#avatar-optimization

1 messages · Page 37 of 1

pseudo ridge
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thanks a bunch

marsh trail
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Check on your shapekeys tho

pseudo ridge
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148 vertices floating somewhere in space

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to see if they work?

marsh trail
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Mhm, something might've been using those odd vertices

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If all looks fine, then you're good to go

pseudo ridge
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tehheh lick looks fine

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im all set ;D

marsh trail
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There ye go

pseudo ridge
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lol

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audio sources change?

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somehow?

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its not playing sounds ;D

marsh trail
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How so?

pseudo ridge
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copied some sound containers from another avatar

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the animations are playing but not the sound clips

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oh nevermind

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i see the problem with those

marsh trail
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Different path on the audio clip?

pseudo ridge
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nah i dragged them under armature instead of hips

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the indent threw me off

marsh trail
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Different path then haha

pseudo ridge
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well the trigger location yeh xD

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now to fix the sleeve weight painting

sweet mason
marsh trail
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What issues were you having with the atlas? o:

sweet mason
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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

marsh trail
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Hmm...

pseudo ridge
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luckily weight painting on this one was just a quick fix, whew

pseudo ridge
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hmm

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to make an object animate you just attach an animation addon with the file right?

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ah got it nm

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one more question, what was the thing to reset origin if the avatar is below the ground a bit? xD

surreal topaz
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How expensive is it to enable light probes and reflection probes on a few mesh particles?

safe swift
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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

surreal topaz
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Only downside is that moving around can change the lighting of particles that are already spawned

pseudo ridge
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gah I cant get this object to animated

ancient crystal
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using reflection shouldnt be too expensive

ancient crystal
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just not realtime

terse hinge
versed nest
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do you have a pen?

heady smelt
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?

versed nest
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im sure theres another prefab, but how the old one worked was it moved the pen light years into space when you arent writing

heady smelt
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sse

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ok

terse hinge
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Yeah i have a marker, it is probaly that was caused this, i will test it now

versed nest
terse hinge
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Ty @versed nest

versed nest
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no you

heady smelt
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vrpill Pepe detected

last pollen
glass axle
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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

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and we're not allowed to animate non-humanoid things either in the overrides

surreal topaz
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There's dynamic bone or cloth, no other options unfortunately

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You can reweight the skirt to use very small amounts of bones

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And if you place them correctly, you can have colliders that have barely any performance impact

storm ingot
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you could add a bone to the rim of the skirt and parent it to a leg bone (have it move with leg movements

amber hemlock
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In unity model import settings does legacy materials or on demand material remap make a difference in performance if so which one

storm ingot
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legacy allows changing shaders and embedded uses pre-embedded shaders only

amber hemlock
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Does one have a optimization advantage if I will not be changing materials

storm ingot
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a very small bit as i have noticed (like 0.1% when using embedded

amber hemlock
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Thanks

storm ingot
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legacy will try searching for the material files as the embedded knows where it is

amber hemlock
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Actually I’m confused I thought legacy was the embedded

storm ingot
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Legacy is what was used in 5.6 (it searches folders for names equal to that in the materials data

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the new embedded loads the files directly from the model

amber hemlock
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Oh what about the remap thing

storm ingot
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remap allows you to choose a different material if the one embedded is not correct or has flaws

amber hemlock
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So it won’t be using the one on the model at that point?

storm ingot
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yep as far as i noticed

surreal topaz
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It makes no performance difference

timber blaze
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why are people using legacy when there's a button to just extract the materials

amber hemlock
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I’m not doing anything but being a guy who has no idea what anything does and is just asking which is more performant.

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:p

timber blaze
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not you specifically, but i keep seeing people say to use legacy materials every time someone asks how to edit materials

surreal topaz
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Yeah, same

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Your shit will break at some point if you're still using legacy :P

karmic condor
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Wait so is there a button that literally does the same thing as the legacy one

timber blaze
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yeah click "extract materials"

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and it'll ask you for a folder to save the materials to

karmic condor
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Sweet

timber blaze
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and then it fills them all into the remap materials slots for you

amber hemlock
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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

vestal lark
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hey guys so someone trying to convert that model for me.

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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 ?

amber hemlock
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What program are they using that it is turning blend shapes into copies of the model?

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Unless the separate model was already created in which case the vert groups should be the same

vestal lark
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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

amber hemlock
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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

desert dagger
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Okay is there a shader to get rid of the see through inside?

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I use the use the "Cubed paradox/Flat line" but the new unity destroys that shader

sweet mason
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Use unlit and put outline to 0

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Cube

heady smelt
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Noenoe

pseudo ridge
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Cloaked any of the cubed can be "fixed" by adding outline with width zero

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And if you add a little grey its a nice shadowy effect

heady smelt
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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.

gleaming yacht
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Particle systems can be complicated, people will probably need more information/specifics to tell you for sure.

heady smelt
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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.

distant forge
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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:

https://forum.unity.com/threads/solved-particle-systems-with-the-same-material-not-being-batched.603226/

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).

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@heady smelt

vestal lark
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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?

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like that

naive scroll
vestal lark
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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)

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hello?

ancient crystal
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don't auto weight paint

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just paint it urself

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and give it 100% weight to jaw

woeful basin
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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

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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

shut sequoia
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It shouldn't move with the jaw bone anyway since we use visemes right?

woeful basin
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When it comes to visemes the ring should not interfere with the jaw bone in any way

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Also, once in unity, you delete the jaw bone in the humanoid configuration since it is not required for visemes

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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

ancient crystal
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u don't need to auto weight paint clothing

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if there is something underneath it already like a body u can just transfer weights

woeful basin
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In some rare cases I do but I don't rely on it

ancient crystal
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transfer weights works a lot better

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basically mimics the weight painting of the surrounding object

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so it follows the skin closely without clipping

woeful basin
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Ah ok

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Thanks for the tip!

ancient crystal
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theres specific steps to use it tho

woeful basin
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I figured it won't be a press of a button

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Lets be honest, what is with avatar creation?

ancient crystal
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?

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it is the press of a button

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but u have 2 set it up correctly

woeful basin
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I mean it isn't just right off the bat xD

ancient crystal
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for the button to do anything and to do it right

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its not that difficult just a procedure

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i.e. if u have a rigged body

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and some shirt

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uve resized the shirt to go perfectly on the body

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u can just put it with empty groups

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and then select the body and shirt (shirt being active)

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weight paint mode and transfer weights

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and then source: by name and destination can be all layers or selected bones

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and it will map the weights accordingly

woeful basin
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Let me fire up blender and try this on model I actually have on standby that needs it

ancient crystal
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u can change mapping style from nearest vert to like projected face and etc

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it makes rigging clothing a million times easier

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and even making ur own clothing as easy

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after that u can even delete the portion of the body under the shirt

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(separating it beforehand to prevent shape key issues)

woeful basin
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Tenkoo o.o/

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I'll give that a whirl

heady smelt
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why is it only good when it legit has like 2 materials and under 30k polys

distant forge
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click the checkbox show all

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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

heady smelt
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i changed it to humanoid and it still says the same good

distant forge
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what shows when you click the show all checkbox above build and publish

heady smelt
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I dont really see how this avatar could cause such a big avatar performance issue and not be like, very good? KagerouCuteLook

distant forge
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Good is Very Good, imho

heady smelt
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aight, thats nice to hear

distant forge
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there's no very good level, just good or excellent

heady smelt
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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

distant forge
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but I'd still be curious what shows when you click the checkbox.

heady smelt
distant forge
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Ah bone counts. That's easy to fix in blender if you're going for the excellent

heady smelt
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o

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how many bones does it need to be?

distant forge
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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

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same with hair - weight paint it to the head and various other bones if you want it to flow naturally

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and then delete the hair bones and skirt bones

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75 bones to be Excellent

heady smelt
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damn

distant forge
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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

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and you may as well weight paint those to the parent bone they are attached to, like the Head

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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

heady smelt
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I think the actual limits might need to be changed a littlee

distant forge
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but that keeps the topmost bone in the chain so it's not really a proper 100$

heady smelt
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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;

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they feel very tight right now but its a good start

distant forge
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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

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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

heady smelt
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thats pretty fair and makes sense yea

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sucks for the animation side of things though SadLoli

distant forge
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you can put custom animations but they have to be done as overrides, not a separate animator that is enabled/disabled

heady smelt
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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

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id love to see vrchat how it used to be

distant forge
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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

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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

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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

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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

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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

safe swift
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excellent = very poor

distant forge
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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

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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

safe swift
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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

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I hope polished system actually is decent to be something cared about

rancid vault
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That feeling when you don't know how to make a custom avatar, and your just kind of looking and you're like "Whaaaaaaat?"

amber hemlock
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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

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Apparently it’s not well known that the idle slot is for animations that play all the time (not just when standing still)

shut sequoia
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if you do big animations you could always just make a "social" version without

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thats the easiest solution

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also not sure if the toggle thing is intentional

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that may change. it was reported as a bug i think

tired badger
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I use the Idle Animation slot for Breathing Animations

amber hemlock
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You can use them for as much as you want though and just pile on more parameters on a single animation file

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So you only ever need one

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No need for animators if it’s just for an animation that loops all the time and never stops

lofty gull
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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?

sweet mason
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What unity say

safe swift
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@lofty gull post screenshot of your error

heady smelt
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@distant forge Thanks for all the information the batching method should help out alot. ^^

mossy solar
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I bet a bone got put into the jawbone slot

ancient crystal
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tbh to get an excellent model ur avatar cant have practically anything that makes it detailed xp

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like my avatar has a poor rating but it was worth it to have breathing and wagging and wobbling ears/tail

last light
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@ancient crystal You can do wagging tail and wobbling ears with 'good' rating. Good allows for up to 16 affected dynamic bones. :p

ancient crystal
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so

last light
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If stuff has too many bones, merge some bones with CATs Blender plugin.

ancient crystal
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i have colliders on my hands and also animators to make it wag

last light
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You don't need colliders though. 🤷

ancient crystal
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yea i do

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bc i like being able to interact with them

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seem kinda pointless if i cant

last light
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Collision checks are really intensive, that's why it lowers the rating so much. It's hard to get around I suppose. 😕

ancient crystal
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its only 2 colliders

last light
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Still collision checks though. :p

ancient crystal
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ik

simple violet
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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 )

ancient crystal
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bounding box is the grey outline when u select an object

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is basically an AABB test for rendering

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so if you can see the bounds you will try to render the object

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however if you cannot see the bounds it will cull the object out

last light
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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. 🙄

simple violet
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Thank you .. i have zero idea where to fix it though

ancient crystal
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well thats not really the problem

last light
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Cloth is GPU-bound, that's why we can use collision checks, and more of it than dynamic bones. :p

ancient crystal
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problem is alsp unity already is heavily dependent on CPU usage

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thats why basically all users get the same framerate regardless of GPU

last light
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Kinda, yeah... 🤷

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Unity is getting better for it, but, you can only interact with the game world on a single thread, AFAIK.

ancient crystal
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and cloth has to be calculated on the GPU

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it is cloth physics

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calculating physics on cpu is a terrible idea

last light
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^^^^

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Hence dynamic bones suck for performance. 😅

ancient crystal
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yea but the problem is

last light
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no alternative? :p

ancient crystal
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it would be better if it was integrated into unity engine physics

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as opposed to done separately

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or at least separately as a task

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bc cloth is done separately from regular physics

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but its still done at the same iteration times

last light
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Totally.

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I've really not looked into it, but afaik, dynamic bones is really the only thing that does what it does. 🤷

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Cloth isn't really an alternative to it.

ancient crystal
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ik but thats not my point

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and cloth is better in some cases for things like

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hair and some clothing

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but only if u do it right not that terrible looking wirey mess

last light
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^^^

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It doesn't really work that well for hair tbh.

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It's good for clothing tho.

ancient crystal
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it does

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it works really well

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again u just need to adjust the settings well enough

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people have even made that kind of hair that floats around in the air

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like when underwater

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i have one tht has cloth and hand colliders

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and its on the hair so u can like lift it and every "strand" is interactable

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or groups of strands really

last light
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oooo, if I could make my hair less vertices, I'd totally try that.

ancient crystal
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honestly mine had around 400 something

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gave me low rating but what can i do

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already decimated it

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was gonna look awful if i did any more

simple violet
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How to i recenter axis to object ? Becouse it looks like my eye down but everything looks fine.

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only axis are far away

lofty gull
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anyone know how to get the inspector window back up? I closed it by mistake...

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in unity

calm spade
lofty gull
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ooo thanks

lofty gull
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???

limber vale
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quick question @lofty gull why u using unity 2018?

lofty gull
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should i not be?

limber vale
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no

lofty gull
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o

limber vale
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ill give u link to the one vrc uses

lofty gull
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maybe that explains why im doing everything that the guy is doing in the vid but keep running into problems lol

mossy solar
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Public world avatar limits should be classified as medium :I

limber vale
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i mean the model still shouldnt do that...... so there could be some rigging problems

lofty gull
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I can force tpose and it looks better but it just reverts

ancient crystal
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fix it in blender

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into a tpose

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also ur still using the wrong unity version

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use 2017.4.15f

limber vale
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doesnt have to be in t-pose

ancient crystal
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it does if you want animations to work

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else its offsetted and abnormal

limber vale
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none of my models r in t-pose....

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and they work perfectly fine

ancient crystal
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no like

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they have to be tposing in the humanoid mapper

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but if u tpose them in blender its like a dozen times easier

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because in case enforce tpose doesnt make it look right

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reset pose will put it into the right pose

calm spade
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@lofty gull Check the pinned messages of this channel btw, your avatar could use optimization

lofty gull
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Im just trying to learn atm im not actually going to use this one

shrewd haven
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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?

marsh trail
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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

shrewd haven
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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!

marsh trail
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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

surreal topaz
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@dense cloud this is not an optimization question

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Delete that script

surreal topaz
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No, you'll have to use Blender either way @fallen bramble

sinful hearth
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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

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it stays consistently good in certain levels but in some it just goes ballistic

heady smelt
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Do you have a pen on the avatar?

sinful hearth
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No, I only used a pen like once on a very very old avatar that I already deleted ages ago

heady smelt
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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

sinful hearth
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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

shut sequoia
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damn nice knowin ya m8

heady smelt
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Oof. Say your prayers.

heady smelt
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I'm guessing the guy that posted the aggressive pic got snuffed huh?

marsh trail
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Darn i didn't see nuffin

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Curiosity + 5

vast tusk
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Chances are...maybe

heady smelt
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Someone above Mic posted a purple demon emoticon with a phallic object protruding from it. I don't see that user anymore

heady smelt
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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.

simple violet
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Does somebody have an idea why i can see my polygons (purple) in high definition mirror and on cameras ? I have no idea --

signal beacon
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Does the number of dynamic bone transforms on a bone chain also include the root bones?

shut sequoia
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looks like it, just checked

signal beacon
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damn, that means it's really hard to get the very good category on many models

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if you want dynamic bones

shut sequoia
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It's not possible at all to get very good with DB

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I mean, it might be possible if the system was weighted properly, but it's not.

still perch
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Correct, you can not get the best note when using db which are one of the known performance hogs.

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And thats fair cirThink

karmic condor
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I’m putting together a avatar that looks like a stereotypical poorly optimized Avatar but I’m going to make it excellent performance

shut sequoia
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mmm i don't think improper weighting is fair. your other efforts should show

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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

still perch
#

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.

signal beacon
still perch
#

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.

shut sequoia
#

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

still perch
#

yeah

signal beacon
#

So should i always opt for hitting the "x" whenever possible, because it removes more?

shut sequoia
#

also double check a few visemes afterwards too, just to be on the safe side

signal beacon
#

ok, thanks

worn perch
#

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.

tame nova
#

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.

safe swift
#

or just easier to use 2sided shader, doubles causemore issues more often

tame nova
#

Those exist... Of course those exist... Yeah those

sweet mason
#

The outline effect of cube shader create a double side and you can change the darkness of it to simulate shadow

wide breach
#

i can only move it up down left right i want side rotation

crude adder
#

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

wide breach
ancient crystal
#

make the capsule a different object

#

every object only has one transform

crude adder
#

^

ancient crystal
#

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

wide breach
#

OHH thats how people do it. that makes much more sense.
Thanks for that!

crude adder
#

as long as it is a part of the model it should work if it is a different game object

wide breach
#

Sweet.

wide breach
crude adder
#

nothing, whoever made the model you are trying to use did that not you, but it will still work nonetheless

wide breach
#

ahh, gotcha.
Thanks

marsh trail
#

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

sweet mason
#

right click on the material

distant forge
#

Click the Fbx -> materials tab -> extract materials

sweet mason
#

extract

distant forge
#

Oh wow you can just right click on it? Nice

sweet mason
#

clickon the fbx arrow you can see the material

#

and other thing

#

the same just press the botton

ancient crystal
#

put it in a /Materials

#

or just use legacy option

shut sequoia
#

why would you use a legacy option?

grim coyote
#

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?

heady smelt
#

@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

grim coyote
#

failed to upload signature NotLikeThis

grim coyote
#

alright it works fine ingame, weird,

velvet spoke
#

@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.

wary relic
#

Prob because it sounds fancy instead of "old shit dont use"

shut sequoia
#

"Legacy Animations" aka "These will break later" animations

distant forge
#

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

marsh trail
#

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.

marsh trail
#

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

surreal topaz
#

@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

wide breach
#

@surreal topaz wow that fixed the error message, it won't cause any errors 9ngame tho right?

amber hemlock
#

It won’t

wide breach
#

Cool, it was working ingame even with that message it just pisses me off Haha
Thanks

amber hemlock
#

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

heady smelt
#

@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 tohruShrug

Guess you gotta know who to actually trust when it comes to this

karmic condor
#

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.

ancient crystal
#

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

gleaming yacht
#

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.

karmic condor
#

Thanks everyone, that makes a lot of sense

sweet mason
#

I prefer to have all in one folder anyway for each avatar

#

Sinve models are opti. Its nots a mess

ancient crystal
#

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

karmic condor
#

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

opaque vale
#

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

karmic condor
#

does the model itself still have a object named "body" in the hierarchy?

opaque vale
#

yup

karmic condor
#

You can change material settings there, I speculate that the material is just set to transparent

opaque vale
#

Almost every material is opaque

karmic condor
#

is the "body" object active

#

there should be a check mark that would unchecked but in the hierarchy it was be greyed out.

opaque vale
#

It is active

karmic condor
#

Then I'm at a loss, I hope you can figure it out.

opaque vale
#

hmm alrighty

karmic condor
#

wait, click on the edit bounds and check to see what it is set to.

marsh trail
#

Inb4 -infinity

karmic condor
#

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.

opaque vale
#

yeah, I see just a white dot

marsh trail
#

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

opaque vale
#

OH

#

I ZOOMED OUT TOO FAR

marsh trail
#

Protip, select model in hierarchy, move cursor into 3d view, press F

opaque vale
#

ah gotcha

#

the grid messes the perception

marsh trail
#

Mhm

karmic condor
#

You can just type in the bounds, so set them to 1,1,1 and go from there

#

This would be under “extent”

opaque vale
#

aw man i feel so dumb

#

sorry to waste your guy's time

marsh trail
#

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

sweet mason
#

i feel sad when there no question in those channel

dry thistle
#

so i go to add my model into vrchat and its shows the (Name, description) then crashes any help?

median mantle
#

Speedz you're second case now in 5 minutes

#

Might be servers, give it a shot in few minutes maybe

amber hemlock
#

Speeds do you happen to have cloth components? Cloth components are crashy at the moment

#

@dry thistle

dry thistle
#

I FIXED IT DW BOIS

short cave
surreal topaz
#

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

short cave
#

ughh

limber vale
#

ive seen people use the emote from the menu to activate/disable pens

amber hemlock
#

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

shut sequoia
#

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

ancient crystal
#

ye but also makes bare minumum basically same as one category over

opaque vale
#

I'm trying to manually atlas this model, but when I select it, it seems to be spread all around...

ancient crystal
#

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
#

hm ok

#

because I want to make it into 1 material without messing up the resolution

surreal topaz
#

@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

opaque vale
#

Ah alrighty

silent pulsar
#

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

calm spade
silent pulsar
#

thanks

tender sundial
#

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

limber vale
#

U talking about when ur uploading content, like mid upload @tender sundial

tender sundial
#

usually right at the start

ancient crystal
#

happens to me sometimes too

#

like after pressing to upload

#

so i always save everything before each upload

dreamy bolt
#

I’ve had that problem before, in my case it was prevented by disabling future proofing

bold tapir
#

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?

tender sundial
#

3 animators

heady smelt
#

With "Dynamic bones" are you referring to the component, or the amount of bones attached?

tender sundial
#

what's the limit for those, 3 sounds like a lot

heady smelt
#

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

tender sundial
#

oh actually I forgot that there's two levels of green heh

limber vale
#

I mean it also could be u know.... other things effecting performance @bold tapir

tender sundial
#

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

bold tapir
#

It seems to be good (green) when he looked ingame,

limber vale
#

But in the sdk it’s orange?

storm ingot
#

did he update/refresh the model after uploading the orange one

tender sundial
#

usually I find the opposite - the SDK will claim good or very good and then the game will say very poor lol

bold tapir
#

I don't know, he said it was medium in sdk and it was good when he looked in game.

heady smelt
#

Dont trust the SDK when it comes to how optimized the avatar is, its still buggy :' )

storm ingot
#

I notice that the stats tend to read from a cached model (non updated model)sometimes even though it got updated

bold tapir
#

@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

tender sundial
#

ah, I use one for that sort of thing

#

one state for forwards and one for backwards heh

bold tapir
#

I don't know how to do states it's super confussing

#

I would tho i have tried

heady smelt
#

States are pretty round about yeah, took me a bit to wrap my head around them haha

tender sundial
#

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

limber vale
#

I mean I’ve heard of them reading “good in sdk” than being bad ingame but I guess anything can happen

tender sundial
#

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 😐

storm ingot
#

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

bold tapir
#

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)

limber vale
#

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

tender sundial
#

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

storm ingot
#

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)

bold tapir
#

Is this in vr? ^

storm ingot
#

Itbia usually spawn/particle animations that kill my frames

#

Yea in VR

tender sundial
#

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

limber vale
#

I don’t think I’ve ever seen a single model take away that many frames

#

Sounds pretty bad tho

storm ingot
#

Indeed my system is way below specs (3.6 ghz ddr3 )

limber vale
#

I mean 45fps is normal in vr

tender sundial
#

I get 90fps a lot

bold tapir
#

@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

storm ingot
#

Could get more but have it locked to 45 by the graphics card

limber vale
#

Really?

tender sundial
#

yeah there is that too, any fps between 45 to 89 becomes 45

bold tapir
#

What? 😮

tender sundial
#

because in VR it's less jarring to get a smooth 45 than a choppy 60-80

bold tapir
#

Don't think my gpu do that

storm ingot
#

Still for a performance benchmark i have a 387 K tri model with 1 dyn bone system

north grail
#

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?

storm ingot
#

Go to the coat material and try renaming it into something

#

Same with texture names

#

@north grail

north grail
#

Still errors

#

I always seem to break things ;<

storm ingot
#

What is the error?

north grail
#

something to do with traceback last call or something

storm ingot
#

Everything in the hierarchy is in english (materials/textures /data segments/shapekeys

north grail
#

Should be- i used CATS' translator

storm ingot
#

it tends to miss somethings for me especially in texture names

#

Which the Atlas is really picky about

amber hemlock
#

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

ancient crystal
#

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)

amber hemlock
#

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

ancient crystal
#

probably that and also yea with dynamic bones on ears and tails and whatnot it easily lowers the rating anyways

amber hemlock
#

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

ancient crystal
#

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

distant forge
#

I think just elasticity 0 does that

ancient crystal
#

no

marsh trail
#

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)

ancient crystal
#

i have high inertia and lower stiffness settings

#

elasticity was about .055 but it looks nice

rigid girder
#

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

twilit sable
#

Does anyone have concrete numbers on how many:

  1. dynamic bones, affected by scripts
  2. dynamic bone scripts
  3. dynamic bone colliders (i assume 2 on this one)
  4. Dynamic bone collisions

You are allowed to have in an avatar to still get "Good" performance rating?

ancient crystal
#

yea

#

those are all on the docs

#

its fairly low

#

but a lot of people look at all the different ratings not just one

twilit sable
#

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 ^^

distant forge
#

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

twilit sable
#

Hmm.. true enough

Also cleverly using stiffness helps.

sweet mason
#

Can we ping that link the chat ? So its easy to people to find if they are a little lost

twin imp
sweet mason
#

make the material cut out or something

twin imp
#

How do i do that? Im new to blender and Unity ^^"

#

i found it ^^"

#

Thank you

amber hemlock
#

@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

surreal topaz
#

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

amber hemlock
#

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

surreal topaz
#

Yeah, that can happen if either one of the objects are missing

wheat narwhal
#

.3.

amber hemlock
#

Also that’s not optimization

versed nest
surreal topaz
#

Also that doesn't even look like a trap lol

livid flame
#

@zinc coral please post random stuff in here use #general-media instead

slow siren
#

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.

calm spade
#

Ctrl + J in blender on all the parts of your model generally

amber hemlock
#

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

zinc spindle
#

Can someone tell me what is happening with this?... I can't seem to solve it

ancient crystal
#

shape key issue

#

or u set the bounds incorrectly

#

or u using markers / drawing tools etc

zinc spindle
#

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

ancient crystal
#

:\

zinc spindle
#

I suppose it's just scuffed then

#

Is it really an issue though? Other then the fact it's marked as "Very Poor"

shut sequoia
#

it means you wont cull properly

#

you can adjust them manually tho

zinc spindle
#

Giving a few things a try ^^

amber hemlock
#

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

zinc spindle
ancient crystal
#

look at the model

#

then look at the bounds

#

and check how big the bounds are relative to the model

steel osprey
#

any disabled models or something that could be increasing the bounds?

ancient crystal
#

and ya stuff like pens increase bounds

zinc spindle
#

Nope

ancient crystal
#

r u 100000% sure there are nothing like pens or anything in it

zinc spindle
#

I'll give it another look, 1 min

#

Yeah there's no pens or anything

#

It's just the bones and such

amber hemlock
#

Are there any hidden game objects

zinc spindle
#

Not that I'm aware of

amber hemlock
#

Or animations that scale a game object bigger

zinc spindle
#

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!

amber hemlock
#

Is your avatar actually smaller? Or is it normal sized?

zinc spindle
#

It's somewhat of a smaller avatar

amber hemlock
#

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

zinc spindle
#

I suppose the creator didn't fix it enough

steel osprey
#

the tutorial avatar is always a good reference point

amber hemlock
#

You have the model you can always throw it back in blender

zinc spindle
#

It's a unity package I got it from though

amber hemlock
#

Yeah unity packages contain the model. It’s the .fbx

zinc spindle
#

Ohh? That's useful!

ancient crystal
#

only problem is some things may be different

amber hemlock
#

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)

ancient crystal
#

like i think blender imports fbx with all the end bones so theres these extra bones

amber hemlock
#

If you import it with cats and fix model again it should be exactly as it was before the initial export

ancient crystal
#

most likely

steel osprey
#

main downside to re importinging into blender is that viseme order gets messed up. Just make sure ot fix the eye blink viseme order

zinc spindle
#

I'll give it a try

ancient crystal
#

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

zinc spindle
#

Okay I imported it via CATS and fixed the model with fullbody enabled and such

#

Anything else I'm looking for?

amber hemlock
#

Run the eye tracking over again it will fix the mixed up shake key order

zinc spindle
#

Okay got that done too

#

Should I now export the .fbx again and reattempt it on VRChat?

amber hemlock
#

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

zinc spindle
#

Yeah I haven't

amber hemlock
#

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

zinc spindle
#

Am I dragging the .fbx into the mesh part then?

#

I'm unsure what I'm putting the .fbx onto

amber hemlock
#

Open up the fbx with the little arrow

zinc spindle
#

Sorry I'm really nooby at this :P

amber hemlock
#

There will be a mesh inside it

zinc spindle
#

Ah yeah

#

Okay I changed that out

amber hemlock
#

If it explodes. Undo lol

zinc spindle
#

Nothing seems to have broken on me

amber hemlock
#

Check bounds again

zinc spindle
#

They're basically how I left them I think

ancient crystal
#

is it supposed to have that many materials

zinc spindle
#

No idea

ancient crystal
#

bc theres way too many and i would suggest merging a few in blender to make it less unoptimized

zinc spindle
#

Wont that make me unable to use my own textures? I edited a few of them not long ago

ancient crystal
#

wat

zinc spindle
#

I literally opened the textures on a software and repainted a few things to make it look the way it is now

ancient crystal
#

cool

zinc spindle
#

I probably sound like a dumbass right now woopsBlush

ancient crystal
#

shouldnt make a difference when u atlas

zinc spindle
#

Lemme give it a shot

amber hemlock
#

What happened

zinc spindle
#

That was the result of atlas

#

So I just reverted it

amber hemlock
#

An atlas should absolutely not do that

#

Drag the new model into the scene separately and see if it’s broke

zinc spindle
#

It's not broken that way

amber hemlock
#

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

zinc spindle
#

Jesus christ now my original model is just invisible

amber hemlock
#

Duplicate the model first just in case

zinc spindle
#

Well that's rip

amber hemlock
#

Original model shouldn’t have been effected did you save over it

zinc spindle
#

No I just unticked it and dragged the other one in to see

amber hemlock
#

I wish I had any clue what happened

zinc spindle
#

I wish I knew

amber hemlock
#

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

zinc spindle
#

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

amber hemlock
#

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

zinc spindle
#

Set it to the correct avatar and it still goes invisible

amber hemlock
#

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

zinc spindle
#

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!

heady smelt
#

Does using Flat Lit Toon Lite help performance at all?

karmic condor
#

Yes it is

#

It’s complicated

#

You won’t notice by yourself

#

But once a room gets crowded every little bit helps

amber hemlock
#

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.

karmic condor
#

My two cents is if you have to use the regular version instead of the light version, don’t sweat it.

amber hemlock
#

(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 😛 )

karmic condor
#

I recommend to anyone, going onto vrcat and just trying out the different shaders.

ancient crystal
#

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

sweet mason
#

Most of my stuff have fake shadow so yeah flat is good enought

surreal topaz
#

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

steel mountain
#

I'm looking on the vrchat websites and it says to use gravity for hair instead of dynamic bones, how does one do that?

ancient crystal
#

wat

#

r u sure its not saying cloth or to use the gravity property in DB

amber hemlock
#

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”

distant forge
#

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

amber hemlock
#

If the limb either poses looks like it’s already obeying gravity or is already naturally rest posed, use gravity instead of force

ancient crystal
#

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

amber hemlock
#

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)

ancient crystal
#

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

amber hemlock
#

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)

ancient crystal
#

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

slow siren
#

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?

distant forge
#

In blender?

slow siren
#

alternatively is there a way to make it transparent?

#

No, in unity.

distant forge
#

Is the hat a separate object? Where are you deleting it from

slow siren
#

I could go back through blender was just hoping for less hassle.

amber hemlock
#

20 second idle animation is fine

slow siren
amber hemlock
#

You mean disable the game object? That makes it invisible

slow siren
#

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.

distant forge
#

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

slow siren
#

Ah.

distant forge
#

Scale almost to 0 is what they do for the head when you are inside it

amber hemlock
#

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

distant forge
#

That's not true for bones specifically because the skinned mesh is still there.

amber hemlock
#

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.

distant forge
#

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.

slow siren
#

Nah, it's altogether. I tried going that route.

amber hemlock
#

Does the hat have its own bone?

#

Or is it weighted to head

slow siren
#

Yeah.

amber hemlock
#

Then yeah scale hat bone to 0

slow siren
#

Alright then, thanks for the help!

amber hemlock
#

Downside is verts are always there

slow siren
#

Eh, I'll deal.

#

Just happy to get this model looking the way I want it to.

amber hemlock
#

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

slow siren
#

baby steps for me at the moment. Tried blender and it still scares me some lol

karmic condor
#

Same

#

And I’m 1 year into this

slow siren
#

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

amber hemlock
#

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

surreal topaz
#

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

slow siren
#

i dont know what any of those words are

amber hemlock
#

Yeah. Most modders do the process backwards

slow siren
#

ur just making shit up on the spot arent u wow

surreal topaz
#

Lol

karmic condor
#

I can confirm what rokk said 100%

surreal topaz
#

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

amber hemlock
#

To be fair uving is a weird way of saying uvmapping that isn’t that common I guess xD

karmic condor
#

A uv map is just a digital version of those tin foil chocolate Santas you see around Christmas

amber hemlock
#

That was the best analogy I have seen recently

ancient crystal
#

u can also use seams and pins

ancient crystal
#

i kinda wish project from view had an option

karmic condor
#

I texture using uv decals

ancient crystal
#

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

surreal topaz
#

Oh yeah, so you can unwrap multiple sides more easily?

ancient crystal
#

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

amber hemlock
#

You all are much more advanced than me. I just accept whatever unwrap I get and accept my fate

ancient crystal
#

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

silk marsh
#

Send me help-

ancient crystal
#

??

silk marsh
#

Should I uhh

ancient crystal
silk marsh
#

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

ancient crystal
#

why would that matter

#

and why would u do it anyways

silk marsh
distant forge
#

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

ancient crystal
#

^

tired badger
red rover
#

remove doubles

heady smelt
#

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?

still perch
#

thats the recommendet max

heady smelt
#

thought so

red rover
#

that particular model you got there should be 1 as you aren't using any special shaders

still perch
#

but you shouldn't be denied for 10 if the avatars are otherwise also not awfull

heady smelt
#

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

red rover
#

nw. customization is key, but I know they have rigorous requirements on avatar worlds

heady smelt
#

yeah, I understand that. just not sure where they are getting the extra materials from

distant forge
#

Do they have the spreadsheet where they break it down per avatar?

shut sequoia
#

they do, and that's the avatar supposedly over the limit

still perch
#

i would recommend to you to check them with something different then the stats from the avatar selection menue

distant forge
#

Might they be including disabled objects in that 28 count? ( gestures, special effects)

heady smelt
#

where is that sheet? I can only see one that says how many were over @shut sequoia

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

heady smelt
#

thats my first attempt, yeah

shut sequoia
#

Like Lyuma said, there could be disabled objects that have materials?

heady smelt
#

@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!

red rover
#

makes me wonder how some worlds got public with avatars that have 23 mats and stuff

distant forge
#

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

tired badger
#

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

shut sequoia
#

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

heady smelt
#

I have noticed a bunch of old worlds disappearing though

red rover
#

oof theres an avatar i love that will probably disappear then

shut sequoia
#

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

heady smelt
#

see if you can contact the creator @red rover

shut sequoia
#

unless you're famous on twitch

tired badger
#

keep it favorited

red rover
#

i know they updated it for 2017

tired badger
#

just the world goes down

red rover
#

oof mic lol

tired badger
#

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

heady smelt
#

Kareeda you did well to get that many avatars in the new version of your world.

shut sequoia
#

Yeah but only if you do it to a 2017 world, of course. Not if you do it to a 5.6.3p one.

heady smelt
#

all my older models are way over optimization limits now

red rover
#

i really need to make a waifu world of busty milfs that are totally sfw but hot

shut sequoia
#

Call the world Optimized Milkies pls

red rover
#

Full-Body Optimized milkies

shut sequoia
#

illyaTriggered do it before someone else does

tired badger
#

Challenge accepted

red rover
still perch
#

10 tris?

#

make the floor 1 triangle thats big and overlaps to the sides

#

c'mon you gotta try optimize propperly

red rover
#

oh shit my bad you right

still perch
#

and dothat with the sides too cirBaka

#

5 Tris room 👌

#

there

#

that is optimized

distant forge
#

Just a collider and bake the cube into the skybox

red rover
#

man i did bette rthan that

distant forge
#

Why even have tris

still perch
#

thats not a quare room tho

red rover
#

it can be a triangle. great kings were buried in triangle

#

gets banned for memeing

distant forge
#

Imagine if that doesn't get rejected for Low effort world

red rover
#

they reject for that?

#

how did the box get approved

#

lol

distant forge
#

Lol

still perch
#

yes at least for public

red rover
#

and its not even optimized

still perch
#

low efford as in flat useless world

#

or empty cube worlds like the box

distant forge
#

They did put a bunch of features to be fair, like customizable walls, disabling the sides and the secret platform below

red rover
#

well if its just like a bunch of avatar stalls and it was built for that purpose alone, would it get rejected

distant forge
#

Hmm guess avatar worlds are a separate category. Maybe it would work

still perch
#

i dunno you'd proapbly still want to make it some what worldish.

red rover
#

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

abstract raptor
#

Anyone know why I get these messages? It lags my unity every 5 seconds, any help will be greatly appreciated ;3

distant forge
#

The vrchat sdk is responsible. Does it stop if you close all the vrchat related windows and deselect your avatar object?

abstract raptor
#

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?

distant forge
#

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

untold coyote
#

@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.

tired badger
#

Don'tt think i can do anything about that sadly. Hopefully it's fixed next update.

velvet spoke
#

@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

still perch
#

Without anything else?

surreal topaz
#

World reviews are far from consistent

shut sequoia
#

probably someone's friend

#

yknow how they are

surreal topaz
#

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

velvet spoke
#

@still perch it had an avatar pedestal, with a broken low effort avatar.

surreal topaz
#

I thought every world needed 3 avatars or more at some point

velvet spoke
#

It has 2 placeholders

#

Without any assigned id

shut sequoia
#

yeahim realizing its tied to account

#

i mentioned it a few days ago i think

untold coyote
#

ok, watched Kareeda's tutorials. Now downloading Unity and Blender hoping to optimize a couple avatars I love that are poor or very poor.

amber hemlock
#

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

distant forge
#

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

amber hemlock
#

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

karmic condor
#

I saw a avatar with 17k mesh transforms. Not sure how to report the avatar without getting my friend in trouble

distant forge
#

Correct. Only keeps vertex groups attached to bones

surreal topaz
#

@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

karmic condor
#

Thank you 🙏

tired badger
#

Testing new method using center of gravity to get hair down to hardly anything bones. 😄

radiant lodge
#

whoah, that looks pretty cool!

tired badger
#

Thanks! She's in game now and has only 9 dyn transform for all her physics

distant forge
#

!!! 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.

marsh trail
#

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?

safe swift
#

i'd say it needs a hinge bone, and as for weightpaint it should wokr fine with a gradient

marsh trail
#

The placement just looks off if the bone controlls the entire hair part it's on so i'm curious

ancient crystal
#

the one for lower hair will look pretty akward especially if u look down