#avatar-optimization
1 messages · Page 37 of 1
Check on your shapekeys tho
Mhm, something might've been using those odd vertices
If all looks fine, then you're good to go
There ye go
How so?
copied some sound containers from another avatar
the animations are playing but not the sound clips
oh nevermind
i see the problem with those
Different path on the audio clip?
Different path then haha
I got frustrated with the altas so I end up put together the texture in photoshop and rescale the UV on it. https://gyazo.com/7fcca7e5d6638ee37d4b7977413bc284
What issues were you having with the atlas? o:
the cats one was making my texture pointy. and manual one destroy one texture for some reason. Anyway for that model its was only 2 texture so no big deal
Hmm...
luckily weight painting on this one was just a quick fix, whew
hmm
to make an object animate you just attach an animation addon with the file right?
ah got it nm
one more question, what was the thing to reset origin if the avatar is below the ground a bit? xD
How expensive is it to enable light probes and reflection probes on a few mesh particles?
can keep them off if using unlit, I assume if that helps with performance, otherwise have to have the light probes or else dark af particles
Only downside is that moving around can change the lighting of particles that are already spawned
gah I cant get this object to animated
using reflection shouldnt be too expensive
just not realtime
https://gyazo.com/dd4784562917418be92081283f548ceb why is the bounds size so big, i have a normal avatar height. Could it be because i added a plane which is pretty big? it is for the avatar preview picture
do you have a pen?
?
im sure theres another prefab, but how the old one worked was it moved the pen light years into space when you arent writing
Yeah i have a marker, it is probaly that was caused this, i will test it now

Ty @versed nest
no you
Pepe detected

Do we have alternatives to DBs? I'm pretty stuck at trying to fix motions on my avatars because things like weighting skirts to the legs partially or entirely doesn't work on some models
and we're not allowed to animate non-humanoid things either in the overrides
There's dynamic bone or cloth, no other options unfortunately
You can reweight the skirt to use very small amounts of bones
And if you place them correctly, you can have colliders that have barely any performance impact
you could add a bone to the rim of the skirt and parent it to a leg bone (have it move with leg movements
In unity model import settings does legacy materials or on demand material remap make a difference in performance if so which one
legacy allows changing shaders and embedded uses pre-embedded shaders only
Does one have a optimization advantage if I will not be changing materials
a very small bit as i have noticed (like 0.1% when using embedded
Thanks
legacy will try searching for the material files as the embedded knows where it is
Actually I’m confused I thought legacy was the embedded
Legacy is what was used in 5.6 (it searches folders for names equal to that in the materials data
the new embedded loads the files directly from the model
Oh what about the remap thing
remap allows you to choose a different material if the one embedded is not correct or has flaws
So it won’t be using the one on the model at that point?
yep as far as i noticed
It makes no performance difference
why are people using legacy when there's a button to just extract the materials
I’m not doing anything but being a guy who has no idea what anything does and is just asking which is more performant.
:p
not you specifically, but i keep seeing people say to use legacy materials every time someone asks how to edit materials
Wait so is there a button that literally does the same thing as the legacy one
yeah click "extract materials"
and it'll ask you for a folder to save the materials to
Sweet
and then it fills them all into the remap materials slots for you
The one in the fbx is always blank white anyway even if I added the textures to the project first it just makes junk materials that I have to apply textures to
hey guys so someone trying to convert that model for me.
and theres a problem where there is a bunch of copys of the same exact model. but they all have a single viseme. is there any way to take each models shape key and copy it to 1 ?
What program are they using that it is turning blend shapes into copies of the model?
Unless the separate model was already created in which case the vert groups should be the same
so i exported model as a obj i used maya sense thats the only thing i could get it to open in and its what it was made in @amber hemlock and i sent it to the guy and he opened it in blender and said there was multiple copys of the whole mesh and they each had a viseme thats all i know
Yeah blender and maya don’t talk to each other well. File conversion in general messes up models. Try giving him the original model instead of a maya file
Okay is there a shader to get rid of the see through inside?
I use the use the "Cubed paradox/Flat line" but the new unity destroys that shader
Noenoe
Cloaked any of the cubed can be "fixed" by adding outline with width zero
And if you add a little grey its a nice shadowy effect
Will having a large amount of seperate particle systems with just 1 particle per system all under one animator moving in certain patterns lag people? Just checking so I can optimize it if that's the case.
Particle systems can be complicated, people will probably need more information/specifics to tell you for sure.
In this case there are right now 77 particle systems each with a single particle. They all have basic movements that loop under the animator like a simple left to right movement. Along a static model that utilizes a fixed joint.
I am considering adding animated sprites to each particle with the surface sprite sheet shader if that doesnt cause too much lag. Most of the sprites all share the same material as well.
I'm not sure the separate particle systems will always be batched. If they are each rendered with separate drawcalls, it's going to be bad. If you can make sure they all use the same material such that they get batched, it might be not too much worse than one particle system. Here a unity developer implies it is possible to batch particle systems but you have to watch out if they are rendered with transparent sorting. opaque will work better:
See also here: https://docs.unity3d.com/Manual/DrawCallBatching.html
Basically you will probably want to profile it to make sure they are being batched
Sprite sheet shaders are incredibly efficient. Just as long as they all share the same material (same shader + same shader settings).
@heady smelt
im trying to put a ring on my avatars lip and make it move with the lip. but for some reason when i place it and do automatic weight it wont move with it. what should i do?
like that
any recommendations?
im trying to autmatic weight paint a ring to the jaw bone so it moves with the lip
but when i do Ctrl P it doesnt come up with automatic weight paint
it comes up with this
set parent to object, object (keep Trasform)
and Vertex, and Vertex (keep transform)
hello?
The only time you really need automatic weight paint on a model is when the mesh is a piece of clothing mostly or other meshes that cover the body, for the ring however it's best to assign the bones that corresponds to the location of it with manual weight painting
If you auto weight paint the ring you'll end up stretching the mesh with other fingers around the immediate vicinity of the ring since auto does just that
It shouldn't move with the jaw bone anyway since we use visemes right?
When it comes to visemes the ring should not interfere with the jaw bone in any way
Also, once in unity, you delete the jaw bone in the humanoid configuration since it is not required for visemes
To ensure you got the visemes right from the get go, in blender, choose the shape keys option and test the Ah, Oh and Ch sliders to ensure the mouth movement is correct
u don't need to auto weight paint clothing
if there is something underneath it already like a body u can just transfer weights
In some rare cases I do but I don't rely on it
transfer weights works a lot better
basically mimics the weight painting of the surrounding object
so it follows the skin closely without clipping
theres specific steps to use it tho
I figured it won't be a press of a button
Lets be honest, what is with avatar creation?
I mean it isn't just right off the bat xD
for the button to do anything and to do it right
its not that difficult just a procedure
i.e. if u have a rigged body
and some shirt
uve resized the shirt to go perfectly on the body
u can just put it with empty groups
and then select the body and shirt (shirt being active)
weight paint mode and transfer weights
and then source: by name and destination can be all layers or selected bones
and it will map the weights accordingly
Let me fire up blender and try this on model I actually have on standby that needs it
u can change mapping style from nearest vert to like projected face and etc
it makes rigging clothing a million times easier
and even making ur own clothing as easy
after that u can even delete the portion of the body under the shirt
(separating it beforehand to prevent shape key issues)
click the checkbox show all
could be an extra animator. Actually you should look into the Humanoid warning. playing a humanoid avatar as generic is going to look really bad. You may need a reimport and to copy all your stuff over with Pumkin's Avatar Tools @heady smelt
i changed it to humanoid and it still says the same good
what shows when you click the show all checkbox above build and publish
I dont really see how this avatar could cause such a big avatar performance issue and not be like, very good? 
Good is Very Good, imho
aight, thats nice to hear
there's no very good level, just good or excellent
im new to this SDK and the current uploading avatar optimization thing, i never really used atlassing in the past but i decided i may as well for now since the whole thing
but I'd still be curious what shows when you click the checkbox.
Ah bone counts. That's easy to fix in blender if you're going for the excellent
usually it's something like a skirt. since you're not allowed to have any dynamic bones for excellent category, you take the whole skirt and weight paint it to the hips or do the two bone skirt trick
same with hair - weight paint it to the head and various other bones if you want it to flow naturally
and then delete the hair bones and skirt bones
75 bones to be Excellent
damn
For reference, I believe you need less than like 30 bones for a proper humanoid rig, and since you cannot have any rigid bodies, animators or dynbones, the extra 80 bones in your avatar are literally doing nothing
and you may as well weight paint those to the parent bone they are attached to, like the Head
I don't know if there's a one click button to do it, but if you're willing to save some but not all of the extra bones, you can go to cats Bone reduction/decimation thing and put it at 100% for all the bone chains
I think the actual limits might need to be changed a littlee
but that keeps the topmost bone in the chain so it's not really a proper 100$
like, i understand the material side of it and why having allot of materials is really bad, but i dont actually see how bones could impact that much ;o;
they feel very tight right now but its a good start
think of Excellent as like an A+ - I believe it was designed to satisfy some internal unity optimizations for avatars with 1 Skinned Mesh attached to 1 Humanoid Animator and a certain set of bones. If done right, such a model can be simulated entirely at once and none of the bone positions need to be computed each frame
so basically Excellent = elligible for special unity humanoid optimizations. Good = anything that's really good, even if it did not make the cut for the specifal unity optimizations
you can put custom animations but they have to be done as overrides, not a separate animator that is enabled/disabled
like, I make a bunch of big animations but after this update i dont really know how optimized i could make it, but its understandable, since they are trying to make vrchat more into its social state how it used to be, which im all for
id love to see vrchat how it used to be
My suggestion is aim for Good. Trying to go for excellent might drive you crazy getting that last bone count down and stuff like that. But in your case, you are close enough that clicking that bone optimizatin button in blender set to 100% might bring you down below 75 and earn you the excellent
avatar optimization is important though. I was just at krypt0's dance party for a bit and I was getting 5-10fps until I decided to hide all avatars which brought me to 25-30fps, and I saw many of the avatars had Very Poor ratings, so avatars are definitely having an effect compared to the floaty head grey dude
so any pressure we can put should improve the avarage performance level and hence improve fps overall, even if the difference is indistinguishable for one avatar alone
Also @heady smelt Anything behind a toggle doesn't count. So if you are making animations, make it optimized by default and animate away behind a gesture/toggle/emote as much as you want
that allows people who have FPS issues to turn off animations in safety settings and see the optimized versions of each avatar without the extra animations
excellent = very poor
in a sense yes, excellent literally removes most things that adds interactive elements to avatars, so I find it to be a worse experience than something with a couple rigid bodies or dynbones in a tasteful way. I think many things can be done reasonably at good level, or medium if you are desparate for a few extra bones
and there are reasons to run at Very Poor right now that aren't easily avoidable, For example, snail markers due to bounding box (you can put them behind a toggle to have good rating but it will increase chance of desync and losing your drawings), some shader effects that require a depth texture will put you directly at Very Poor due to use of a 0-intensity directional light, any sort of rigid body puppeting (connecting 4 bones is enough to put you at the limit of 8, which is not even enough for an extra set of arms for example), etc. Best you can do is try to do well on the stats you can, and accept sometimes hitting a lower rank due to one thing that you can't compromise on
My world avatars have some kind of animations and neat stuff, so everything is either poor or very poor, but otherwise follow public avatar rules
I hope polished system actually is decent to be something cared about
That feeling when you don't know how to make a custom avatar, and your just kind of looking and you're like "Whaaaaaaat?"
A lot of avatars that would be excellent are only good due to using a second animator instead of adding it to idle AO slot
Apparently it’s not well known that the idle slot is for animations that play all the time (not just when standing still)
if you do big animations you could always just make a "social" version without
thats the easiest solution
also not sure if the toggle thing is intentional
that may change. it was reported as a bug i think
I use the Idle Animation slot for Breathing Animations
You can use them for as much as you want though and just pile on more parameters on a single animation file
So you only ever need one
No need for animators if it’s just for an animation that loops all the time and never stops
everytime i put my girl into unity despite the fact that the bones are like labelled correctly and say they are in the right spot it just glows red and wont let me proceed... anyone have a vid or anything on getting that stuff to work?
What unity say
@lofty gull post screenshot of your error
@distant forge Thanks for all the information the batching method should help out alot. ^^
I bet a bone got put into the jawbone slot
tbh to get an excellent model ur avatar cant have practically anything that makes it detailed xp
like my avatar has a poor rating but it was worth it to have breathing and wagging and wobbling ears/tail
@ancient crystal You can do wagging tail and wobbling ears with 'good' rating. Good allows for up to 16 affected dynamic bones. :p
so
If stuff has too many bones, merge some bones with CATs Blender plugin.
i have colliders on my hands and also animators to make it wag
You don't need colliders though. 🤷
yea i do
bc i like being able to interact with them
seem kinda pointless if i cant
Collision checks are really intensive, that's why it lowers the rating so much. It's hard to get around I suppose. 😕
its only 2 colliders
Still collision checks though. :p
ik
Does somebody know what is bounding box ? AABB .. unity is telling me i have current size (42.4, 85.8 50.8) but maximum size is : 5.0 ,6.0 , 5.0 ? How do i fix it ? When i am in avavar testing world that purple flashlight didnt even is on me and i am purple all the time ( idk if its becouse of this )
bounding box is the grey outline when u select an object
is basically an AABB test for rendering
so if you can see the bounds you will try to render the object
however if you cannot see the bounds it will cull the object out
I honestly wish there was some GPU-bound alternative to dynamic bones, dynamic bones is only really as bad as it is because it's CPU-bound.
Unfortunately, CPUs aren't as quick at doing those kind of calculations, hence VRChat are trying to limit them. 🙄
Thank you .. i have zero idea where to fix it though
well thats not really the problem
Cloth is GPU-bound, that's why we can use collision checks, and more of it than dynamic bones. :p
problem is alsp unity already is heavily dependent on CPU usage
thats why basically all users get the same framerate regardless of GPU
Kinda, yeah... 🤷
Unity is getting better for it, but, you can only interact with the game world on a single thread, AFAIK.
and cloth has to be calculated on the GPU
it is cloth physics
calculating physics on cpu is a terrible idea
yea but the problem is
no alternative? :p
it would be better if it was integrated into unity engine physics
as opposed to done separately
or at least separately as a task
bc cloth is done separately from regular physics
but its still done at the same iteration times
Totally.
I've really not looked into it, but afaik, dynamic bones is really the only thing that does what it does. 🤷
Cloth isn't really an alternative to it.
ik but thats not my point
and cloth is better in some cases for things like
hair and some clothing
but only if u do it right not that terrible looking wirey mess
it does
it works really well
again u just need to adjust the settings well enough
people have even made that kind of hair that floats around in the air
like when underwater
i have one tht has cloth and hand colliders
and its on the hair so u can like lift it and every "strand" is interactable
or groups of strands really
oooo, if I could make my hair less vertices, I'd totally try that.
honestly mine had around 400 something
gave me low rating but what can i do
already decimated it
was gonna look awful if i did any more
How to i recenter axis to object ? Becouse it looks like my eye down but everything looks fine.
only axis are far away
anyone know how to get the inspector window back up? I closed it by mistake...
in unity
@lofty gull
ooo thanks
quick question @lofty gull why u using unity 2018?
should i not be?
no
o
ill give u link to the one vrc uses
maybe that explains why im doing everything that the guy is doing in the vid but keep running into problems lol
Public world avatar limits should be classified as medium :I
i mean the model still shouldnt do that...... so there could be some rigging problems
fix it in blender
into a tpose
also ur still using the wrong unity version
use 2017.4.15f
doesnt have to be in t-pose
no like
they have to be tposing in the humanoid mapper
but if u tpose them in blender its like a dozen times easier
because in case enforce tpose doesnt make it look right
reset pose will put it into the right pose
@lofty gull Check the pinned messages of this channel btw, your avatar could use optimization
Im just trying to learn atm im not actually going to use this one
Is it better for performance to have 2 dynamic bone scripts to remove the 1 extra root bone, or is it better to use 1 dyn bone script and have the extra bone?
No actual statistics afaik in that regard, in terms of aesthetics the former is best as dynamic bones work based on pivoting the root bone
Yeah that's as far as I knew as well. I've heard that the scripts themselves aren't too bad on performance but I haven't seen evidence so who knows. Thanks though!
I doubt tests will be actually conducted, it'll probably keep being simply speculation based on the lag db tends to cause as a standard, and since single roots are so widespread it'll keep being like such
No, you'll have to use Blender either way @fallen bramble
I've managed to optimize my avatars a fair bit, in the SDK they show as good to minimum Medium not less, but for some reason in-game, the performance thing claims my bound sizes are outlandish after a few seconds of the avatar loading, even though initially it shows as perfectly fine, like, it can go from like 0.5 0.5 0.5 to 15 10.5 0.5, etc, what's going on? I can't figure out what the problem is and it knocks my avatar an entire ranking level down
it stays consistently good in certain levels but in some it just goes ballistic
Do you have a pen on the avatar?
No, I only used a pen like once on a very very old avatar that I already deleted ages ago
Oh ok... Just some pen prefabs once activated, throw the pen far off without disabling it and it makes the bounds massive.... Didn't know if there was anything similar
I'm running the scene with the animator and the bounds of my avatar slightly expand since I animated it's tail and it goes side to side, but it doesn't expand to insane proportions like it claims it does, and it works perfectly fine in some levels while others are just going crazy
damn nice knowin ya m8
Oof. Say your prayers.
I'm guessing the guy that posted the aggressive pic got snuffed huh?
Chances are...maybe
Someone above Mic posted a purple demon emoticon with a phallic object protruding from it. I don't see that user anymore
Anyone know why my atlas has random transparent spots on it? I looked over the render and it doesn't have any transparent parts over it.
Does somebody have an idea why i can see my polygons (purple) in high definition mirror and on cameras ? I have no idea --
Does the number of dynamic bone transforms on a bone chain also include the root bones?
looks like it, just checked
damn, that means it's really hard to get the very good category on many models
if you want dynamic bones
It's not possible at all to get very good with DB
I mean, it might be possible if the system was weighted properly, but it's not.
https://puu.sh/CqI7O/959c2bbec9.pngYou need 0DB to get Very Good, the rest are Good, Medium, Poor, and Very Poor
Correct, you can not get the best note when using db which are one of the known performance hogs.
And thats fair 
I’m putting together a avatar that looks like a stereotypical poorly optimized Avatar but I’m going to make it excellent performance
mmm i don't think improper weighting is fair. your other efforts should show
right now what we have is "well I ordered a burger with nothing on it but i still paid 8 dollars"
Excellent across the board and 25 transforms screws you out of Good and Excellent
When talking about good and more then sure even if that weithing system would have to be a bit more complex.
But for the very best note you want the very best :)
I totally support that effords in any area should show some how (Maybe a actual performance score?) but that doest mean that other parts aren't any less bad in the same moment.
Is there any reason I wouldn't want to hit the remove doubles button?
Because at a cursory glance it just seems like free polygons i can remove
not really.
unless the model does not look like shit after wards (can happen if some things are very wrong but would be clearly visible)
In which's case you'd want to find the issue and solve it.
it's messed up a face on one model before but that's it
i mean you'll know right away so might as well
yeah
So should i always opt for hitting the "x" whenever possible, because it removes more?
also double check a few visemes afterwards too, just to be on the safe side
ok, thanks
I’ve noticed that some models I get will have edges that aren’t connected, yet laying on top of eachother as a way of creating a sharp edge on an otherwise smooth shaded model. Think, where the inside edge of a jacket meets the outside. Removing the doubles here would make it one continuous surface and the smooth shading would try to, well, smooth shade the edge and end up looking funky. In that case you’d have to go in and manually mark the edge as sharp.
Sometimes doubles can be good. For example say you have a Hat Mesh thats a very thin fabric. The model needs to have an inside and an outside or it will be invisible if you take the hat off and can see inside it. In these cases one solution is to duplicate the parts of the mesh for the inside of the hat and then flip the normals on the duplicate. That way you get an inside texture and an outside texture.
Once this is done clickingf that remove doubles button might delete the inside of your hat.
or just easier to use 2sided shader, doubles causemore issues more often
Those exist... Of course those exist... Yeah those
The outline effect of cube shader create a double side and you can change the darkness of it to simulate shadow
how do you rotate a capsule colider? http://puu.sh/CqT1h/d5e6df0973.png
i can only move it up down left right i want side rotation
there should be a clickable circle thing in unity, right by the indented thing is to move up and down, click that and you are able to rotate the objects instead of moving them
that also rotates the wrist tho can i just do the capsule? http://puu.sh/CqT4r/082ef99fcf.png
^
u can offset the capsule but u cant rotate it like transforms do
u can also rotate the bone itself to point toward the fingers to fix alignment problems
OHH thats how people do it. that makes much more sense.
Thanks for that!
so then this should still work even if its in a diferent game object right? http://puu.sh/CqTcK/d359b06d67.png
as long as it is a part of the model it should work if it is a different game object
Sweet.
what am i doing wrong?
http://puu.sh/CqUY4/48d060d491.png
http://puu.sh/CqUVS/ff62c8397f.png
nothing, whoever made the model you are trying to use did that not you, but it will still work nonetheless
ahh, gotcha.
Thanks
You should be, it seems to be giving out an error related to trying to go to object mode, perhaps rollback the CATS version or grab the standalone version
right click on the material
Click the Fbx -> materials tab -> extract materials
extract
Oh wow you can just right click on it? Nice
clickon the fbx arrow you can see the material
and other thing
the same just press the botton
why would you use a legacy option?
mmh I added some dynamic bones and everything seems correct on unity (still haven't uploaded the avatar to test ingame) but it seems to not show up in the avatar info in the upload window/tab (performance still counts as good, and the dynamic bone count says it's 0 when it isnt)
is this normal?
@shut sequoia setting materials to legacy automatically extracts any materials and puts them in folders like we're used to. Otherwise we can just select the model and extact the material... They both do the same thing
failed to upload signature NotLikeThis
alright it works fine ingame, weird,
@heady smelt its not auto extracting, its using the legacy method with more happening in the background. Dont use it, its marked legacy for a reason. I dont understand why people arent afraid of the word legacy, it could literally break with a new update.
Prob because it sounds fancy instead of "old shit dont use"
"Legacy Animations" aka "These will break later" animations
Also over half the stuff in my project is "legacy" upgraded from 5.6. I'd expect those to keep working inn 2019 and I'm sure they will provide an upgrade path so I'm not worried
I mean legacy animations got scrapped not due to being obsolete but due to an exploit or a myriad of them found whilst using them, i think it even exists to this day on the latest version of unity, it just means it's old and works in old ways, whereas currently there are new and still functional methods
And by definition legacy, in software is defined as
denoting or relating to software or hardware that has been superseded but is difficult to replace because of its wide use.
This does not mean that they'll be around forever, once everything legacy animations can do is present in a better form, and the transition between legacy and the new one is hassle-free they'll most likely remove it, from what i've read of course
@wide breach your arm hierarchy is probably
- Upper Arm (Left Arm)
-- Not Lower Arm
-- Lower Arm (Left Elbow)
Swap the two latter ones
In your Unity scene, not in the rig configuration
@surreal topaz wow that fixed the error message, it won't cause any errors 9ngame tho right?
It won’t
Cool, it was working ingame even with that message it just pisses me off Haha
Thanks
It works with the error but rotation is a bit odd, might not even be noticeable depending on the model but it will be a little wrong
So always good to fix it
@velvet spoke oh, alright... I've just been extracting the materials myself, but i was told that i should use the legacy next time because of the reasons i said 
Guess you gotta know who to actually trust when it comes to this
I’m kind of confused by the new unity material extraction method and why it replaced the old version. The new buttons are more tedious and take longer than the legacy option.
probably just to make it easier to sync material properties to and bc they are stored with the import as opposed to in separate files
My project is littered with extra materials I don’t need cuz of the old method. I need to go in and clean them up sometime.
I make/finalize all my materials in Unity.
Thanks everyone, that makes a lot of sense
I prefer to have all in one folder anyway for each avatar
Sinve models are opti. Its nots a mess
i just make one folder for every avatar
and folders to group them together
and every avatar got a blend file and a scene and etc of it
I think I’m going to just generate my own materials from now on. Having materials and textures in the same folder should really help with my workflow
I extracted my materials so I could change some materials to opaque, bvut when I drop it in, it disappeared.
I did it to another model too, and they disappeared too
does the model itself still have a object named "body" in the hierarchy?
yup
You can change material settings there, I speculate that the material is just set to transparent
Almost every material is opaque
is the "body" object active
there should be a check mark that would unchecked but in the hierarchy it was be greyed out.
Then I'm at a loss, I hope you can figure it out.
hmm alrighty
wait, click on the edit bounds and check to see what it is set to.
Inb4 -infinity
here
see how there is a box around my avatar
that box can be moved. Its like a hit box but for rendering.
looking at it now, your bounding box looks really small.
yeah, I see just a white dot
Weird part about bounding boxes is that they can literally be 1px in every direction and it should still render the model if it's directly in view
Protip, select model in hierarchy, move cursor into 3d view, press F
Mhm
You can just type in the bounds, so set them to 1,1,1 and go from there
This would be under “extent”
I literally can't sleep so i'm just here helpin' whomever with whatever honestly, it's all good
Even though i didn't help at all pfft
i feel sad when there no question in those channel
so i go to add my model into vrchat and its shows the (Name, description) then crashes any help?
Speedz you're second case now in 5 minutes
Might be servers, give it a shot in few minutes maybe
Speeds do you happen to have cloth components? Cloth components are crashy at the moment
@dry thistle
I FIXED IT DW BOIS
Anything i can do to fix this? I know this is caused by the snail pen but what do i do to stop it from triggering very poor https://imgur.com/a/2iduTOA
You basically can't stop it
Other than disabling the pen by default and using two gestures to write, one to keep the pen active and the other one to write
ughh
ive seen people use the emote from the menu to activate/disable pens
There's nothing you can do but do know that you are not ACTUALLY a source of lag. The bounding box check could afford to be a little smarter and not just go by overall size.
especially when only one small component never gets culled
The amount of lag caused is negligible assuming the rest of those stats are fine
negligible as in probably next to none considering the transforms are at 11 and those are culled at 20 meters
this is what people mean when they speak of weighting. It's only Very Poor due to something that, considering the rest of the avatar (that I can see of course) is extremely negligible
ye but also makes bare minumum basically same as one category over
I'm trying to manually atlas this model, but when I select it, it seems to be spread all around...
y manually
and yea thats the point of atlasing ig
all the mesh fits on one uv map and has all the right colors for each
@opaque vale it seems you either unwrapped with Smart UV project or tried using the old auto atlas
When starting the manual atlasing process, only click StartManualUnwrap, and then click FinishManualUnwrap right after.
No auto unwraps or anything like that
Delete your second UV map, delete the Texture Atlas group and try again
Ah alrighty
hello i got a model set up the way i want it anyone able to help with skinning only I'm having trouble coloring the materials in blender for tower unite i thought i come here first
If it doesn't have to do with optimization, try #avatars-2-general
thanks
the idea of a server somehow crashing unity is intriguing
but I get crashes on that screen about half the time I upload stuff, and have always wondered what causes it
U talking about when ur uploading content, like mid upload @tender sundial
usually right at the start
happens to me sometimes too
like after pressing to upload
so i always save everything before each upload
I’ve had that problem before, in my case it was prevented by disabling future proofing
How come my avatar with 5 materials 2 mesh 3 animators and 2 dynamic bones is green when my friends avatar with 1 material 1 mesh and one dynamic bone is oranges?
3 animators
With "Dynamic bones" are you referring to the component, or the amount of bones attached?
what's the limit for those, 3 sounds like a lot
Because the most taxing thing out of the stuff you listed, is Dynamic Bones.
Materials dont tend to be that taxing, if you're using a very well optimized shader that does a one-pass instead of multi-passes
oh actually I forgot that there's two levels of green heh
I mean it also could be u know.... other things effecting performance @bold tapir
the easy answer is bring up the full report and it will say which thing brought it to orange
for one of mine it was the avatar bounds, which was only blowing out due to a bug in how it's calculated
It seems to be good (green) when he looked ingame,
But in the sdk it’s orange?
did he update/refresh the model after uploading the orange one
usually I find the opposite - the SDK will claim good or very good and then the game will say very poor lol
I don't know, he said it was medium in sdk and it was good when he looked in game.
Dont trust the SDK when it comes to how optimized the avatar is, its still buggy :' )
I notice that the stats tend to read from a cached model (non updated model)sometimes even though it got updated
@tender sundial Oh and the reason i have 3 animators is so i can get my wheels to spin on my walking animation
Forward and backwards
ah, I use one for that sort of thing
one state for forwards and one for backwards heh
States are pretty round about yeah, took me a bit to wrap my head around them haha
if it's the avatar bounds thing then every time you look at the stats you get a different score, depending on where the model currently is :/
I find states fairly easy to figure out, it's the transition bits which are a bit complicated
I mean I’ve heard of them reading “good in sdk” than being bad ingame but I guess anything can happen
and yeah, other people's stats get cached - your own stats don't seem to
so your own stats can change by just walking a few metres and not even changing avatars 😐
Best way to check if the model is optimized is by just looking at your fps when you are in a empty box
If it drops by 10-20 the model can fall under medium/poor
That means like the only avatar i have that do that is my old avatar with OG star nest on it (Don't worry i don't use it)
I mean if my frames dropped by 10-20.... from 1 model I think there is a bigger problem afoot @storm ingot
I think that’s a very poor
or it should be. I think I've already proven that you can get excellent and still have an avatar with actually bad performance
now I'd be curious to try for the opposite
I have average fps of 45 anyways in an empty box , if i load a excellent model the drop is 2 fps /good is 5 fps drops/ medium around 12 fps and poor 18 (very poor is around 20-22)
Is this in vr? ^
particles are usually fine for me but it's a system-dependent thing anyway
some people complain about particles lagging them while everyone else in the room doesn't have an issue with it
I don’t think I’ve ever seen a single model take away that many frames
Sounds pretty bad tho
Indeed my system is way below specs (3.6 ghz ddr3 )
I mean 45fps is normal in vr
I get 90fps a lot
@tender sundial Same here, had one person say i lag them while everyone else was fine, and i have a really bad pc get like 1-45fps in vr
Could get more but have it locked to 45 by the graphics card
Really?
yeah there is that too, any fps between 45 to 89 becomes 45
What? 😮
because in VR it's less jarring to get a smooth 45 than a choppy 60-80
Don't think my gpu do that
Still for a performance benchmark i have a 387 K tri model with 1 dyn bone system
Maybe asking here would be better- Everything will Atlas apart from the coat on my model- If i try to Atlas the coat with the other textures it just makes an error- What do I do?
Go to the coat material and try renaming it into something
Same with texture names
@north grail
What is the error?
something to do with traceback last call or something
Everything in the hierarchy is in english (materials/textures /data segments/shapekeys
Should be- i used CATS' translator
it tends to miss somethings for me especially in texture names
Which the Atlas is really picky about
You can avoid extra animators by making all animations play all the time via idle slot and turning bones and models on and off via the AO. If the mesh is weighted to a single bone, change it’s skinned mesh render component to just a regular mesh render component and position it and parent it properly on the bone it should follow to get around having many skinned mesh renders. You only need them for models that have weight split across multiple bones.
I’m not 100% sure if this constitutes real optimization or just cheating the calculation though
The idle slot of your animation override is basically a free animator that can play a single animation that contains everything you need and just disable game objects that you don’t want to play. Really only good for looping animations though that don’t have a important start point
But turning wheels would apply
yea but bc it only idle it only plays when the character is standing still so u get jittery movement when it swaps in and out of idle and also it doesnt play while moving (with joysticks etc)
No, actually idle plays all the time under everything.
I put my tail wag (among many other things) on idle it wags no matter what unless another animation disables the tail bones to momentarily freeze it
The only catch is you need to base it off of the normal idle animation and add to it; just like hand gestures
Unlike hand emotes, the animation can be as long as you want because it never stops
It’s a different way of setting things up but many uses of avatar animators are entirely unessesary and can be made excuslively with the animation overrides
Which makes it much easier to make excellent rated avatars, assuming bounds or dynamic bones aren’t already ruining that. For me personally, custom animations were always my bottleneck so I looked into this
But as I said I don’t know if this truely represents a more optimized avatar or if I’m just tip toeing around the algorithm
probably that and also yea with dynamic bones on ears and tails and whatnot it easily lowers the rating anyways
Yeah I use ears with idle animations I’m not a fan of dynamic bone it looks silly when you walk
Hand animated stuff can be more detailed :p
ik that but
jiggle tails and ears are rlly fun
cuz u can move them around and when u walk they trail behind
and it just takes the right settings to make them work better
like i have no issues with my tails they just trail behind when i move not spazz or bounce or anything
I think just elasticity 0 does that
no
If ye keep ehm on ay single root nothing should go off the rails unless your root has an odd angle to it (and no i don't mean a single root for everything like yer hips)
i have high inertia and lower stiffness settings
elasticity was about .055 but it looks nice
in unity i press the build an publish nothing else pops up but a loding bar and when done says nothing and no new avatar in my account
Does anyone have concrete numbers on how many:
- dynamic bones, affected by scripts
- dynamic bone scripts
- dynamic bone colliders (i assume 2 on this one)
- Dynamic bone collisions
You are allowed to have in an avatar to still get "Good" performance rating?
yea
those are all on the docs
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. **This system is purely informational at this...
its fairly low
but a lot of people look at all the different ratings not just one
Oh, that's fucked up... for "good" or better performance they are straight out like "yeah, don't use colliders... like at all.
Thanks for the link ^^
You can actually do quite a lot without colliders. For example, let's say you have front or back hair. You can use the Freeze Axis menu to freeze it along the Z axis and it will actually not go through the face and mostly look good especially if the hair is short
Hmm.. true enough
Also cleverly using stiffness helps.
Can we ping that link the chat ? So its easy to people to find if they are a little lost
How do i remove the green where the highlight is meant to be?
make the material cut out or something
@rigid girder make sure if you have stations on your avatar they have no entry/exit transforms set. It did this to me until I removed them
Oh yeah, if the points are too far away the seat is silently eaten

Rather than just... warning you
You only need enter/exit point if you want to put the interaction button in a different place than the seat
I got an avatar where the interaction point (VRC_Station) is on an object parented to my head, but the entry point is on my spine
And if you define entry point, you also need an exit point or the SDK will error
Oh actually what I meant is the build failed to start up at all with the transforms set. As soon as I cleared them it let me get to the upload avatar screen. I have not bothered to even attempt avatar stations with enter/exits since then since I assumed they weren’t supported.. now this is new info
Yeah, that can happen if either one of the objects are missing
.3.
Also that’s not optimization

Also that doesn't even look like a trap lol
@zinc coral please post random stuff in here use #general-media instead
So I'm almost done with my first avatar (granted I didn't make the model, just rig it and get it functional for VRchat) and on the publish screen it's saying "Skinned Mesh Renderers: 10 - combine multiple skinned meshes for optimal performance" Any guide I've found on this on youtube is horribly outdated (the newest one I could find was 4 years old), how do I go about this?
Bear in mind I am VERY new to all of this.
Ctrl + J in blender on all the parts of your model generally
If you NEED separate props. And the prop does not bend at all (it’s like a solid object) change the Skinned Mesh Render component to just a regular Mesh Render component, and move the object to be a child of the bone it should follow.
But changing it in blender is probably he more proper way to optimize
Can someone tell me what is happening with this?... I can't seem to solve it
shape key issue
or u set the bounds incorrectly
or u using markers / drawing tools etc
The bounds are fine
I'm not entirely sure, I literally just downloaded the model and everything seems fine and put together.. There's no emotes or anything
:\
I suppose it's just scuffed then
Is it really an issue though? Other then the fact it's marked as "Very Poor"
Okay now it's this
Giving a few things a try ^^
Try to make every axis of the bounds 2 meters or smaller.
And center it on your avatar, I see a lot of avatars with tails that move center of bounds far in back of the avatar
You won’t be able to come up to people from behind and reach your hands up in front of their face they won’t see you
This is what the bounds are currently
look at the model
then look at the bounds
and check how big the bounds are relative to the model
any disabled models or something that could be increasing the bounds?
and ya stuff like pens increase bounds
r u 100000% sure there are nothing like pens or anything in it
I'll give it another look, 1 min
Yeah there's no pens or anything
It's just the bones and such
Are there any hidden game objects
Not that I'm aware of
Or animations that scale a game object bigger
I'll try one more thing
I swear the bound size is different everytime I upload it.. Now it's 6.8
I made the avatar 0.100 scaled smaller too
Eh whatever it works as it is.. The very poor thing shouldn't be an issue but thank you for the help guys!
Is your avatar actually smaller? Or is it normal sized?
It's somewhat of a smaller avatar
You might want to fix the model externally so it can exist in unity at the size you want to be with it reading as scale of 1 1 1
I suppose the creator didn't fix it enough
the tutorial avatar is always a good reference point
You have the model you can always throw it back in blender
It's a unity package I got it from though
Yeah unity packages contain the model. It’s the .fbx
Ohh? That's useful!
only problem is some things may be different
Once you import the unity package into unity. The .fbx will be placed in your project folder and can be imported to blender (preferably but not necessarily with cats plugin for blender)
like i think blender imports fbx with all the end bones so theres these extra bones
If you import it with cats and fix model again it should be exactly as it was before the initial export
most likely
main downside to re importinging into blender is that viseme order gets messed up. Just make sure ot fix the eye blink viseme order
I'll give it a try
also is there a way to apply the combined materials
bc apparently they dont actually exist on blender import until exported
so it ends up not using the atlased materials and instead using the others
but idk how i managed 2 set it up the first time 2 prevent that
Okay I imported it via CATS and fixed the model with fullbody enabled and such
Anything else I'm looking for?
Run the eye tracking over again it will fix the mixed up shake key order
Okay got that done too
Should I now export the .fbx again and reattempt it on VRChat?
Yeah export with cats directly into your project. Then change the skinned mesh render on the avatar to the new model
Don’t save over the old one
Yeah I haven't
Don’t drag the model into the scene that will just make a new avatar. You just change what model the skinned mesh render is looking for that way you can keep all your components
Something I only found out recently
Am I dragging the .fbx into the mesh part then?
I'm unsure what I'm putting the .fbx onto
Open up the fbx with the little arrow
Sorry I'm really nooby at this :P
There will be a mesh inside it
If it explodes. Undo lol
Nothing seems to have broken on me
Check bounds again
is it supposed to have that many materials
No idea
bc theres way too many and i would suggest merging a few in blender to make it less unoptimized
Wont that make me unable to use my own textures? I edited a few of them not long ago
wat
I literally opened the textures on a software and repainted a few things to make it look the way it is now
cool
I probably sound like a dumbass right now 
shouldnt make a difference when u atlas
What happened
An atlas should absolutely not do that
Drag the new model into the scene separately and see if it’s broke
It's not broken that way
Then it’s the meta data messing it up. Not sure how to fix but it’s fixable
I think you can set it to. Generic, save, then make it humanoid again
Jesus christ now my original model is just invisible
Duplicate the model first just in case
Original model shouldn’t have been effected did you save over it
No I just unticked it and dragged the other one in to see
I wish I had any clue what happened
I wish I knew
Well it’s rarely as bad as it looks. Check the skinned mesh render and make sure it’s pointing to the correct model
As long as your components are there and the higharchy is there it’s fixable
Ahhhh
Added the original mesh in
It reappeared
Added the "Fixed Mesh" again now and it's still there
Seems if I deactivate and activate again though it stays invisible
I'll see what VRChat says the bounds are with the fixed mesh
Or not... It's invisible on the uploader too
Make sure the correct avatar is set in the animator in the root game object
And if it is configure it in bone config and make sure everything is binded as expected
If not
Set it to the correct avatar and it still goes invisible
Set it from humanoid to generic, hit apply, then back to humanoid, apply, then check the binds again
The model file’s data and unity’s saved internal model are disagreeing
Setting to generic and back tends to refresh it for me
#avatars-2-general might get you more eyes at this point since it’s a more general problem
Eh it's way too much to deal with to fix it, If I'm Very poor rated just for bounds then I don't mind... I doubt it'll lag anyone and such, thank you for the help though and have a good day!
Does using Flat Lit Toon Lite help performance at all?
Yes it is
It’s complicated
You won’t notice by yourself
But once a room gets crowded every little bit helps
Flat lit toon lite helps over regular flat lit toon, yes, but not really by much. doing something very small like having one less material, or one less collider, makes the difference seem like nothing in comparison.
My two cents is if you have to use the regular version instead of the light version, don’t sweat it.
(I'm actually tired of seeing flat lit toon though! give me some smoother shading ramps! even if it's still flat... give yourself at least 3 or 4 gradients 😛 )
I recommend to anyone, going onto vrcat and just trying out the different shaders.
typically a lot of shaders share the same performance bc of the amount of passes and calculations used
i forget how u benchmark them tho
and yea i almost never use completely flat lit
i always have hybrid ramps that mix hard/soft lighting with hard/soft shadows to varying degrees making it cartoony but also 3 dimensional
Most of my stuff have fake shadow so yeah flat is good enought
Flat Lit Toon Lite was originally made as a geometry shading-less alternative to Flat Lit Toon
And right now Flat Lit Toon has issues with realtime lights, the additive pass always has 0.2 width outlines while the regular pass does not
I'm looking on the vrchat websites and it says to use gravity for hair instead of dynamic bones, how does one do that?
Gravity is a dynamic bone thing
You either use force or gravity
Use force if the bone sticks straight out at some angle like it’s “t posed”
You might be able to use a rigid body with gravity / fixed joint system to simulate gravity. But you'd need quite a lot of joints to make nice flowing hair. This is what dynamic bone is trying to avoid
If the limb either poses looks like it’s already obeying gravity or is already naturally rest posed, use gravity instead of force
if u use animators it doesnt lower performance that much apparently
i have animations for wagging and breathing and wind and all that fun stuff in like 1-2 animators
but got a good rating
rip cuz of DB tho
You can do tail wag/breathing and etc without animators. Put them all on idle slot. Everyone thinks idle is for standing still but it’s actually just an animation that plays at all times at the lowest possible priority (any other animation will override it)
yea but like its not as interesting
bc like i have several animation layers
they all play out of sync with eachother
its very lifelike and 'random'
i just personally like it to look a lot more realistic
but it only drops me down to good so im ok with that ig
but still got DB so rip
Interesting. personally just offset them in the animation itself and make it random by hand, but that’s just me. If long enough the odd repeats would look just as natural and you wouldn’t notice the repeats x)
yea ik but like u would need a 20 second long animation or something so they can sync together at the end lol
and a lot of copy and pasting
all i do for mine is
I'm trying to delete a hat off of my avatar but when I do the hat DOES disappear off of the body but then it reappears below the body. How do I get rid of it?
In blender?
Is the hat a separate object? Where are you deleting it from
I could go back through blender was just hoping for less hassle.
20 second idle animation is fine
You mean disable the game object? That makes it invisible
I don't see an option to disable it.
Although I think I found a workaround where I just changed it's scale to zero.
That looks like a bone. Deleting or disabling bones in unity will not have the desired effect. What you said happens seems like a reasonable outcome of deleting bones
Ah.
Scale almost to 0 is what they do for the head when you are inside it
Top of inspector when highlighting object is a checkbox. Unchecking it disables the game object, hiding it. Animations can check or Uncheck that box as well. It’s called isActive
That's not true for bones specifically because the skinned mesh is still there.
Yes you will need either a separate mesh, change it’s component from Skinned Mesh Render to just Mesh Render, and move it to the bone it should follow.
Scale 0 works and should be pretty efficient so not a bad way to do it
If the hat is a separate mesh that could work yes.
Nah, it's altogether. I tried going that route.
Yeah.
Then yeah scale hat bone to 0
Alright then, thanks for the help!
Downside is verts are always there
When you get more comfortable, open the model in your project directory (.fbx) in blender, change to edit mode, select all the hat polygons, hit x to delete, export as fbx
baby steps for me at the moment. Tried blender and it still scares me some lol
Tried rigging my first model yesterday and WOW did it end up fucked. the fingers bent sideways and I'm just like NO WAIT NO STOP
Yeah don’t start with rigging
Start with deleting /separating stuff
Easy to be destructive
Harder to create
Rigging is one of the more advanced crap. Right below uving
I hate uving
UV mapping is hard because you generally don't unwrap a mesh to fit an existing texture
I guarantee UV mapping is a pretty easy process if you intend to texture paint it yourself
i dont know what any of those words are
Yeah. Most modders do the process backwards
ur just making shit up on the spot arent u wow
Lol
I can confirm what rokk said 100%
Unwrapping is also pretty easy if you abuse project from view a lot
Like putting striped kneesocks on an avatar
Just go into front view and unwrap the legs from view, put it on a very basic striped texture and it's perfect
To be fair uving is a weird way of saying uvmapping that isn’t that common I guess xD
A uv map is just a digital version of those tin foil chocolate Santas you see around Christmas
That was the best analogy I have seen recently
u can also use seams and pins
i kinda wish project from view had an option
I texture using uv decals
to split by seams also
like u can use view alignment to align the UV
and it would open up from the seams like normal
Oh yeah, so you can unwrap multiple sides more easily?
yea basiclaly
if u have a single seam straight down the back only
on that santa thingy
and u unwrap from top
it would have the halves of the back on each side
and would be top-down projection
and if u did it from front
it would have the halves on each side and be a front projection
basically like if u unwrapped it irl and looked at it from that angle
You all are much more advanced than me. I just accept whatever unwrap I get and accept my fate
yea but ur probably not one to retexture things from the ground up
the most unwrapping/mapping ppl typically do on here is just for atlasing
which is different from unwrapping or trying to map things into neat shapes so its easier 2 see and texture
??
Should I uhh

Save my avatar which is a .fbx file in the streaming avatars thing

Is this about optimization? Probably should be asking in #avatars-2-general but my guess is you should be importing the fbx in your unity project rather than mucking with some vrchat install directory
^
Just released my tutorial on Avatar Decimation. 😄 https://www.youtube.com/watch?v=rP4KboALEHE
This Tutorial will show you how to decimate Avatars down to the new poly/tri limit for VRchat. I will most liking make a more advanced tutorial doing things ...
remove doubles
hey guys, looking for some direction on materials. I have tried to submit an avatar world twice, both times it got knocked back for materials being over 10 on many avatars. before my latest attempt, I checked and rechecked the materials with the in game optimization window. none above 10. unless im reading it wrong. What are the numbers in brackets for?
thats the recommendet max
thought so
that particular model you got there should be 1 as you aren't using any special shaders
but you shouldn't be denied for 10 if the avatars are otherwise also not awfull
the approval team says my world was denied because 4 avatars broke the limit of 10 and one had as high as 28 materials. I have screenshots of all 15 and none of them are over 10. not sure what to do or who at approach about this
@red rover oh I know, its an old model. just wanted it as a space filler for now
nw. customization is key, but I know they have rigorous requirements on avatar worlds
yeah, I understand that. just not sure where they are getting the extra materials from
Do they have the spreadsheet where they break it down per avatar?
they do, and that's the avatar supposedly over the limit
i would recommend to you to check them with something different then the stats from the avatar selection menue
Might they be including disabled objects in that 28 count? ( gestures, special effects)
where is that sheet? I can only see one that says how many were over @shut sequoia
I'm assuming this is yours since it used Potato Girl
They give it to you alongside the decline in the public world list
thats my first attempt, yeah
Like Lyuma said, there could be disabled objects that have materials?
@shut sequoia oh you are so right, thank you
yeah that could be the case. ill have to go through and recheck everything. thansk for the clarity guys!
makes me wonder how some worlds got public with avatars that have 23 mats and stuff
It does say material count active though... anyway maybe worth cutting down the materials on the ones they highlighted. Also note they care about material slots not unique materials
As a proxy for drawcalls
A lot of old worlds were up before the changes and haven't been re-uploaded or scanned. Just report them so they get checked
You can check on the website and see if it was a world uploaded in 5.6.3p. If so, that's most likely why. They, for some reason, don't check old worlds very often
I have noticed a bunch of old worlds disappearing though
oof theres an avatar i love that will probably disappear then
Yeah what happens there is they try and reupload without knowing that it won't be accepted, you see it a lot on the list. The avatar also won't disappear as they don't privatize the Avatar ID, they just remove the world
see if you can contact the creator @red rover
unless you're famous on twitch
keep it favorited
i know they updated it for 2017
just the world goes down
oof mic lol
they probably waited awhile and re-uploaded over a passing model. Which is bannable
bannable avatar uploading i mean. For a month if i recall
Kareeda you did well to get that many avatars in the new version of your world.
Yeah but only if you do it to a 2017 world, of course. Not if you do it to a 5.6.3p one.
all my older models are way over optimization limits now
i really need to make a waifu world of busty milfs that are totally sfw but hot
Call the world Optimized Milkies pls
Full-Body Optimized milkies
do it before someone else does
Challenge accepted
ok already done modeling the world. 10 tris, 1 material so you know its optimized https://imgur.com/a/e3m021z
10 tris?
make the floor 1 triangle thats big and overlaps to the sides
c'mon you gotta try optimize propperly
oh shit my bad you right
Just a collider and bake the cube into the skybox
Why even have tris
thats not a quare room tho
Imagine if that doesn't get rejected for Low effort world
Lol
yes at least for public
and its not even optimized
They did put a bunch of features to be fair, like customizable walls, disabling the sides and the secret platform below
well if its just like a bunch of avatar stalls and it was built for that purpose alone, would it get rejected
Hmm guess avatar worlds are a separate category. Maybe it would work
i dunno you'd proapbly still want to make it some what worldish.
i can just make green hill zone from sonic and have nothing but waifu avatars in it
not a single sonic avatar to be had
but in all seriousness, I'm actually going to make a world designed after my favorite music festivals but smaller obviously
Anyone know why I get these messages? It lags my unity every 5 seconds, any help will be greatly appreciated ;3
The vrchat sdk is responsible. Does it stop if you close all the vrchat related windows and deselect your avatar object?
I have no avatar objects in scene, and no vrchat or vr related windows either.
I was trying to fix it with just the sdk in the project to see if it was the cause and it was still giving me these errors.
Could it be graphics card driver related?
No, the sdk is being reloaded or hitting the code path for updating project settings
You could disable that code in EnvConfig if it's causing trouble to avoid the delay but the sdk build control panel being reloaded constantly might still give trouble. Closing the build control panel should prevent it
@tired badger These avatars are awesome. Now if I could only get my api to load them. It says I have 16/16 favorites, but none of your avatars are showing.
Don'tt think i can do anything about that sadly. Hopefully it's fixed next update.
@still perch I fucking died laughing yesterday, they approved a world that is literally what they state as low effort world. It was a default material plane and a mirror xd
Without anything else?
World reviews are far from consistent
Lol
I checked the admin approved tag and it appears we might have been mistaken
That tag is on all public worlds I've checked so far, including mine @shut sequoia
And I doubt I'm in very good standing with the devs to be honest
I think that tag is just given to any world that has been reviewed
@still perch it had an avatar pedestal, with a broken low effort avatar.
I thought every world needed 3 avatars or more at some point
ok, watched Kareeda's tutorials. Now downloading Unity and Blender hoping to optimize a couple avatars I love that are poor or very poor.
Is there a way to use cats texture atlas but keep all the material slots? So basically texture atlas and set it to every material so the slots are still all there so I can fuse them as needed but they still all reference a single texture
Because I need some to stay separate only for different shader parameters but still be included in the atlas
Yes, well you can re split them to new materials after running the atlas
What I do is mark each material into its own vertex group before running atlas. Then I can go later and select a vertex group and assign a duplicate of the atlased material to it
You want like one for transparent but sharing a texture right?
I have that problem too. Wish it were easier or an option to atlas but keep the materials separate and let you hit the [-] button to merge the ones you want
Yeah it’s a bit more complex I use a base and fluff layer on the same texture by using fully transparent, colored pixels so I can reuse the same part of the uv for cutout and Solids. Makes texturing much easier
Since the fluff just happens once I apply a alpha mask to the texture
Thanks the vertex groups will help
Forgot about that
Unity discards vertex group data right t won’t make useless data in the upload right
I saw a avatar with 17k mesh transforms. Not sure how to report the avatar without getting my friend in trouble
Correct. Only keeps vertex groups attached to bones
@karmic condor just report the avatar
Avatar reports get attached to the avatar
You can report people using public avatars and it'll get taken down
Thank you 🙏
Testing new method using center of gravity to get hair down to hardly anything bones. 😄
whoah, that looks pretty cool!
Thanks! She's in game now and has only 9 dyn transform for all her physics
!!! that's really awesome with such long hair. I'd be curious what tricks you used. did you just gradient weight paint the whole hair to the head and that one bone and put the bone halfway down.
Wonder how it reacts... db being pivot based and all, hmm
Does the bone have the entire hair section weighted to it or just midway?
i'd say it needs a hinge bone, and as for weightpaint it should wokr fine with a gradient
The placement just looks off if the bone controlls the entire hair part it's on so i'm curious
the one for lower hair will look pretty akward especially if u look down

