#avatar-optimization

1 messages · Page 38 of 1

ancient crystal
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bc its one bone instead of at least 2 and colliders will work oddly also

amber hemlock
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I’d expect the gradient to start only after the head of the bone an fade to 100% at the hair tip

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No awkward rotation

marsh trail
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If the bone were to pivot from the hairs' "root" then it'd be believable but i can't seem to find any plausible way of doing such except using another bone

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If it's pivoting from the bone it's connected to it makes even less sense as that pivot point is too far away to be consistent with a "natural" movement, bending and stretching would definitively happen unless the user used very conservative values

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Regardless of it being weighted to the entire hairs' tail or just the portion below its influence area, that should be the case, so i can't help but feel curious of how it actually works

amber hemlock
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Doted outlines are parented but unconnected bones. The bone rotates from its own head

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So basically the top half of the hair will not bend

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I think it would look fine, it’s tied together and wouldn’t move like crazy at the top

marsh trail
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It wouldn't move at all at the top if that's the case then, so they have leaf bones parented to it i assume?
Since you need atleast 2 bones in a chain for DB to function

amber hemlock
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No leaf bones needed, that’s what end length parameter is for.

marsh trail
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Ah so they're using them fake db bones to generate it

amber hemlock
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End length makes the dynamics act like there is an extra bone that does not exist

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Which as far as I understand is less intensive than actually having said bone exist

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The rank system doesn’t penalize you for it at least

marsh trail
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I mean it's not actually deforming anymore of the mesh but still acts exactly like a normal transform afaik

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Perhaps those got overlooked somehow... hmm

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In any case, if that is indeed what happened then i'm a tad disapointed, it is completely functional in that manner but not so useful for any of my setups that use the exact same transform count (accounting endlenght as a transform here)

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Hopefuly there is a bit more depth into it, but if not, oh well

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Thanks for your input though, completely forgot about endlenght

surreal topaz
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It's not actually more performant to use end length vs. an actual extra bone @amber hemlock

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The system just can't find a bone there

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But it is more performant in terms of not having extra game objects or more stuff to skin

amber hemlock
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I guess it’s just skirting the system then. Hope the limits were set with that in mind

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No reason to knowingly penalize yourself

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Like using idle animations instead of a second animator. Def not any less laggy but the system likes it more

ancient crystal
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well yea what end length does is

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it removes 1 db transform

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bc at an end length of 0 it doesnt do anything to the ending bone

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at an end length > 0 it rotates the bone with a simulated mass

marsh trail
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I mean, the end lenght is still simulated however, that's why i'm wondering if it's actually doing the exact same thing a transform would do, without any sort of skinning involved

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You can still have a model without any mesh deforms that has dynamic bones applied and the same impact is felt overall unless your model is really detailed, and if such is the case and end length does indeed account in performance much like a unskinned DB bone, then there's kinda no point

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You'd just be essentially handicapping yourself under the presumption that it'd be more performance-friendly, if that is indeed the case

surreal topaz
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@marsh trail with end length, internally the script will do the exact same thing as with extra transforms

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Dynamic bone makes a "particle" for each affected transform, simulates these "particles", then moves the transforms to the location of each particle.

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End length/end offset makes one extra particle at the end of each chain, in the direction you choose

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If you exported with leaf bones/end bones then you should not use end length

marsh trail
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I mean i understand that, i was just stating that if end length works the same way as extra transforms then there's little to no use for them unless you don't have leaf bones and use less than 2 bones

tired badger
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@distant forge Yea it's a gradient i smooth out after merging everything correctly.

rotund flume
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So... i have no clue why my legs are doing this. I have another avatar with the same bone layout and he's fine

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somebody has got to have an answer

ancient crystal
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shape keys

rotund flume
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i swear you better be wrong

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you are right and i hate myself

ancient crystal
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: )

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apparently if u undo when editing a shapekey it does some weird stuff

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idk y

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u can easily fix it

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just press shape propogate on legs at basis shape key

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it replaces all shape key data for legs

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mesh -> vertices -> shape propogate

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i think

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also make sure ur not missing any blend shapes

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cuz sometimes if a shapekey has no weight at all on anything its gonna be removed

rotund flume
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so i had to move the legs to compensate for enforce t-pose, because enforcing sometimes move your head upwards and it messes up the little view dot for the avatar descriptor

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i just selected the lower half of the body and blended the basis shape key to revert the tris back to their original position for each key

ancient crystal
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u dont have 2 enforce tpose tho

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u can always just tpose them in blender

rotund flume
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it shows as red in unity

ancient crystal
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if u press reset pose and the character looks fine it should work

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doesnt matter

rotund flume
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well i was desperate and i had no clue how to fix it

ancient crystal
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yea it doesnt matter

rotund flume
rotund flume
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thank you. i was getting kind of emotional because i worked for days on this model

ancient crystal
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ignore the weight painting issues i didnt finish fixing that

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as long as the bones are correctly named

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and the character is posed correctly

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all animations should work right

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regardless of 'character is not in tpose'

heady smelt
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is there anyway to check what the materials are that are on the material count for an avatar? I can only count 7 on mine but vrchat reads it as 10

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also, do default materials/particles count towards the material count?

patent leaf
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Particles count for mine

heady smelt
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yes, yes, but do default particles?

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like, the default particle material

distant forge
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Yes. What really counts are total number of material slots not unique materials. Default materials still use up a slot

heady smelt
candid sedge
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Same material being applied multiple times will add to it

heady smelt
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does having the field empty (none) count 2 towards the material count?

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I just heard that it does from a friend

candid sedge
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Sorry not sure

distant forge
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That is w because you are using particle trails. It actually takes effort to render trails on your particles. Don't use trail if you don't want the second material

heady smelt
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oh my word it does

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not having anything in the trail still counts, how do I turn off the trail?

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like, how do I remove it from the material count?

distant forge
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I think you should be able to turn off the trails module. Might be a checkbox outside the renderer section

heady smelt
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it is off

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just 2 above the renderer

distant forge
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Oh. Then it really shouldn't be counting that. Maybe that is a bug with the material counting system then...

heady smelt
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I assume the avatar won't be allowed for public even with this bug right?

distant forge
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But I don't use particles much. Anyone else have experience or ideas?

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10 materials is allowed I believe. Check the limits

heady smelt
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yeah, its 10

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so I am closing the avatar stats and opening it and the material count changes between 10 and 4 now, is this a bug or is something weird going on? I know I have 6 unique materials on the avatar and only 2 visible at a time, 11 total material slots on the entirety of the model including (none) materials

distant forge
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Ingame? The stats for your own avatar are counted based on what is currently active

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Stats for others and the grades however are based on what is enabled on upload not animated stuff

heady smelt
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ok, ok

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Pumkin's avatar tools is reading the avatar as having 5 unique materials and 5 used materials slots. In general my avatar -should- be okay for a public world right?

distant forge
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Even 10 is ok. But that seems pretty well optimized so I think you are ok. At some point just call it good enough and pray to tupper

heady smelt
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haha, ok ok

safe swift
sage zenith
safe swift
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@sage zenith set all bone rolls to 0 (edit mode, select all > alt+R) and put a bend in the knees

amber hemlock
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Which way should the tail of ankle bones point? mine are always pointing below the model

grim kiln
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You can use space after marking all bones in edit mode and write clear bone roll i think it was called, it zeroes out the bone roll automatically on the selected bones

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Tails should point always in the direction of the body mesh, except the hip bone that is a bit strange

amber hemlock
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Do double sided shaders make an avatar twice as heavy to draw? Like, should i disable the culling inside my model so it's not solid on the inside?

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It helps with filling in seams but i don't know how important it is

grim kiln
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It will render both sides yes, so if you can set the materials and mesh to use only front face then it is a bit better

amber hemlock
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i wonder if it would be worth creating a second material slot just to remove culling on most of the avatar except one part

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or if it's more optimized to just have no culling on the whole avatar with one less material

ancient crystal
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depends on how the object is made prob

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backface culling really only optimizes if an object doesnt have z writing or it has a lot of backward facing polys that dont need to be rendered

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imo if its still excellent or good rating if u add other material sure if not then idk try it

rotund flume
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no matter what I do, my feet dont touch the ground when moving

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@ancient crystal do you have anymore insight like yesterday?

ancient crystal
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typically for digitgrade i don't use that anyways

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i put the ankle bone on the "ankle" and toe bone on the paw

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also make sure the character is at <_,0,_> location

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and that feet touch ground in blender

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idk if that setup i said does something with animations

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but its great with IK

rotund flume
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toe and foot bone?

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my other avatars dont do this, and they have a more harsh angle for the foot bone

ancient crystal
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yea again u can also use other bone setup might look nicer

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and where the bones are/point typically don't matter

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but if the character has any height change it might mess up the footplanting

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like in unity

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scaling shouldnt cause problems tho

rotund flume
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everything is set to 0,0,0 except for scaling

ancient crystal
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it might also be the way the leg bends

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and u also did not apply the full body tracking fix

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so expect hip and leg IK issues

rotund flume
ancient crystal
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again u didnt apply the fix

rotund flume
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what are you talking about?

ancient crystal
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also u should typically try to keep the legs as straight as possible

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the full body tracking fix in CATS

rotund flume
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i dont use full body

ancient crystal
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it doesnt matter

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it fixes hip rotations also

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hence the warning of "hip rotation from leg is not 180°" or something

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and it warns about ik problems

rotund flume
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what button in cats?

ancient crystal
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i just told u

vague hearth
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near the fix model there's a gear icon button where you can check Apply fullbody fix

ancient crystal
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no not that

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do not do that

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if the model is already fixed that is a terrible idea

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theres literally a button thats says

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fix fullbody tracking

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under more options

rotund flume
ancient crystal
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no

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model options

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more options

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-.-

rotund flume
ancient crystal
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u do not have newest version

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thats ur problem download the latest

vague hearth
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try also not map toe bones in unity configure and Pose>Reset, Pose>Enforce T-Pose
or map toes and check their rotation maybe somehow they goes down that do a space between the ground
also not sure that something do but check your mesh origin in blender, or just select the mesh change to edit mode select everything with hitting A and then Shift+S>Cursor to Center and Ctrl+Alt+Shift+C>Origin to 3D cursor
re:"everything is set to 0,0,0 except for scaling" - looks like position and rotation properties in unity doesn't do something if there's no root object that has avatar descriptor, and only scaling applies to the model (just a random information) )

ancient crystal
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also u have 2 restart blender

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after updating it

rotund flume
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so just simply testing in unity, he lifts off the ground a bit when i test the walking anim

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i think its an in unity issue before uploading

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@ancient crystal sorry to bother you so much, but its kind of frustrating to work on a model for a week and be halted by an unknown circumstance

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like his hovering off the ground is just a consistent 2 inches, it doesnt change

ancient crystal
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is it enforce tpose in unity

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and did u try the fix

rotund flume
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no cigar

ancient crystal
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oof

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i cant think of wat might be causing it

rotund flume
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after 8 hours of tedious editing, me neither

heady smelt
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@rotund flume If you have access to the walking animation you can open it to see the keyframes & adjust the hip bone's location manually to lower it however much needed

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Or click on the animation and fix the position Y on the Inspection window

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That may be easier

buoyant shale
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I need help

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How can if fix the feet?

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i*

safe swift
buoyant shale
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Where can i find this? i dont know where this is

safe swift
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blender, have your bones and mesh above the geren line + set origin point to center

buoyant shale
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I found it in unity i fixed it i think ill try

golden locust
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This is what I'm trying to put in.

sweet mason
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Unlit texture from unity is affected by light for his brightness?

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If yes why using cube or other if you dont put shadow outline

vague hearth
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@sweet mason unlit shader is not work with a light

buoyant shale
ancient crystal
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problem with normals on the mesh

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can be fixed in blender by recalculating them

buoyant shale
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how do i ''Recalculate'' ? Wheres the button

ancient crystal
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in CATS or the mesh -> normals section of edit mode

buoyant shale
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Thank you ive been working on this character for 2 hours and i thought its lost

fresh vault
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Not sure if this is the right place for this but does anyone know how to get rid of the white of a translucent part of a outfit?

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Like this?

amber hemlock
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@rotund flume Go in unity bone config screen

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are your feet on the origin, or floating?

rotund flume
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On the ground

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I make all my models in blender, and one of my models with working IK foot placing is MASSIVE when I import the fbx into unity before rescaling it, and the one with the floating feet is ALOT smaller. Would the size of the model in blender be affecting it? (Probably not but I’m at a loss)

vague hearth
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@fresh vault in blender's material properties enable Transparent and put inside Alpha property to 0, then in texture properties in Influence tab enable Alpha and keep it 100, this things will work just for blender, if you want to make it transparent in unity then you need to use a shader that allow cutout

ancient crystal
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u should also

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separate the transparent parts (i.e. hanging fur) from the original material

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because u typically don't want to render non-transparent stuff with transparent shaders

surreal topaz
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I'm in the middle of atlasing and decided to add a bit of geometry after the initial creation of the texture atlas group

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Now this new geometry won't bake, even though it's part of the same mesh and shows up on the UV Map

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Any ideas?

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Alright I fixed it, I had to separate the geometry into a new mesh and start the texture atlasing process on it again, then merge it back

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Super inconsistent but ok

eternal grove
marsh trail
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Das some infinite bounds right there

karmic condor
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That’s worth reporting

mossy solar
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people are so effing lazy to merge materials and atlas...

marsh trail
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Bounds're possibly a mistake, unsure about the skinned meshes, dbs' are well, dbs', mat count gives me flashbacks, but one thing worth reporting for is defo the polycount, das a bypass right there

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Actually... skinned meshes might be due to old unity limitations to an extent, using a modified old sdk most likely...

mossy solar
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even with old unity splitting the mesh...it would only be 1

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erhm 2

marsh trail
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Even then, 9 sounds ridiculous

mossy solar
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it's just pure laziness

eternal grove
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or lack of knowledge

marsh trail
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I'm lazy, that just looks ^ or purely intentional

mossy solar
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it's so simple to merge meshes and atlas your model these days

marsh trail
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Mhm, it might be an old one though, probably not, but i still got one from back in 2017 fully functional to this day, way before atlasing turned "mainstream" per se

mossy solar
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magnanix had a thing for griping about people with materials out the wazoo

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which is why I run around with 1 material

sweet mason
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I feel so superior with my perfect tag compare to those filthy poor

marsh trail
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Eh

mossy solar
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I have a "VRChat Approved Avatar"

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2 mesh renderers like 70 bones no dynamic bones 1 material no custom animations

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0 skinned mesh renderers

marsh trail
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All you need is a triangle afterall

mossy solar
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oh wait 8 polygons too

karmic condor
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I got so spoiled with having to setup only one or two shaders.

marsh trail
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Might wanna decimate that

mossy solar
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now my main avatar I use is poor only because of DB

heady smelt
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db are the worst though 😄

marsh trail
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Uses dynamic bone collider without using dynamic bones

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Poor

mossy solar
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not as long as we have monstrousities with craptons of skinned mesh renderers and 30+ materials

heady smelt
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don't blame others, everybody knows dyunamic bones are bad and bottleneck

mossy solar
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I have only like 19 collision calls on mine

heady smelt
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that's way too much

karmic condor
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Avatars with more materials than the pug 👀💦

mossy solar
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I'm not reducing it further for the haters

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I already nuked all but two colliders

marsh trail
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Skinned Meshes

heady smelt
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the best thing about avatar ratings is that you can still do whatever you want

marsh trail
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2db vs 2smeshes who impacts more?

mossy solar
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only thing I'

marsh trail
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It's true that the system currently only states a certain "standard" but does not enforce it, but as they themselves stated, may change in the future

mossy solar
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m gonna say is...at one of mag's readings we had people with quite a few dynamic bones come and sure we had 45 fps cause it's gonna happen

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but then two 50 material monstrousities came and tanked our fps

marsh trail
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What currently is considered a treshhold may soon turn into pre-requisits, i can already see a system like the safety one that applies those

heady smelt
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I wish everybody just made one excellent one to wear when it gets busy

mossy solar
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I have one

marsh trail
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I got quite a few

heady smelt
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yeah but in general

mossy solar
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it's my "VRChat Approved Avatar'

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course my kenshiro avatar is also excellent...

marsh trail
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I recall a world with 32 people all with cube avatars, it still lagged ta hell and back

mossy solar
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yeah game's gonna still lag unless the world is hyper optimized

shut sequoia
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My normal avatar is Poor, but the one I use for Publics and large rooms is on Medium

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I imagine if we ever do get weighting in the rank system a lot of avatars should see an upward shift, with a few going down

mossy solar
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I might get bumped to medium since I'm excellent across the board aside from animators due to toggles

marsh trail
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Also the world was really simple, no way it could've been a major deterrent, however, everything as a whole did affect it, and something tells me the IK had a major role in it

mossy solar
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the IK system is the biggest source of lag

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but the servers couldn't handle the new IK

shut sequoia
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Yeah, they mentioned in an announcement they had to rollback due to the IK.

karmic condor
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I wonder if it will ever account for objects toggled off

marsh trail
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It went sideways and got worse instead

mossy solar
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that's a good question

marsh trail
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Most likely

mossy solar
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because that hidden stuff increases the file size

marsh trail
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And if such is indeed done, toggle props are gonna eat dirt

shut sequoia
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Yeah, I really don't get why it broke the hell out of the game, but my guess is a lot changed besides "Hey we fixed the IK" as far as network stuff goes, but the only thing they rolled back was the IK itself, leaving all the other changes intact

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Yeah, it not detecting toggled objects is a bug

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For people with avatars like that though, it's extremely simple to have one for "showing off" and a regular one for hanging out that doesn't have all the extra hidden objects.

heady smelt
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I hope that becomes more of a thing

shut sequoia
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Finish all your mats, DB, descriptor, etc, then before you start adding the extra stuff, duplicate the model.

marsh trail
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Literally just drag the model out and copy the descriptor

mossy solar
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I compress the hell out of the hidden stuff on my avatars

marsh trail
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Have a stretched out triangle as a knife or sword

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Tenouttaten

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Particle effects are gonna look bloody horrid if they detect disabled entities tho, especially for those really talented vfx animators

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In terms of statistics that is

amber hemlock
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I’m still not % sure why an avatar NEEDS more than one skinned mesh render. Even if it’s for a prop, just make it a different material that swaps to transparent.

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And if it’s weighted entirely to one bone, change it to a static mesh render instead

karmic condor
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I believe the cloth component requires a separate skinned mesh

amber hemlock
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cloth can be just a normal mesh render, no skinned needed

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Cloth needs no bones, it discards them actually as far as I am aware.

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Mesh props with a single bone will be imported into unity as a skinned mesh render and many people don’t know they can be changed to a regular mesh render and moved to their bone with no visual change just a free optimization

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Only if there’s just one bone or multiple and you aren’t going to pose it though

marsh trail
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I think i've read somewhere that skinned mesh renderers are heavier on the CPU and regular mesh renderers are heavier on the GPU, not entirely sure of the validity of such, need to find some documentation in regards to such

amber hemlock
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Static mesh renders are just outright less work. They draw the mesh without regard to an armature. It’s a straight optimization.

sudden jewel
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@marsh trail The only difference between the two is that a skinning call is passed along with Skinned Meshes, which means that the GPU has to deform the mesh per the weighting and etc. This is why it is a good idea to merge bones you don't use for anything into their parents, because otherwise the skinning call has to take into account bone rotations/translations that will never occur.

fleet steppe
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Isn't there overdraw for more than one material on one mesh? The material keeps drawing nothing over the parts of the mesh it's on that it doesn't cover?

ancient crystal
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are lights w/o shadows really that bad

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cuz it said maximum is 1

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2 made it very poor

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also with regular mesh

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it easier 2 instance them / gpu instance them

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bc they are the same object not deformed (other than by transforms)

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so i.e. having 5 different rock

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less performant than 5 of the same rock

marsh trail
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I wish there was far more documentation on alot of things when it comes to performance, seeing quite a few results in terms of weither the GPU or the CPU is being used for skinning, both of which can be used from what i've read, think i've read that the CPU is used as per standard on Windows, i wish i had a more indepth knowledge of the inner workings of unity but finding literally ANYTHING regarding such seems to be hellish to say the very least, saw a really old reply that stated that GPU Skinning was unity PRO only aswell, but again, preeetty old reply

pine coral
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Okay, so all the ones that show up as orange here, show up as yellow ingame

pine coral
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@coral compass I'm currently checking all the avatars that are listed as orange, going to send a picture because they show up as yellow ingame

shut sequoia
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The color doesn't coorelate to the ranking system

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Are the numbers themselves correct?

pine coral
shut sequoia
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8 skinned meshes...

pine coral
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Still the performance is medium

shut sequoia
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Doesn't matter, you still can't publish them unless they meet the requirements

ancient crystal
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where that report come from

pine coral
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Orange = MUST
Yellow = SUGGESTED

shut sequoia
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Yes. Fix he orange ones.

pine coral
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THEY ARE NOT ORANGE

ancient crystal
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is there like some api that generate it given the world

pine coral
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They are getting misinformation from these

shut sequoia
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The colors on your spreadsheet do not correlate to the colors for the ranking system

ancient crystal
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how 2 get one of those for a world

pine coral
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Why do they not match up?

shut sequoia
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Ignore the colors. Ignore them. Pretend they don't exist. The numbers are what matters.

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Just ignore the colors. These colors were used before the ranking system came into place publically.

pine coral
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The colors are what matters, I legit can't go back and fix most of these avatars

shut sequoia
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Just fix the avatars that are marked orange on the sheet.

pine coral
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If it's orange on the spreadsheet, then it should be red ingame

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not yellow

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even the ones that are yellow on the spreadsheet are yellow ingame

shut sequoia
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Stop thinking about colors

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The solution is simple. If the avatar ON THE SHEET says it needs to be fixed, fix it.

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and also you're wrong. 8 skinned meshes is Medium ingame.

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But again, ignore the colors and just fix what they tell you to fix.

pine coral
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I already removed 2 that were over 10 meshes which is what will cause the avatar to have a red label ingame

shut sequoia
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The color ingame does not matter

karmic condor
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Mic speaks the truth

shut sequoia
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What matters is the sheet. Nothing else.

pine coral
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Then why is it misleading?

shut sequoia
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It's not.

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You're just not understanding the difference.

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The solution is to fix the ones they tell you to fix on the sheet

pine coral
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I'm furious with this, months of working on a world gone to waste, especially with months trying to get it back to being public

shut sequoia
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Why do you need 8 skinned meshes?

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or 7, or 6, or 5?

pine coral
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This was before that stupid system was made

shut sequoia
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The system isn't stupid, it's actually very good.

pine coral
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I switched over to a new laptop and most of the avatars I can't fix

shut sequoia
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Well, the public avatar world system at least.

karmic condor
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I would also like to know why you need that many skinned meshes.

pine coral
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I didn't know at the time, this was months before they started doing that

shut sequoia
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Yeah, that's usually what happens to a lot of people.

pine coral
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and mainly because if I joined meshes, sometimes they would distort

shut sequoia
#

Not much you can do now. If you can't fix the avatars, you can't publish the world

#

These requirements have been pretty public for a long time now, not much to say there.

pine coral
shut sequoia
#

I couldn't tell you honestly

karmic condor
#

They probably didn't, that's often a byproduct of ripping

pine coral
#

Exactly, a PC is more powerful than a Nintendo product

shut sequoia
#

That's not how optimization works.

karmic condor
#

I don't understand, exactly what?

shut sequoia
#

They're trying for the false equivalency route.

karmic condor
#

ah

pine coral
#

I'm legit about to breakdown crying because of this misleading BS

shut sequoia
#

It's not misleading

pine coral
#

It is

shut sequoia
#

You're just upset and don't understand.

#

No it's not.

karmic condor
#

Its pretty strait forward

pine coral
#

Of course it is, the spreadsheet doesn't apply which causes people who are unaware to be confused

shut sequoia
#

Doesn't apply? Yes it does!

#

You don't understand. You're wrong. Period.

#

The spreadsheet is the thing that matters, the avatar's ranking does not matter

pine coral
#

THEN WHY DO WE HAVE COLORS INGAME IN THE FIRST PLACE

karmic condor
#

The requirements for public avatars is listed with the requirements for worlds

shut sequoia
#

Did you read the patch notes or the page on the website about how it works

ancient crystal
#

Avatars on pedestals are expected to be "reasonably optimized". Check out our Avatar Optimization Docs for more details, and see below for a table of the limits for pedestals.. This applies to all worlds, not just avatar worlds. If any avatars in your world exceed the limits given there, your world may be denied.

timber blaze
#

^

#

**Make sure you read all of this!** Failure to do so may result in your world being denied, and ...

shut sequoia
pine coral
#

I'm heated, upset, confused, and desperate at this point
This was the only world I was passionate for months before they started getting strict about avatars; I'll be forced to delete 22 avatars just to make the world public and no one who enjoyed the world wants that

amber hemlock
#

There is really, really no reason to have more than one skinned mesh render.

shut sequoia
#

It's unfortunate, but we kind of needed those rules. worlds were getting out of hand.

amber hemlock
#

Any example anyone's given me was just a result of poor optimization and not knowing 1.) How to fuse skinned mesh renders or 2.) had skinned mesh renders that could have been static mesh renders

pine coral
#

Sometimes joining meshes distorts a model, genius

shut sequoia
#

Did you look for help on how to fix it, genius?

amber hemlock
#

You didn't join them correctly, then

ancient crystal
#

^

timber blaze
#

there's no reason why joining should distort anything

ancient crystal
#

i havent had that problem before even with manual joining

pine coral
#

I've been trying to fix it for months, damn it!

timber blaze
#

merging doubles maybe

shut sequoia
#

But did you ask for help?

timber blaze
#

but not joining

amber hemlock
#

Nintega, I don't mean to sound harsh or mean, it's just a result of how I'm being spoken to right now. If you would like help, I will gladly fix the model for you and not keep it after returning it.

ancient crystal
#

also u rlly shouldnt need 6+ skinned meshes active at the same time at all

#

unless ur like using prop clothing

#

but still overkill

pine coral
#

I have, but no one wants to, mainly because of the 95% of people on VRchat only caring about small tweaks on an existing anime character

ancient crystal
#

the problem is not with people caring its just with people not lagging

pine coral
#

I ask and ask, and they just say, Why are you a Mario character, pfft

ancient crystal
#

or causing others 2 lag by all using unoptimized avatars like those ig

#

the most skinned meshes i have i think is like 8 or 9

#

but not all active at the same time

#

different outfits

shut sequoia
#

Looking through your posts just to be sure, you've never asked for help on how to fix your avatars, you just argue against the optimization system so you have no one but yourself to blame for the situation you're in

ancient crystal
#

o no

amber hemlock
#

Check your IM's, Nintega, I'll help if you want.

pine coral
#

Once 10 meshes are reached, that's when it says performance is poor in VRchat

sudden jewel
#

Hopping in here to state that joining meshes does not affect vertex positions. At all. It is purely structural.

shut sequoia
#

I keep telling you to ignore the rank ingame, that doesn't correlate to the public world requirements

ancient crystal
#

yea and the fact that its separate instead of joined also has something to do with render times prob

shut sequoia
#

You can be very poor and still be more optimized than an excellent avatar and you can be excellent and be more unoptimized t han a very poor avatar

ancient crystal
#

but i think the main problem is bc

#

like bc its on a pedestal it has more strict requirement

sudden jewel
#

If you still have the model, fixing it in Blender is a two button affair-- one button, if you have Cats.

ancient crystal
#

even tho technically u can pass avatars around with cloning still

shut sequoia
#

They mentioned not having them which is unfortunate, laptop failure or something.

pine coral
#

COLORS

#

RED

shut sequoia
#

IGNORE THE COLORS

pine coral
#

I LIKE COLORS THOUGH

shut sequoia
#

lol

ancient crystal
#

u mean the colors of the objects

sudden jewel
#

Public Avatar Pedestals are judged to a different standard than the Avatar Perf UI

ancient crystal
#

shouldnt those apply to public avatars also then

#

just public avatars in general to avoid this issue

sudden jewel
#

Not really, no. Avatar worlds are a special case because they are by far where people go to put on avatars.

ancient crystal
#

cuz those can be cloned now so

shut sequoia
#

They're not checked the same way either. The world scanner works a lot better most of the time than the one we have ingame

pine coral
#

They should just remove the rankings from ingame, honestly; I actually followed the spreadsheet before they added it in. BTW, sorry for the rants; I get to level 60 quickly

sudden jewel
#

I considered adjusting the limits to match, say, "Medium", but that's a bit confusing since it only looks at Skinned Mesh count, material count, DB transforms, and DB collider component counts.

shut sequoia
#

Yeah I was wondering why the max for publics didn't seem to match up with the rank settings we got

sudden jewel
#

The in-game rankings have been obscenely helpful for users to start to understand optimization and why it is important.

amber hemlock
#

The rules for public worlds existed before the ranking system so they're different by necessity

sudden jewel
#

It isn't the end-all-be-all "this is a perfect system", but it gets people curious and wanting to min-max their avatar's performance, which I'm all for

shut sequoia
#

Yeah since the initial shock wore off I've definitely had to argue with fewer people about it than before the system omg

sudden jewel
#

That sounds familiar... 🤔

shut sequoia
amber hemlock
#

I don't know much about optimization so I can't speak for if the rules are "fair" or "accurate", but, from my perspective, they're super lenient.

pine coral
#

Tupper, you may need to fix the system ingame however, for it does not match up with the spreadsheet; I was so blocked when I saw the list that I got angry

sudden jewel
#

It is not meant to match.

amber hemlock
#

Fuse your model down, texture atlas, don't go ballistic with DBs = instant good avatar

pine coral
#

Then what's its meaning?

sudden jewel
#

I don't know what you're asking me.

shut sequoia
#

They're wondering why Orange and Yellow are used on the sheet and on the rank system

#

Which I can understand being confused about I guess.

sudden jewel
#

They're completely separate systems.

shut sequoia
#

just swap colors forehead emoji

sudden jewel
#

Public Avatar Worlds have their own gates they must pass. The Avatar World scanning system was implemented before the in-app Performance UI.

shut sequoia
#

yellow with white text and orange with pink text

sudden jewel
#

They aren't really related.

pine coral
#

Listen, all I'm saying is that if a model as 10 or more meshes ingame, then it shows up to be poor, how come it doesn't do that after 3 meshes?

sudden jewel
#

Avatar worlds are subject to more strict standards because anyone can come along to a stationary, always-available avatar pedestal. They are higher availability than, say, cloning an avatar.

#

Therefore, the limits are more strict.

#

If you want to develop avatars for the application, you are held to a higher standard than someone making an avatar for themselves (or as a cloneable avatar).

pine coral
#

Yeah, but most of these were before the system was even a thing, and sadly I can't go back an update most of them, it takes hours upon day upon weeks and upon months

sudden jewel
#

That's unfortunate, but all worlds that are updating are subject to this, not just yours. The rest of the worlds have adapted either by fixing their avatars, redoing the avatars they failed to back up, or removing them from the world.

pine coral
#

Mainly because I rip each one manually and use several different tools before even importing them into Blender then Unity

#

I guess this gives me the advantage of adding new NPCs and minigames if I remove some of these avatars

sudden jewel
#

I'd also suggest considering this a lesson in keeping backups of your project. Very important!

shut sequoia
#

when will old 5.6 worlds with like 2k collisions and stuff get taken down Loveyou

sudden jewel
#

Whenever they decide to update.

shut sequoia
#

Ouch that's painful ;-;

sudden jewel
#

Alternately, report the worlds for avatar performance issues. That button exists for a reason.

pine coral
#

I also got another suggestion for an update, is there any way you can make it so video players play all the time because they tend to not work or people end up breaking them by spamming buttons

sudden jewel
#

I personally keep a local backup of all my projects, rsynced nightly, to an external HD. I also use Backblaze to do cloud backup of my entire PC.

#

That sounds more like a bugfix than an update 🤔

pine coral
#

I have stuff on my other laptop but it's so slow

sudden jewel
#

Wait.. so you have access to the old models, but its just "slow"?

pine coral
#

It's a must for a bugfix

sudden jewel
#

It'd probably take you less than an hour or two to get the models off your old PC and move them over.

pine coral
#

I wouldn't say that; I didn't save .blend for some

sudden jewel
#

... I hate to say it, but that's your fault haha

#

You could try importing the FBXs back in.

pine coral
#

About that, the root bones tend to not work or a model may get distorted upon doing that

shut sequoia
#

is getting the future proofed stuff badstuff™ ?

sudden jewel
#

not really

pine coral
#

It's happened many times with Mario Party characters

marsh trail
#

It'll either break horribly or be perfectly fine, importing fbx's is a gamble

sudden jewel
#

Just not a publicly-documented method, and it is not officially supported or sanctioned

pine coral
#

If there were a thing added in the next SDK to allow mesh joining, that would be really beneficial

sudden jewel
#

It is one button press in Blender. D:

shut sequoia
#

Wait can't you just join in Blender?

marsh trail
#

I think there might be a utility for that somewhere...

timber blaze
#

that shouldn't be hard to do, unity has a built in function for mesh combining

sudden jewel
#

In fact Cats yells at you if you don't do it now.

pine coral
#

The rig is the problem when putting them back in, this is coming from a guy who works a ton with Mario Party models

#

Having a mesh joiner in Unity would be so helpful; I really think more people would be relieved if that was added in

sudden jewel
#

Potentially, but for now, it is one button press in Blender.

pine coral
#

Will you consider it at least?

marsh trail
#

I mean, not every rig is supported by CATS, especially self-designed ones, but it can be used for alot of other things

sudden jewel
#

Me? I mean, sure, I wouldn't mind it, but I'm not the one writing code or deciding what gets worked on

timber blaze
pine coral
#

Who does?

sudden jewel
#

Other people on the VRChat Team?

pine coral
#

ah

sudden jewel
#

it seems you can probably write your own editor script to do it.

#

But... that's a lot more effort than just importing it back into Blender and joining meshes IMO. The rig might look odd on FBX re-import but should still work mostly fine.

#

Unfortunately RedMage's link apparently splits meshes on materials, which is not ideal

marsh trail
#

I do think CATS supports metarig, unless you're using a completely different rig type, hell i've had luck with a blenrig setup

pine coral
sudden jewel
#

You don't even need Cats for that

#

Why isn't that avatar in A-pose?

pine coral
#

The arm's supposed to go forward, but it distorted, this is what I'm trying to tell you

sudden jewel
#

... Does it even have a rig?

pine coral
#

It does

marsh trail
#

Yep broken

pine coral
#

I made the armature invisible

#

This mainly happens with Nintendo models

sudden jewel
#

It'd probably be easier just to get your raw files and redo the avatar.

marsh trail
#

FBX's are a gamble when reimporting

pine coral
#

yep

sudden jewel
#

And save your Blendfiles

#

and back them up

pine coral
#

Thankfully I can probably fix a few, but thank the Lord I can fix Bowser Jr and Mario

#

4 avatar skins to take away from 22 needing a fix

marsh trail
#

Think unity also screws with the fbx file... i think i've heard about that back in like early 2018 or something...
Try opening an fbx imported into unity and then try importing a plain exported fbx, i may be completely wrong but i recall something of the sorts...

pine coral
#

Unity does

#

IDK why but for Smash models, they like to distort bones on the feet

marsh trail
#

I love it when my 0roll T-Posed models with appropriate bends show up red in the config panel

#

Why do you do this to me unity

amber hemlock
#

reopening the fbx is fine for me i just use cats fix every time. ive gone between blender and unity countless times on my most personal avatar.

#

no issues

marsh trail
#

You're either extremely lucky, or CATS fixes it right up

amber hemlock
#

the shape keys scramble i just do eyetracking set up again

#

orders them right again

#

its not even a mmd model

marsh trail
#

I remember doin' that for a model in the past, no luck haha

#

Shapekey order was appropriate, basis was defined, and i got spazzing eyes with openin' n' closin' mouth on move

#

One of those mysteries i guess

#

Completely redid both visemes and eyetracking btw

#

I've had instances of meshes being deformed, misplaced bones, and so on so forth, so either CATS improved on that department or i'm plain unlucky at times

amber hemlock
#

one thing i did though is rename my bones to things cats can fix easily

marsh trail
#

Yeah, that is the standard when you want it workin' just right, i still tend to prefer manually setting up rigs myself personally

#

Things like blenrig or source models is where i tend to use it most, as it turns both into actually visible and understandable bones

amber hemlock
#

oh my model wasn't ripped though i guess that makes a difference

#

i just happened to use unity/mmd's humanoid structure so i named the bones accordingly

marsh trail
#

I don't see how that would make a difference, also blenrig is a rigger for posing in blender, not a ripping type

#

Tbh, neither is SMD for source models, as those can be given out by creators at times to generate a MDL, although that is preeetty unusual, but feasible

#

But this is already flooding the optimization channel so let's just leave it at that

pine coral
#

Hey guys; I'd like to thank you for putting up with me, usually a group would just ban me but you guys really did care about the situation; I was a jerk for ranting

#

So far I was able to fix 6/22 of the avatars

heady smelt
#

@marsh trail Do BlendRigs come with Ik & FK handles for the legs and arms or is it just the bone setup?

shut lodge
#

I'm not sure where to ask this but, I've been watching tutorials and getting no where. So I have this model and it has textures I would like to add that will give it a 'moving mouth' to simulate talking. I understand how visemes work for the most part, but implementing the textures into the model has proven to give me such a headache as I tried my hand at UV mapping, unwrapping just the mouth area to encompass the different textures. Does anyone have a solution or advice?

timber blaze
#

what people usually do for that is have a mesh like a plane for each expression and move that in front of the face with the viseme shape keys

shut lodge
#

thats what I saw in a tutorial...however, the creation of the plane was not explained and that is where I am having issues :/

timber blaze
#

what do you mean, just add a plane lol

shut lodge
#

I have just started using blender today, so forgive my stupidity but how do I do that? (^_^;)

#

nvm...I'm just blind

vague hearth
#

@shut lodge another way is duplicate existed faces by selecting them and pressing Shift+D then RMB

ancient crystal
#

yea just copy it and then move the texture

#

u can also do something cool called 2D shaping

#

basically u put vertices where the mouth is kinda outlined when open

#

then u make a shape key that closes that mouth

#

and set that as basis

#

so now u have a open mouth that u can deform 2 whatever shape u want

#

its what i used for my JobBot bc his eyes and mouth were interchangable texture atlases

#

but i converted them to actual verts and shapes for way more realistic blinking and visemes

shut lodge
#

I don't know if its due to sleepiness, the headache there from, or what, but I feel like this is going over my head

ancient crystal
#

basically

#

instead of swapping textures

#

u can model the vertices of the model

#

to follow the shape of the mouth

#

i.e. u can make faces that follow the "lips"

#

and faces that are the inside of the mouth

#

so u can deform the mouth properly

#

by moving them around

#

so u could close the mouth and make diff mouth shapes

#

etc

#

the mouth mesh would look like the bottom

#

as opposed to the top

#

the top is the texture atlas with planes

#

bottom is open mouth texture that can be deformed

gilded sapphire
#

plane visemes.. if remember correctly a friend tried it.. and he discovered the viseme use only 10% of the blendshape.. (u know the blendshape bar) so u need to put really close to the mouth area and rinse and repeat till u get what u want

ancient crystal
#

ye

#

that also y i prefer it

shut lodge
#

I feel the more its explained to me, the less I understand T-T I'm just going to quit while I'm ahead for tonight, I need sleep.

heady smelt
#

Flavourfull dreams Zareneth

#

I like Wunder's little doodle explanation XD

pearl pilot
#

Quick help cause I am a newb to uploading avatar's.

It's just sitting on "creating a new avatar for like the past 5 minutes. Is there a window I am waiting for ooorrr is that it?

surreal topaz
#

@pearl pilot you're paused

#

This is not an optimization question btw

#

Try unpausing

#

If it keeps pausing, go to console and untick error pause

pearl pilot
#

WOW

#

I'm an idiot lol

#

thank you

heady smelt
#

No, it's just a sneaky thing that some people don't realize

surreal topaz
#

It's what happens when you have an SDK that relies on play mode to upload anything

heady smelt
#

I wasn't aware it could be paused until it happened to someone else

surreal topaz
#

The SDK should detect this and warn people

#

And on that note the SDK should stop screaming out errors all the time, if erroring out was not literally the default situation, this would not be an issue

#

SDK code is buggy

#

Pipeline manager script lags Unity like crazy until you collapse it

#

It's not even needed so I keep it collapsed now

heady smelt
#

A lot of good info

surreal topaz
#

It's the reason why changing the avatar descriptor view position is so laggy

#

And why Unity in general lags with just a single avatar or world

marsh trail
#

@heady smelt standard rig after applying the CATS fix, handles are removed afterwards, slight weight painting may be require if some parts stick in place

heady smelt
#

Long ago I tried creating my own rig but ended up with problems with the Feet

#

Was curious about BlendRig since it could be easier than trying to do it myself next time

vague hearth
#

for me that more easier to rig in Maya 🤔

heady smelt
#

I did enjoy rigging in Maya more

worthy jewel
#

Hi everybody, I just want to ask a question about shaders. I have the cubed shaders and the poiyomi, I just want to know which shader is better for optimization and what is the difference between those two. I've always used the cubed shaders but I've seen more avatars with the poiyomi and I'm wondering what's better (or not) with this one.

surreal topaz
#

@worthy jewel one thing about poiyomi, make sure you're using Poiyomi Toon. Not poiyomi master.

#

Other than that, there is basically no optimization difference between the two. Use whichever one you like best.

#

In my opinion, Cubed's is pretty "basic" so I recommend moving on to other shaders whenever you feel like it.

#

Poiyomi Master had some optimization issues, hence the creation of Poiyomi Slim and Poiyomi Toon. Slim is decent but Toon is better IMO.

#

You can also try out Noenoe shaders, there's a few toon shaders in there. Xiexe's XSToon exists but is not very user-friendly and can give unpredictable results

worthy jewel
#

Oh I see, thanks for the explanation ^^ I understand it better. I just have the poiyomi master, I'll take the poiyomi toon and the noenoe like you suggested. I prefer to try all sorts of shaders ^^ Thank you again !

surreal topaz
#

Yeah, poiyomi master can cause some serious issues but poiyomi toon should be fine. I always stick to Noenoe

ancient crystal
#

xiexes ftw

surreal topaz
#

Both shaders have customizable toon ramps which can give a much softer toon shading effect

#

Cubed's is pretty much always a "toon boolean", which means a part is either shadowed or it isn't. You can adjust the intensity but that's about it.

ancient crystal
#

ye but xiexes got specular and reflections and etc

surreal topaz
#

Actually Xiexe's has toon ramps too

ancient crystal
#

more advanced shader but also ui a bit cleaner imo than noenoe

surreal topaz
#

I just don't like Xiexe's because it is user-unfriendly, unpredictable and can randomly look too dark

ancient crystal
#

noenoe just kinda jumble up everythig

surreal topaz
#

Yeah, Noenoe has no custom editor script

#

They're pretty difficult to make imo

#

Noenoe Overlay and Advanced kinda overwhelm you at first but Toon is relatively simple

ancient crystal
#

but noenoe also have transparency shader

#

which xiexes not have..?

#

and xiexes not hav outline but i not use

surreal topaz
#

Xiexe's has Cutout and Transparent options, but they are hidden behind a "generator" in your tools menu. That's part of the user-unfriendliness I talked about.

#

Same with the outlines.

ancient crystal
#

i like xiexes better imo bc of the lighting

#

i have hybrid ramp that mixes standard and toon shading

#

so looks like anime but has depth

surreal topaz
#

Oh, cool

ancient crystal
#

and got good specular efects

surreal topaz
#

I'm working on my own PBR shader that will hopefully accomplish something similar, but I think mine will lean more towards standard than a toon shader

ancient crystal
#

mine have toon-y shadows and shading but has smoother ramping

#

so not as hard as typical toon

visual tinsel
#

@surreal topaz Can you note on the unpredictable part of XSToon?

surreal topaz
#

Unexpectedly dark in some worlds, most notably my own. Standard and every other toon shader looks fine in there. It seems to be taking some sort of magical "scene ambience level" rather than using the light probes directly.

#

It also doesn't seem to have any shadowing at all unless there's a realtime light

#

Whereas Noenoe and some others can substitute their own

ancient crystal
#

some worlds have the opposite effect

#

like the box

#

where standard and etc are dark whereas others are fine

surreal topaz
#

You can put an avatar with Cubed's, Noenoe, XSToon, SCSS and poiyomi next to each other

#

And the one with XSToon will just be a lot darker than the rest

amber hemlock
#

NoeNoe Toon is oddly darker than expected as well

#

Only sometimes

#

Honestly looking around for a replacement that isn’t

gleaming yacht
#

You should put standard next to it also. Is XSToon also darker than standard? If not, then all the others are brighter than expected. Not the other way around.

amber hemlock
#

I think I expect flat shading to be slightly brighter than ambient to “look right” in my head

gleaming yacht
#

Maybe, but if the world is tuned and lit in Unity/With Standard shaders in the whole environment, and the goal is to look like you are part of the world and not pasted on top, then XSToon is probably doing it well.

#

But it's all a matter of taste. Also, you should tune your textures for the shader you use.

#

Not the other way around

amber hemlock
#

Oh yeah I get that, but NoeNoe is absolutely unexpectedly dark. Or it could just be lots of baked lighting. I just know other shaders (probably cubed) look “better” in direct comparison

gleaming yacht
#

Have you done a test where you put pure white and or 50% grey on each shader to compare side by side? I guess that would be a neutral way to compare them and see.

#

Anyway, just ways to think about it. Lots of factors go into picking a shader I guess. I'm just mentioning a few more.

surreal topaz
#

@gleaming yacht Standard looks pretty fine. Mix of light and dark depending on the light direction. XSToon seems to be as dark as the dark portion of standard, except all over the model.

gleaming yacht
#

ah I see

surreal topaz
#

@amber hemlock Noenoe always looks fine for me, make sure you're not using the Transparent shader on opaque stuff if you can help it

gleaming yacht
#

I'd be curious to see the 50% grey test

#

In both baked (just light probes) and a single directional light

surreal topaz
#

Oh, that's a good point. I'll try that once this bake finishes

gleaming yacht
#

That seems like it would make a good image to share around

surreal topaz
#

Also off topic maybe, but sorry for those weird comments about your world I made a few months back, I was wrong about it. @gleaming yacht

gleaming yacht
#

Yeah, it's ok. There is a lot to learn about Unity and all the things that interact with each other. I appreciate it.

amber hemlock
#

XSToon sounds like it’s doing nothing more than ambient light, then.

distant forge
#

What shadow ramp are you testing with in XSToon. I've had XSToon be unexpectedly bright in cases

surreal topaz
#

A custom one that's just light gray to slightly darker gray

#

The gradient editor is really nice

amber hemlock
#

Do you mean ramp?

#

Oh I see it’s an editor

#

Now that I think about it it’s probably just NoeNoe’s default ramp texture being on the darker side. IIRC Flat Lit Toon does not have a ramp property. Unless I am blind.

surreal topaz
#

Flat Lit Toon doesn't have its own ramp property but functions similarly to Noenoe's "toon boolean" default

#

You can change the toon ramp's intensity or the toon ramp itself, as well as the overall saturation and intensity of the model

#

If you're gonna use toon boolean, I feel like Cubed's does a better job of it though.

#

The main drawback of Noenoe is that it ignores the actual light direction of a world (in case it has realtime or mixed lights)

sweet mason
#

that would be a good thing since light in world are most of the time not really good

surreal topaz
#

Well usually if there's a realtime directional light it makes sense to use it as input for the light direction

#

I wish Noenoe's was a fallback and not hard-set, is all

#

I might be able to change it if I knew how to read out light positions, but then I also somehow need to think up an efficient way to switch between the fallback or the real light.

#

If statements seem like not a great idea in fragment shaders

opal pecan
#

Switch between two identical meshes with different materials then maybe

inland epoch
#

Owo

distant forge
#

@surreal topaz if statements are only bad if different gpu threads need to take different paths. Branching on uniform data such as light positions shiuld be perfectly ok

surreal topaz
#

Define uniform data

#

Not exactly sure what that means just yet

distant forge
#

Same for every pixel and vertex

#

Properties, stuff declared as uniform, pretty much any constant included from Unity headers

surreal topaz
#

What does uniform actually do?

#

There's no docs on this lol

distant forge
surreal topaz
#

I see, thanks

distant forge
#

Most things you use for lighting, camera positions, projection, properties are all uniform

surreal topaz
#

I'll see if I can modify Noenoe to accept a light direction from nearby realtime lights then, thanks

#

Or make something similar myself

distant forge
#

Would be nice, that's one of the things that always bothered me about noenoe style though it generally looks good

fleet steppe
#

I'm still mad that I have to wear my glasses in my headset, but also very impressed that there's more going on in there than two eye-sized lcd monitors

#

Shit, I should get some protective lenses or something, shouldn't I?

amber hemlock
#

I would absolutely be careful with making sure your glasses do not physically contact the lenses, glass will scratch glass

fleet steppe
#

Too late...

distant forge
#

Do you put a thin plastic sheet or dot between the two? Like a phone screen protector

fleet steppe
#

Yeah. I've read watch face protectors recommended

marsh trail
#

It'll probably end up being a tad pricey, but it definitively looks like a great alternative to wearing glasses on the rift

marsh trail
#

Well if it's truly as good as it looks i'll probably go for a rift since my vision is relatively nearsighted (more than the average joe) and both me eyes have a different range

surreal egret
#

has anyone Textured Xenoverse models here before

#

Im trying to texture the head with the head texture i setup but it wont cover the hair and some other areas of the head

#

Looks like this texture

#

the hair parts are at the top middle but for some reason they wont go where theyre supposed to, im not familiar with exactly how this works

#

the UV Map didnt define the hair properly or something

marsh trail
#

Ehh, have you tried selecting the hair in edit mode to see where it's at in the UVMap?

austere drift
#

No

heady smelt
#

What to do ?, Yea im a noob at this

#

Anyone now a good tutorial, throw it at me.

surreal topaz
#

@heady smelt have you tried clicking "generate material list"?

#

Oh wait I see

#

The top screenshot is before you generate a material list

#

Just click the save button

heady smelt
#

No the top picture is what people usualy see

#

the second is what i get

#

@surreal topaz

safe swift
#

well yes.. there u checkmark which materials u want to be combined

#

what's the issue

heady smelt
#

I dont get the "Create Atlas button"

safe swift
#

save atlas to?

#

should be the same, no?

heady smelt
#

Did, and evrything turned pink on me

#

Got no idea if its the same, First time ever doing this so.

safe swift
#

i mean u can just open the matcombiner tab that's ont he very left

surreal topaz
#

It turns pink?

#

Did you get an error maybe?

vague hearth
#

@heady smelt if that pink on unity you have or shader error or not assigned materials
and create atlas button got renamed into save to

tired badger
versed nest
calm spade
shut sequoia
tired badger
calm spade
#

Thanks for making those

tired badger
#

I plan on at least 1 a week.

#

No problem. I want to see better and better avatars over the course of the year and it's all I can do.

heady smelt
#

Right after i klick and save the Atlas this happens.

#

Have tryed the: FILE --> EXTERNAL DATA --> FIND MISSING FILE.

#

Does not work

shut sequoia
#

have you tried just assigning the texture to the material

heady smelt
#

I just followed a tutorial. Explain what to do

#

😐

safe swift
#

@heady smelt if textures are gibberish names, then u need to before extraction in winrar ctrL+E > Japanese

#

and then extract

heady smelt
#

@safe swift

safe swift
#

are they png/jpg format?

#

also try using the matcombiner tab that's on the left, and not the tab from cats addon

#

im using the one on left and it works perfectly fine

vague hearth
#

@heady smelt combine via matcombiner panel by pressing Continue, and uncheck Compression and create
if you doesn't have right permissions compression tool not able to overwrite existed file and i think that file just erase

shut sequoia
#

they can't just reassign the texture?

heady smelt
#

@vague hearth Hmm, guess it worked

safe swift
#

@vague hearth when update with button to disable adding diffuse for all m aterials tanabae

heady smelt
#

@vague hearth For now, have a cookie 🍪

#

😄

vague hearth
#

@safe swift i need a time to feel myself free again, to start spending half of a day on this tool again :d

safe swift
#

vague hearth
#

@safe swift maybe one day i'll look into blender's raw pixels data and try atlasing via blender without extra libraries. if that still work after blender 2.5

tropic skiff
#

Does a hidden mesh in my avatar affect the game fps as well?

safe swift
#

😮

surreal topaz
#

@tropic skiff if the object or the mesh renderer component is disabled, then no

tropic skiff
surreal topaz
#

Yes

tropic skiff
#

😋 YaY 😄

#

Thank you for answering~ I can make a less monstrous avatar now

heady smelt
#

Other than performance does leaving the Toe bones on an avatar when I don't plan to link it harm anything?

marsh trail
#

You can end up tiptoeing at random when looking up/down depending on your height, but other than that, not much

#

You can leave the toe bones in though, as long as they're not assigned to the toes in the rig config you're good

heady smelt
#

Thank you for the info

shut lodge
#

After many long hours of confusion and starting fresh, I've made a UVmap for the various mouth shapes needed for this model, but from here, I am in need of a direction to figure out how to finish this up. Can anyone help?

grave crystal
#

you want a mesh to wrap to each "mouth" shape. You then move them forward and backward with blend shapes to be visible or hidden in the model (I highly recommend SMALL movements to hide/reveal or it'll look really weird)

shut lodge
#

Because I dont have permissions to post images in those channels?

grave crystal
#

post a LINK to an image. Don't just dump a question in an unrelated channel >.>

#

I still think they should just enable image embeds, or disable them here to prevent this

shut lodge
#

sorry, thanks for the help anyways (^_^;)

ancient crystal
#

i personally would just reshape the open mouth panel to make more intricate mouths

brazen flame
#

;u;

sweet mason
#

life hard

brazen flame
surreal topaz
#

Nice

sweet mason
#

why not show your avatar then

ancient crystal
#

irish

heady smelt
#

People act like getting a "Good" rating is impossible so getting the worst rating possible is justified.

marsh trail
#

It's not impossible, just need to have alot of compromises in your original avatar idea to accommodate with the currently stated "standards", which alot of people are not very fond of doing, as the slightest shift into a category automatically drops you in it

karmic condor
#

There are also some easy fixes such as deleting unused bones and combining materials to get under those limits

grim kiln
#

People are "dumb" so they don't want to do it with 1 character so that they can be in big groups without screwing all other players there, as they don't render themselves that much it does not matter for them unless they are in a mirror.

#

its a few hours of work for getting your character down to that limit, if its already made its all about combining the bones weights and small tweaks

#

You can just gradually work your way down the road

surreal topaz
#

Some limits are a little dumb, particle systems with disabled emission are also counted and they are counted HARD.

#

You can't have more than 6k total polys on a mesh particle system without being ranked very poor, but somehow 70k poly skinned mesh renderers are "Good".

marsh trail
#

Bounding box issues regarding markers also drop you right into the mud

surreal topaz
#

Yes

grim kiln
#

someone need to make a new marker system.

surreal topaz
#

Bounds calculation is broken anyway right now

#

Well snail marker is the best solution we have. The other solution is to gate snail behind a gesture so you need to use both hands to write.

marsh trail
#

Cloth can't have... what was it... 1000 tris?

surreal topaz
#

301

#

Lemme check that again

grim kiln
#

i think you could just make it through transparent particles

#

and colour when you write

#

you dont need it to be too long lifetime

surreal topaz
#

Actually 201

#

Cloth cannot have more than 200 vertices or you are very poor.

marsh trail
#

The thing about the markers is that they were set to a extremely far location in the map, so that you wouldn't constantly be drawing, that itself causes the bounding issue

grim kiln
#

when you release the button it goes to transparent and the spawn distance for the particle is very low.

#

and trail it between them

surreal topaz
#

Well, particles would work like Noenoe world pens kinda

#

Good looking trails on that are very hard, if not impossible

grim kiln
#

i think i could make one

surreal topaz
#

You can't have trails between two particles I think

#

You'd need them to be in motion

#

But doing it Noenoe world pen style and making it look good would put you back at very poor again because your max particles has to be 1000 or lower

marsh trail
#

And ye need quite a few particles to keep it consistent

surreal topaz
#

Particle trails are instant medium, but you can have a trail renderer while retaining excellent. ????

#

Two while remaining good

#

Particle collision puts you at medium even if the collision quality is lower, giving no incentive to optimize those either

marsh trail
#

Dynamic Bone = Bad -> Alternatively Cloth = 201 tris

grim kiln
#

ugh, time to barricade myself, ship is moving all over the place now...

marsh trail
#

I wish there was actually an alternative to DB, one that functioned far better in terms of both performance and possibly appearance, anybody got any ideas on such?
Nothing whitelisted of course, just curious about it

grim kiln
#

There has been a few takes but none is actually better or worse, as physic simulation is what it is

surreal topaz
#

The VRM plugin for Unity apparently does it pretty well

#

If they whitelisted that they would also take over the asian market in an instant, seems like a no-brainer

#

But

#

¯_(ツ)_/¯

grim kiln
#

VRM may have other issues in VRChat though, not that i know but who knows.

marsh trail
#

Well we won't ever know untill somebody tries it afterall

#

Also somethin' for y'all for your own projects, nothing like DB as it seems to not affect bones, but it can be used for your own little projects here and there if ye got any https://assetstore.unity.com/packages/tools/physics/bullet-physics-for-unity-62991

The high performance open source Bullet Physics library now available within Unity. Wanting more flexibility than I could get using PhysX, I started this Unity port of the open source BulletSharp project. Bullet Physics is compiled as a native plugin and accessed from unity s...

#

And it's completely free

amber hemlock
#

Medium is very reasonable without visual sacrifice, but you will need to know how texture atlas and bone merge. Not texture atlasing is inexcusable at this point, but bone merging does not have a nice Cats assist like everything else and requires an understanding of vert groups so it’s understandable if people resist it, blender can be scary.

ancient crystal
#

wym

#

CATS has merge bone to parent

amber hemlock
#

Guess I’ve been doing it manually for nothing.

heady smelt
#

I've barely started experimenting with CATs and that is a veeery useful feature even for custom models

surreal topaz
#

Cats also has merge to active

#

To merge columns too, not just rows

hidden halo
#

UHM

#

soo

#

i uploaded my avatar

#

and this is kindof what happened

jovial grail
#

Where is your viewpoint

hidden halo
#

um

#

i cant go up and down sooo am way too high

#

@jovial grail

jovial grail
hidden halo
#

it wont let me put the view point lower

#

in unity

#

can u dm me how do i go lower? cuz i have to sleep rn

#

so ill check tommorow

#

also when i spawn i fall trough the ground in a loop

#

like 10 time

jovial grail
#

Ask tomorrow, there might be other issues too

hidden halo
#

Ok

#

In the thing i had 2 warnings wich was something not that important cuz it only affect full body tracking and the other one was about lower arm rotation but am not on vr so. And the The over all quality or whatever is excellent

jovial grail
#

If you do stuff right with cats there should be no warnings

#

Just the fact that there are any warnings means something either hasn't been done right or the model itself has some issues that need fixing

hidden halo
#

yeah but how do i make lower arm first child of upper arm?

surreal topaz
#

You have a bone hierarchy like

ancient crystal
#

change the ordering of parenting

#

drag one over the other

surreal topaz
#
  • Left Arm
    -- Not Left Elbow
    -- Left Elbow
#

Swap the last two

hidden halo
#

idk anything in that stuff ;-;

ancient crystal
#

change the ordering of parenting drag one over the other

hidden halo
#

Yeah ik that... But that doesnt tell me which i have to change

jovial grail
#

Whatever is set to the lower arm slot in the avatar

ancient crystal
#

^^^^^

jovial grail
#

The rig where you set it to humanoid

hidden halo
#

Its named forearm

ancient crystal
#

yeah but how do i make lower arm first child of upper arm?

#

Parent Child 1 Child 2 Child 3...

hidden halo
#

Oh ok.

#

The thing Is..

#

It is first child..

surreal topaz
#

Then post more screenshots. Check both arms. Check the hands too.

hidden halo
#

so why does it give me that warning

#

Oh

#

Ok

#

Ill do tommorow

#

Also saw that the max size is 5.0, 6.0, 5.0 so that means huge af avatar have been made with a modded sdk right?

#

And ik that it isnt allowed

surreal topaz
#

Not necessarily, it could have been enabled later with an animation, or the mesh bounds still fall within the 5,6,5 limit.

#

But more importantly, avatar bounds calculation is completely busted right now

ancient crystal
#

it doesnt take much to bypass errors so it might as well be that

jovial sentinel
#

i been try to make work all day i even remade 2x thing i did some thing i forgot but still nope

karmic condor
#

remove the mesh colliders

jovial sentinel
#

how

karmic condor
#

the gear

jovial sentinel
#

did an still not letting me

karmic condor
#

both colliders

#

need to be removed

jovial sentinel
#

facepam sorry

#

i so dum some times thanks

karmic condor
#

np

amber hemlock
#

If my avatar contains disabled game objects that are not set up to ever be enabled in any way, will they be excluded from the build, or would it be a smaller file if i deleted them before upload?

#

i have no idea how smart unity engine is at building

marsh trail
#

Supposedly they'd still exist

#

Don't think unity takes in account weither or not an animation enables a gameobject but more so if it exists to begin with

safe swift
#

ye, they should still exist there

grave crystal
#

Can confirm they are not excluded from the build. If they are there they are included.
Removing unused things reduces file size as well, generally a good idea to remove something unused.
Or store it outside the avatar if you may use it later. Anything outside the avatar in the scene is not included.

unique torrent
#

Hi there, I got a problem making visemes work in VRChat. I've created them in Blender, assigned them in Unity and removed the jaw bone. But when I talk the mouth doesn't open.
Can anyone please help me on that one? Not sure if this is the wrong section for it.

surreal topaz
#

@unique torrent did you assign a shape key in every slot?

unique torrent
#

Yes I did.

surreal topaz
#

In the avatar descriptor

#

Do you have any custom standing anims or custom sitting anims?

#

Like custom animation overrides (Gestures, Emotes)

unique torrent
#

I've removed them, set them to None

surreal topaz
#

Can you post screenshots of your avatar descriptor component?

#

As well as a screenshot of the relevant shape keys on your Body mesh

unique torrent
surreal topaz
#

Hmm, that all looks fine

#

Remember that if any gesture or emote override touches a viseme blend shape it'll break the lipsync

#

So try reuploading this and see if it works. If not, post screenshots of the Body mesh too

#

Since you seem to have "tongue out" in th

unique torrent
#

That was just a test, I've also tried with reassigning the correct one.

surreal topaz
#

Ah I see

unique torrent
#

Sorry, had to go for dinner.

#

Wanna have a look through screen sharing?

slim sable
#

hey can anyone help me with making an avatar i have no idea what im doing but if someone can do it for me for free i would appreciate it

digital ferry
#

Hi, I got one problem. I'm trying to merge some bones of a character's coat, but they are missing in the list (refresh button does nothing). Only five of them seems to be working, the rest no.

#

A screenshot showing the problem. The list shows bone parenti (fail), but its the same as bone merging list

ancient crystal
#

?

#

instead of doing that

#

try to select them in layers

#

i.e. put the view front-facing in ortho

#

then select every odd layer

#

then press merge weights to parents above

digital ferry
#

Sorry, I don't understand how can I do what are you explaining

ancient crystal
#

press numpad 5

#

until everything looks flat

#

press numpad 1

#

use b to select specific layers in the bones

#

and press Merge Weights [To Parent]

digital ferry
#

Oooooh awesome, I hadn't seen that button before

#

Thanks!!!

weary dew
#

I'm trying to upload an avatar and every time the feet are a couple of inches into the ground, anyone knows how to fix it?

karmic condor
#

Two ways

#

Raise hip bone or shrink legs

marsh trail
#

Go into your rig configuration and lift your model up by the hips a bit, or re-align it in your 3d program of choice re-aligning the origin with it

weary dew
#

Thanks, I'll try that when I get home

unique torrent
#

Is it true that I need to bind finger bones in unity that the head spins with the backflip emote for example?

#

Currently the head stays in place where I am looking at.

safe swift
#

yes, you need 3 fingers on each hand - thumb, index and middle, dont need be weightpainted @unique torrent

unique torrent
#

Thank you very much!

unique torrent
#

@safe swift does that also count for the feet? When I move in VR the feet aren't moving, only when I run.

safe swift
#

yes

#

assigning fingers will fix it

unique torrent
#

Do I need all 3 bones on each finger? Or is one enough?

safe swift
#

1 per finger

unique torrent
#

Still doesn't seem to work properly. They aren't weight painted as you said @safe swift.

safe swift
#

thumb, index and middle

unique torrent
#

Aaah I messed up that one.

#

Oh my god! You're my hero @safe swift, it worked perfectly!

#

Thank you so much!

amber hemlock
#

I have no idea why the finger requirement is there it seems very arbitrary

surreal topaz
#

Maybe some weird IK thing