls anyway right

#

I ask because the blended texture is much smaller

#

And I obsess over this because I do this for every avatar I make so I want to do it right

#

@surreal topaz i experience the same. I make as many tris set to no blended shader because even when solid I see random z fighting or layering issues with other content so I try to keep it to only the tris that actually use transparent pixels

storm ingot
#

@amber hemlock I would only atlas if you have more then 8+ materials as less just seems unnecessary to go through that process

distant forge
#

I disagree. Also most of the time atlasing has no loss of quality (unless you have very different material properties), and will make it easier to import shaders because you have fewer materials to work with.

shut sequoia
#

Yeah it's made work a bit easier for me and has helped me "standardize" how i do them

heady smelt
#

Agreed

shut sequoia
#

as far as simple avatars go, I just have one material for cloth, one for skin, one for the eyes and nails, and one for hair

#

and anything special i can usually just do with mapping

sudden jewel
#

You can usually get by with 2-3 materials if you really need fade/transparency

#

Minimizing to 1 sometimes isn't possible if you want to have things like eye highlights, blush/emote blendshapes that are common in MMDs, etc. You have to use a fade/transparency shader on those bits (I strongly suggest Xiexe's)

#

That being said, that isn't an excuse to have like 20 materials >_>

safe swift
#

going above 10 is not needed absolute most of the time, generally is fine with 2-5 active materials

#

also i saw there is a poly count now for public avatars, does it make that white value now is an official thing? or something to be announced for every1?

karmic condor
#

Gentle reminder that you don't need to separate parts you want to glow. You can duplicate you atlas and make black what you don't want to glow, this is used as your emission map.

safe swift
#

transparency still is needed, unless you are fine with cutout blush

marsh trail
#

You can also use any image editing program with layer capability to align normal maps or other maps to the texture atlas which should apply properly aswell, discarding the need for multiple shaders on those cases

#

(Completely free examples of such are PaintDotNet and GIMP)

#

Keep in mind i'm talking about aligning them to the atlas, not apply it onto it, essentially making a normal map atlas (or again, any other map)

shrewd haven
#

Quick question about the world avatar material limit. Lets say you have 11 material slots, but like 5 unique materials total. That would still be over the 10 materials limit correct?

safe swift
#

if you have 15, then it's alright, but at 16 turns red and you have to fix

shrewd haven
#

Thats for total material slots correct?

safe swift
#

active materials that are on by default

shrewd haven
#

Okay thanks!

surreal topaz
#

Material counts have weird limits

#

I think 10 is the limit but you can go slightly over with some avatars

shrewd haven
#

10 is plenty.

#

Any more and its like, you're using too many shaders..

surreal topaz
#

You only need a separate material if you need a different shader or different shader settings

#

"Textures" is not a good excuse for having so many materials since you can texture atlas

still perch
#

Without separate shades there is no excuse unless you have excessive counts that you need to spread across multiple high rez atlases that you for what ever reason can't shrink

shrewd haven
#

Yeah I agree. Different shader settings/a shader to add some spice is usually what makes me have a few. Was just wondering about the limits exactly though. The atlas covers most of the base when I do an avatar.

#

At least now when I do them. Currently in the process of reoptimizing old ones.

surreal topaz
#

If you're using the same shader across different materials, there might be options that require fewer materials

#

Standard has metallic maps for example

verbal orchid
#

If I try to atlas, CATS gives me an error. An standard shader is bad

safe swift
#

@verbal orchid post pic of error

sudden zodiac
#

@verbal orchid Looks like an old cats version

verbal orchid
#

It's not entirely up to date, but is that it? On other models it works. This model is just weird

sudden zodiac
#

Well probably. What version are you using?

verbal orchid
#

It wants me to update to 0.11.2, so probably the one before it

plush star
#

i installed the lastest update of the material combiner

#

i cant enable the material combiner

#

NVM ive fixed it

heady smelt
#

@sudden zodiac why cats doesnt auto reset bone rolls and auto t pose

#

t pose is better for FBT than A pose

safe swift
#

cats does reset bone rolls..

sudden zodiac
#

@heady smelt and you can set the tpose easily yourself. But I didn't know that tpose is better for fbt

wheat aurora
#

Hotox, your plugin told me 7 materials is extremely unoptimized residentsleeper
It's not 1, but 7 is not that extreme either

sudden zodiac
#

Yeah, I should add some variation to the text 😅 currently it just always says extremely unoptimized when it shows that message

heady smelt
#

Pls add a button to hide those things @sudden zodiac

worn lantern
#

But why

sudden zodiac
#

No

worn lantern
#

People need to be told their avatar is unoptomized

sudden zodiac
#

It's just another button press to skip it and you really should optimize

worn lantern
#

If you could just hide that prompt altogether, who knows how many materials you or other people would unknowingly have

#

First world problems: "I have to click ANOTHER button?"

shut sequoia
#

Yeah, it's helped me a few times when i forgot to atlas 2 things

worn lantern
#

I needa learn how to atlas

#

Only problem is that I'll still have upwards of like 4 materials loaded on my main avatar if I choose to atlas, one being the whole body, and 3 being my eyes, because 2D blinking and all that.

#

Open eyes, mid-blink and a full blink

shut sequoia
#

generate material list, click materials yo uwant atlas, atlased, atlas them :0

surreal topaz
#

@worn lantern I think G1fan did that with 2D visemes

#

But it's quite a bit harder

safe swift
#

you should be able to atlas 2d visemes and blink, then use offset in texture for them to work

#

nvm, that doesn't work for visemes, but works for faces and custom blink

shut sequoia
safe swift
#

@shut sequoia something with uvmap i think

surreal topaz
#

@shut sequoia does your model have UV Maps?

#

And if so, how many?

distant forge
#

check you are not in edit mode

jovial grail
#

Which it looks like he is based on the wireframe

shut sequoia
#

ah, it was the edit mode thing oof

#

:0 what do you mean by UV Maps though? the whole thing is UV mapped isnt it

surreal topaz
#

Yeah, nvm

#

If you're using vertex colors or just have solid colors assigned to every material, you might not have UV maps which could also cause errors

shut sequoia
#

Oh that's true, yeah. I've had that issue before but figured it out

halcyon vessel
#

2d viseme

sly skiff
#

Now I'm glad I didn't commission anything. Hope the update hasn't broken anything x.x

spring oyster
#

@surreal topaz Oh my blinking is done with material swaps, since planes hopping over my face would look super off with the shader I use.

#

It's the price I have to pay if I want to make something like that look clean

surreal topaz
#

Oh, fair enough

wheat aurora
#

My atlasing and texturing went so far that I have more materials for the eyes than for the body MaidLul

shut sequoia
#

Yeah, that's how a few of my extras ended up. One for clothes, one for skin, and then one for my rings, one for nails, and one for eyes, then one for my sclera

shut sequoia
#

_> why'd I have a notification here

vague hearth
#

@shut sequoia coz of me 😉

shut sequoia
wide breach
#

useing like 80% of my cpu

marsh trail
#

Dear lord

#

What kind of scene is it even trying to load up?

wide breach
#

its loaded and everything but it feels like its useing too much

marsh trail
#

I can't remember the last time i checked how much it was hogging but it really couldn't have been that much...

#

I guess it also vastly depends on the scene, does it use that much on a brand new project?

wide breach
#

nope

marsh trail
#

Then it's probably due to everything in the project, unfortunately i'd advise on using fewer things on a per-project basis if it's affecting your performance immensely, unless you can bear through it

wide breach
#

jesus

marsh trail
#

There may be a memory leak somewhere though... honestly i'm unsure but those values seem too vast for just that, unless you've got tons of things crammed into each

shrewd haven
#

With materials that are just a solid color in blender and not a "texture", if I go to atlas them how will that turn out? will it work?

#

It does infact work. They're just like 4x4 pixel squares on the atlas so you can't see them unless you zoom in.

worn lantern
#

@shrewd haven If you know UV Mapping there's something you can do

#

Create a texture that's like 16x16 and just UVMap a specific part to the color you want.

#

So one corner for is, for example, pink, another is yellow, another teal, and one is black

vapid bronze
#

What if you don't know

worn lantern
#

Then learn. Easy 👏

vapid bronze
#

Dunno where to start with that UV mapping thing

worn lantern
#

I'm not implying btw that I know how to UVMap skillfully

vapid bronze
#

It's like a math equation with no formula

worn lantern
#

Just look it up

#

There's a ton of guides

vapid bronze
#

When you YouTube search UV map there's a dude messing with an anvil

worn lantern
#

I meant official guides on Blender

#

Imean the hardest part to start is finding the menu for the first time

shrewd haven
#

Oh I know how to UV.

#

But the atlas worked with the material anyway.

worn lantern
#

ahk

shrewd haven
#

Thanks though!

worn lantern
#

But I would still use a really small texture

#

Since it's efficient

shrewd haven
#

There's a big gap in the Atlas anyway due to the amount of materials in it so they fit in snuggly.

worn lantern
#

But what's the image size of the atlas?

#

If you say 4k I swear

#

Jk

shrewd haven
#

4096x4096 which compared to running 15ish sep materials its gucci

worn lantern
#

U u u u u

#

Funnily enough actually I took a VRChat logo model and got it from 2 materials to one by just making it UVmapped to a 2x1 pixel image

#

One black pixel and one white pixel

shrewd haven
#

Oh wow, could defs see small pixel images for basic colour avatars.

worn lantern
#

Yea that's what I mean

#

If that's what you were going for anyway, might as well do something like that

shrewd haven
#

Nah I wasn't, proper textures, just 3 little hair ties were single colours.

worn lantern
#

Oh so that's all it was

#

I defaulted to an entire model doing something like that.

#

Insert Neptlude's framedoll models here

shrewd haven
#

I never considered using UV mapping for another way to optimize like this though so thanks for bringing it up.

worn lantern
#

Or as their Deviantart was last time I checked, Xenosnake

#

Ay no problem

#

I like how much I get on people about optimization yet my main avatar is 12 materials, 14 if you count the two extra materials for 2D blinking textures. @shrewd haven

shrewd haven
#

Haha, well as long as you know its unopt, and avoid big publics or stuff its fine.

#

I know my personal ones are around 10-15

#

All my world ones will be like 2-5 mostly.

worn lantern
#

Lmao

#

I mean I'll try to atlas mine sometime

#

Probably tomorrow maybe

shrewd haven
#

Yeah I keep telling myself that, so one day I shall.

worn lantern
#

But I'll need to ask Rokk about it

#

He's super good with it

shrewd haven
#

My public ones are first priority though at the moment.

worn lantern
#

Yeye I understand

#

Also the reason mine is so many materials

#

Well, Pokemon Trainer parts, whether it be from X and Y or Sun and Moon

#

Every clothing piece is a separate texture

#

And model

#

And they're all strung together

shrewd haven
#

Oh yeah I get that, got a friend with one similar.

worn lantern
#

So the shoes, socks/legs, pants, shirt, face, hair, bag, optional hat, optional eyewear, and the Z Ring. Face being two materials

#

Wait now that I say that how did my...

#

Where in the world did my 12th material come from excuse me?

#

OHWAIT NVM

#

The 12th material is the Island Challenge amulet on the bag

#

Lmao

#

Yea major optimization needed

sturdy socket
spring oyster
#

exTREMELEY

sudden zodiac
#

I will add some variation to this text soon 😅

#

@sturdy socket Why does that screenshot say Cancel Export xD

sturdy socket
#

¯_(ツ)_/¯

wheat aurora
sturdy socket
#

Why you asking me?

surreal topaz
#

Scuffed GUI or photoshopped

heady holly
#

7 materials is fine.

verbal jungle
#

Optimizing materials isn't hard. Literally no reason to have more than you can count on one hand or fewer.

placid dew
#

I was wandering if anyone here could help me with this problem I ran into which is weird. My model is all ready to go and looks normal, but when I click the show build content button and move the camera to get a better avatar pic the model is half way in the ground and the avatar descriptor is in the normal spot (which makes it nowhere near the head)

vale bone
#

is that more or less his position ? @placid dew

placid dew
#

Yes

vale bone
#

If so, you probably failed in doing your animation, I mean the animations succeded but you did not create a puppet to make your base avatar safe

#

I don't know if there's a work-around for that other than recreating your avatar again, but this is due to the fact that during your animation you did not create a puppet to apply the animation on

#

try to follow a youtube video describing how to do that it's pretty easy and will prevent such problems :/

placid dew
#

Oh ok, thanks for the help!

vale bone
#

no problem ^^

surreal topaz
#

@placid dew this is why you should animate on a duplicate

#

Alt+click your armature to expand the entire armature at once

#

Select every bone, but do not select game objects you added yourself, only the bones

#

Then in the transform component, click the gear icon and click "revert to prefab"

exotic whale
#

Also remove the animation controller from the main model. That's why unity puts the model in that pose to begin with. Animating on a duplicate prevents adding the controller to your model and putting it in the pose.

sweet mason
#

Yeah try to avoid to put animation on the main bone(for ik). Dont really work

gilded sapphire
#

hello is there a link where I can know what recommended settings for avatar vrchat wants

vale bone
#

I think that's what you're looking for

gilded sapphire
#

@vale bone yes thank you.

vale bone
#

np ^^

gilded sapphire
#

also question about emission... does shader emission count as lagging people?

#

like just the texture make it into a separate n have it in the emission tex slot..

#

its not like particles right?

vale bone
#

I have no idea sorry

gilded sapphire
#

kk

candid sedge
#

you can do it all in one matterial i think with emission maps? this is 2nd hand info

#

i dont do those

surreal topaz
#

@gilded sapphire emission doesn't count for anything and doesn't lag

#

Emission maps are easy and you should definitely prefer them over separate materials

gilded sapphire
#

thank you.

shut sequoia
#

oooh that's fun

verbal jungle
#

Emission maps are excellent.

short cave
#

Whats everyones best way to manage public and private avatars? Like i have a avatars thats public but i also have a private version that is the same model but has my social on the back. Typical you just duplicate the avatar and use a different pipeline and hide the other. But is there a better and more streamline way because i feel like it keeps both models in each export.

jovial grail
#

I don't think so

short cave
#

does vrchat upload 2 avatars in the same upload if i just hide the other and is that a performance issue?

karmic condor
#

I use google sheets

jovial grail
#

Everything you hide is still there under the same object when you upload I think, but it shouldn't cause any performance differences. Though if you're not gonna do anything with it you might as well split it into 2 avatars

vernal pumice
#

@wheat aurora I approve of that profile pic

wheat aurora
#

You found me all the way up in the chat and went out of your way to ping me and say it

#

But thank you vrcthink

vernal pumice
#

I stumbled upon it when I opened the server

#

So why not, my brain figured

#

Because you have good taste in waifu's and you should know

wheat aurora
empty iris
#

I believe this goes here. I have a texture (png) that shows up as transparent in my image viewer. However, when I assign that texture to its material in Blender, details show up that otherwise seem invisible. I tried creating an atlas using GIMP but the "invisible" textures don't save properly or are imported incorrectly and show up as solid black when I try to use that texture in Blender. Does anyone have any ideas as to what's going on or what I should look up to solve this?

mossy solar
#

the filesize stays the same

#

but you use less vram

lean kindle
#

no crunch compression will reduce filesize, it will still use the same ammount of VRAM

#

it's just used to reduce filesize

mossy solar
#

so no point in me worrying about cruching it since I already compress my atlases

lean kindle
#

it will revert back to the original file if you want to revert changes

#

if you don't care about filesize yeah, but it'll just reduce it further and it takes like 2 seconds

#

there is no noticeable loss of quality from it

mossy solar
#

yeah there is

safe swift
#

not really..

mossy solar
#

but then again I have eyes for that kind of stuffs

safe swift
#

if you use High, then there's almost no quality loss

lean kindle
#

I dunno how you've been doing it but I have never seen any sort of quality loss

safe swift
#

I've been using crunch compression for months and months

surreal topaz
#

I can see loss in crunch compression

#

But it's very little

woeful crescent
#

Should i do it or no?

#

i need to know please

heady smelt
#

Skip, uncheck show at startup

mild hinge
#

@woeful crescent no. That update wont work with the sdk

jagged vigil
hollow cave
surreal topaz
#

You can also just click "extract materials"

worn lantern
#

Didn't know that was a thing. Extract Materials, anyway. I knew about what Zarni is showing off

paper elm
#

When i try to lower poly's with mantis lod editor like when i put the quality on 15 % and move to a diffrent object it changes back to 100 again

#

why doesnt it save?

hollow cave
#

I'm unsure if it's even supposed to work with VRchat. Though I can almost guarantee if you use blender or any 3D program of your choice to decimate the results would be better.

heady smelt
#

@wary relic

wary relic
#

Are you legit trying to justify your avatars to me 😂

heady smelt
#

i had to remote in

#

-.-

worn lantern
#

@velvet spoke

velvet spoke
#

11 =/= 2 innit

hollow cave
#

Please don't continue this in here.

velvet spoke
#

Still fine tho

#

Good job

worn lantern
#

Imean yea they did do a nice job at that level

#

And I didn't want to start an argument in here, I just saw that and it did look good, so I pinged Sai

paper elm
#

When i try to upload a avatar it says exporting unity package and then just stops

worn lantern
#

@paper elm Wrong channel

paper elm
rare mantle
#

@jagged vigil omg i have the same problem, no matter which avatar I add. HELP PPL

velvet spoke
#

@rare mantle select your avatar in the asset viewer, click materials in the inspector, change it to legacy.

#

Also wrong Channel.

harsh ether
#

@paper elm it means that there is no avatar for that blueprint id

#

it will default to making a new avatar

#

its normal

sage haven
#

what causes traceback errors when you decimate modles?

distant forge
#

Can you check that you have the correct meshes selected and that you are in object mode. You can try joining them manually first maybe?

sudden zodiac
#

@sage haven Old versions cause errors. Update your cats

soft trellis
#

ok. need some help and need to know if anyone here has an avatar controller for a 4 legged creature

#

this beast is what I'm working with

safe swift
paper elm
#

@harsh ether so what do i do now

heady smelt
#

anyone know how to fix this

#

Wrong channel

#

which channel

#

it wont let me upload images

marsh trail
#

Copy the URL of the image you just posted and paste it in the channel

sweet mason
#

I mostly only use only mobile asset. So most of them have multiple face texture. what should be better. switch the material. switch mesh or shape key

sage haven
#

im still getting traceback errors even though i have the most recent version?

vague hearth
#

@sage haven reinstall from github page / change to development version (or try to edit the code from if get_active().mode != new_mode and bpy.ops.object.mode_set.poll(): to if get_active() and get_active().mode != new_mode and bpy.ops.object.mode_set.poll(): 🤔

sage haven
#

i figured it out!