#avatar-optimization

1 messages · Page 39 of 1

surreal topaz
#

Tbh I prefer having it but I wish it didn't disable hand gestures, that way we can choose whether we want lower body IK or not

#

During the networked IK beta gestures apparently worked on them though

amber hemlock
#

I’m worried about the network IK

#

It made a lot of bugs that are currently on local only so that everyone else could see them as well

calm spade
#

The requirements for fingers are just for humanoid IK

surreal topaz
#

The thing that I don't understand is why you need finger bones to have IK in your legs

#

Because without fingers you still have hands

#

And no hand gestures either, although that's probably just because they thought "gestures = needs fingers"

#

Which makes sense

calm spade
#

it's a whole system, can't just have humanoid and decide "i actually don't need a neck"

amber hemlock
#

Like going cross eyed in a mirror. Only you see it, but in the network IK update, everyone else saw you going cross eyed, too.

surreal topaz
#

Oof

#

I thought eye tracking was done via realistic eye and head movements

#

Eye tracking being synced sounds like a disaster, that would break eye tracking entirely

#

Unless it actually focused on a specific person

amber hemlock
#

I believe the client just broadcasts their look at target

surreal topaz
#

Yeah but the game doesn't use Look At IK for eye tracking I believe

#

It's a whole eye tracking package that also does blinking and random eye movements

amber hemlock
#

It’s well done though, asside from the interaction with mirrors. And that’s just because the IK targets on its own head instead of the reflections head

#

It’s well done though, asside from the interaction. And that’s just because the IK targets on its own head instead of the reflections head.

#

I wonder, does eye tracking currently lock onto reflections in mirrors

surreal topaz
#

What eye tracking does and how mirrors work

#

You have a local invisible mirror copy of your avatar that follows your exact movements

#

This only exists locally

#

Let's leave the mirror out of the consideration first

#

The eye tracking script looks at your camera, since your viewpoint is behind your eyes, the script will try to look at the camera point between your eyes

#

This all happens locally first

#

Then when a mirror is enabled, this mirror sees your mirror copy but not the real you

#

So you see yourself go cross-eyed

amber hemlock
#

Still your own local machine could put your look at inside the mirror so it would work correctly since that’s what your eyes are doing anyway you’re focusing at a point in space in back of the mirror

surreal topaz
#

Other players will look at you whenever possible, and then the mirror reflection will show them looking at you outside the mirror

#

Yeah, local eye tracking could use some tweaks

#

Target should perhaps be always forward

amber hemlock
#

I think the network IK can make this work much easier

surreal topaz
#

Network IK wouldn't work with eye tracking until you get a headset with real eye tracking, not the simulated one the game uses.

#

The network IK would just have to exclude the eyes for a sec

#

I mean, it could work over the network if your client can figure out the point it should be looking at

#

Accurately

#

But you can't just put it directly forward since that just removes eye tracking

#

It would have to select random people nearby to look at

amber hemlock
#

Really? But it sounds like the persons own client could best decide where their look at should be since mirrors are local

surreal topaz
#

Only once you have real eye tracking and actually know what the player is looking at

amber hemlock
#

I feel like right now the client is just saying “ I am looking at this player” instead of “ I am focusing on this point in space”

surreal topaz
#

I think the simulated eye tracking tries to look at the local player. If you have two people standing in front of you, each of them will see you looking at them. This is one reason why people talk over each other so often in this game.

#

It's a body language thing.

#

It's not fixable unless the game can accurately determine what you're looking at, which is not possible yet.

amber hemlock
#

I think each client just needs to properly calculate lookats based on head rotation and closest avatar the point at. if every client was doing the same calculation, there would be no situations like that. and once the network IK comes, each client would only need to broadcast it's own anyway

#

it really was broadcasting it's own because during the brief moment we had it people were commenting i was going crosseyed, exactly when i saw myself going crosseyed

ancient crystal
#

how eye trackig work is very simple

#

it does one of the following randomly:

#
  1. looks straight ahead
  2. looks at the local players viewpoint
  3. fixates to look on a point the head was pointing at
#

if u move ur head around in VR u can notice all these

#

cuz u go crosseyed when looking at viewpoint (u can move the viewpoint down and up and notice how the eyes point toward it) and eyes stay still when fixed to look at point

#

bc the eye tracking only look at the viewpoint for the local player if ur another player it will look at urs

amber ridge
ancient crystal
#

where that doggo gif from

ivory night
#

Any reason why atlasing my textures makes it darker?

vague hearth
#

@ivory night try to disable before atlasing for all materials Apply diffuse via MatCombiner panel, or something with shader in unity, or 🤷 you can use any image editor and change brightness

ivory night
#

where is that under?

#

no showing apply diffuse in the matcombin thing

vague hearth
#

@ivory night in MatCombiner panel before you click Continue there's an option Apply diffuse than you need to uncheck, also that you need to do for all materials. to enable next material need to click on material preview and select another
if you are doing atlasing through my addon

ivory night
#

dont got any option for that :c

vague hearth
#

@ivory night that's not MatCombiner panel : p where you change to CATS panel there's also MatCombiner, if you want i can also give you a little code that you can paste into Text Editor that will disable diffuse color for all materials

ivory night
#

omg im bad

#

tyy

amber ridge
distant forge
#

Cool, from skipping around a bit looks like a nice tutorial 😃 the dynamic bone settings look nice--with another method I tried, one of my avatar's skirts reveals all when I sit down in full body.

amber hemlock
#

does vrc support quads

#

or do they get converted to triangles

storm ingot
#

they get converted

polar bolt
#

Uhm, nope, topology remains as quads if keep is checked on model import

#

Quads tesselate differently than triangles and I've been using that to advantage. Still works in 2017

amber hemlock
#

After doing Cats Full body fix, can "Left Leg 2" be deleted? I notice it is no longer weighted to anything.

surreal topaz
#

@amber ridge nice video, but some legitimate criticism

#

That's like the umpteenth video I've seen with exactly that skirt.

#

Most skirts I've worked with are not anywhere near as perfectly suited to the method as that.

#

I realize it's easier to make a video with skirts like those, but just once I would like to see people tackle the more problematic examples. Such as this skirt, which is longer, has more distance from the legs, and has an apron over the top:

#

Or perhaps even this thing I had to deal with

#

Weight painting it to the legs or using two skirt bones (one per side) makes it look rather bad in both cases

sweet mason
#

You just cant

#

When its to long

surreal topaz
#

My point is that these clickbait videos always take the lazy and ideal scenario to showcase their cool and good methods

distant forge
#

Is it just when it goes beyond the knees

surreal topaz
#

As soon as it goes beyond the knees it becomes a lot harder to deal with for sure

distant forge
#

Yea that's true

marsh trail
#

And that's why i avoid skirts like the plague whenever i can, even if i need to add pants myself

amber ridge
#

Thanks @surreal topaz. This skirt actually has volume in it so minimizing clipping is a part of this and of course it's extremely difficult. I'll see what can be done with longer skirts

#

As we know shorter skirts are the primary use case in VRC at the moment so surely breaking down 32 dynamic bones to 2 was the most important.

#

Feedback is valuable 😃

#

@amber hemlock I don't see why LL2 couldn't be deleted. If it's a twist bone I don't see it

gleaming yacht
gleaming yacht
sweet mason
heady smelt
#

hey

wicked panther
#

hey

storm ingot
#

for long skirts , remove the body mesh parts that are not visible under the skirt (the mesh not the bones)(what isn’t there cannot clip through basically,reduces tris alot too in the process)

marsh trail
#

I think the applications for that are very scarce, unless the skirt is specifically made to hide any sections of the legs there's not much else you can do

#

Although removing meshes that are not visible through any gaps is definitively a way to lower a model's polycount without resorting to decimation

ancient crystal
#

is there a way to project textures

#

cuz my model has these transparent decals that overlay their skin

#

and i wanted to project the textures directly onto the skin instead of having it as a floating panel

marsh trail
#

Best way to do so would be directly copying the texture in an image editing program and then assigning the exact location via UV mapping, other than that, i'm unsure of any particular way

ancient crystal
#

is there no way to bake it on top

south condor
#

anyone know why when i atlas this model it ends up pink with a giant ass atlas?

ancient crystal
#

did u set the textures

#

also its big bc the mat combiner doesnt downsample

#

so all images are left at default resolution

south condor
#

Yea they were already set

ancient crystal
#

yea but did u like try 2 manually set them

#

or also try changing the shading type (to GLSL or Shadeless)

south condor
#

Still Pink :T and i set it to 2k lemme try again

ancient crystal
#

cuz usually pink means missing texture

south condor
#

Tru, Maybe since the atlas is so huge it can;t use it

#

it was 54000x54000

ancient crystal
#

and possibly

south condor
#

They're there before the atlas

ancient crystal
#

again it doesnt downscale so the atlas tool is terrible for detailed textures

distant forge
#

54k x 54k is rather insane so I might go with try reducing the size of the textures. Material Combiner has that menu where you click through all the materials and you can reduce the size of each

south condor
#

I'm just confused that none of the textures are even over like 700x700

distant forge
#

If you open your final atlas image you can usually find out what is causing the trouble

#

Like one huge image will be stretched across the whole things or it decided to make 100 copies of some texture. (Not sure how else it could get so large)

south condor
#

Truee

lost stirrup
#

@amber ridge thanks for the vid, I legit came here to ask about exactly that because I had a skirt that even with merging bones had too many bones for dynamic bones. the 2 bones kinda leaves alot for clipping right in the crotch though, and mine has alot of extra parts that are seperate from the skirt but move with it so thats gunna be fun to weight paint.

amber ridge
#

Thanks for the support 😃

#

Yeah, you can fix some of the crotch clipping through more involved weight painting

lost stirrup
#

Is there a reason you didn't just merge all the bones into 2 by parenting all the middle ones to the side and then merging them upwards?

#

rather than creating new bones and weight painting from scratch (my nightmare)

#

@amber ridge

amber ridge
#

No, no reason. I just got rid of them because they weren't needed

#

However if you don't weightpaint from scratch you may find issues stemming from that process

marsh trail
#

Any particular reason for not using autonormalize?

steel osprey
#

@ancient crystal i know its a bit late but to answer your question about the overlaying of the texture: Sort of. In theory you could do it via multiple UV channels and a custom shader setup to use the extra uv as an overlay via a lerp

brave shoal
#

i'm having a problem, i didn't changed my avatar size but on the status its showing the bound size red, anyone know what it is and how to fix (i dont hava anything besides one collider and a marker on it)?

karmic condor
#

go to the body portion of your model and check its bounds settings under the skinned mesh renderer component.

patent leaf
#

And if it is not the bound size, then Its the marker. it's normally set like 100000000m away from the avatar and zip right down to where you have the marker draw when you call for it. Not sure of the workaround for that.

brave shoal
#

this is the bounds it has, i don't know if they are right or not, since i never messed with them before

karmic condor
#

It looks like your avatar may have a messed up shape key that is messing with your bounds.

brave shoal
#

theres any way to know what is the shape key exactly? because i dont see anything outside the normal in the shape keys, about the blender part i'm good just the unity that i dont know much

surreal topaz
#

@brave shoal test all the shape keys in Blender until you find the one that makes a part go way out

#

Actually nvm

#

It's the marker

#

Disable the marker in Unity and enable the marker on another gesture to fix that

brave shoal
#

@surreal topaz ok, thanks ❤

brave shoal
#

it worked, it was the Pen the problem, i was thinking i had to let always active like rigid bodys to work, but apperently not thanks for everyone that helped me ❤

heady smelt
#

@ancient crystal Believe you could bake the texture on to the other plane using a similar method to "High poly to Low poly baking" tutorials

#

Am not familiar enough with it to explain tho

cunning fiber
#

yo anyone know how to reduce the bounding box size?

#

I have a Wolf O'Donnell model thats 1.85m tall but it says the bounding box is 7.0,7.0,10 or something, so it says its poorly optimized

surreal topaz
#

@cunning fiber the bounding box calculation is currently bugged

#

Ignore it

cunning fiber
#

ah, thanks

ancient crystal
#

o wait yea

#

i could make a uv map that copies original

#

and then bake it onto

teal rain
#

need bit of help on trying to atlas the textures on my model

#

it goes through the process of creating it, and once its done it completely removes the texture image, and from what i checked the atlas file is nowhere to be found, not even in my recycle bin

mossy solar
#

you have to save the image itself in blender

teal rain
#

i believe i did? like it told me to pick a location to save the atlas at and i did

lean geode
#

Just to let everyone know who are trying to make a good rated avatar. When looking at your own ratings, when it comes to dynamic bones, a bone isnt taken into account, while it is for others. Causing the avatar to be seen as medium for others, and good for yourself. Aim at getting to 15 transforms to be safe. I dont know what bone it is, but guessing it's the head.

marsh trail
#

Any bone that is used as the root will account a transform, so anybody using a single root for multiple chains will be infact using 1 more bone as the root is accounted for

#

Unless you mean that a bone you don't see in blender is being accounted for, in which case it may be a leaf bone

ancient crystal
#

if u have leaf bone or end length same thing

amber hemlock
#

I’m also seeing my bounds as excellent and everyone else sees it as good

#

I see my correct setting 0.8 cubed

ancient crystal
#

anything else on it

amber hemlock
#

All excellent except bounds, when other people see it

#

no idea why!

fiery yoke
#

do end bones affect dynamic bone transform?

tired badger
half stratus
#

I'm trying to figure out if I can make my avatar a bit better than "medium" in terms of optimization, but I'm not sure what I'm seeing that's bogging it down in the first place

#

I'm seeing the bounding box is orange, but that's the only orange-level factor. Everything else is a green star or a green dot.

#

Is there a way I can reduce the bounding box load or whatever to make that green?

#

Or is that more just a warning saying my avatar is really large?

surreal topaz
#

How large is your avatar really?

half stratus
#

not sure where I'd see that in unity

heady smelt
half stratus
#

@heady smelt probably. I haven't checked the video but whatever can be done to reduce the number of materials and meshes is a really good thing to do.

#

I'm actually in a situation rn where I have three meshes and I dearly wish they could all be one but I only know how to do the above video the Unity way. Maybe I'll check that out xD

#

Thanks for posting that here lmao

half stratus
#

@surreal topaz Well I've updated some things and I discovered that bounding box error was because I broke the shape keys

surreal topaz
#

Oh yeah

half stratus
#

So it was exploding her when I tried to talk, thus stretching the vertexes way beyond the original shape

surreal topaz
#

Yeah that can happen if you delete vertices

tired badger
#

I planned to make a video where you add the props in blender and atlas them/merge meshes. I'd say adding them that way is a great idea. and how I do it.

heady smelt
#

the only thing with that way adding them in blender is what if you wanna have it attached to your body when not in use then would you maybe need a second one to pull out then that would increase the poly count? idk just talkin nonsense

timber blaze
#

yeah that is an issue with this approach, but it's probably not a huge problem in most cases as long as the prop's poly count is reasonably small

#

also kareeda, why did you hide the mesh that way instead of just scaling the vertices to 0?

amber hemlock
#

You can merge the armatures using cats but that will end up with an excessive amount of bones (each with its own humanoid armature) if you want it down to one armature you may need to re-weight it which is a lot of work

#

Unless it’s all mmd props in which case it may just all work by magic without reweighting

tired badger
#

@timber blaze In regards to what? I wasn't the one that made the video Galactic posted if that's what you mean.

timber blaze
#

sorry, my bad. ignore me

#

misread

tired badger
#

4 skirt bones, 1 for each leg bone, Skirt physics and bends with knees.

half stratus
#

I didn't realize there's so much that can be done to optimize a model

#

My quest for optimization is just about finished on my current project but damn, this was almost a rabbit hole

calm spade
#

For humanoid ?

#

Not part of optimization

amber hemlock
#

You can make the extra bones you do not want very tiny, but you will have trouble with arm IK if you have only one long bone and the rest are tiny

#

Also if you want to simulate a single bone torso, you can’t have both the shoulders AND the legs perfectly jointed at the same time... since the torso must either be chest or hips. I recommend actual weighting on the hips-spine-chest block so that all four limbs can stay visually connected.

limber vale
#

Missing ummm a lot

calm spade
#

The pinned messages in the other channels are not helping ?

#

You need to Google things then

heady smelt
#

cmon ruby you know by now what people are like with pinned messages how many times have you said it urself despite what we get pinned its the same old story lols

peak dove
#

Anyone here super good with Blender that would be able to work with my character?

sweet mason
#

For a minecraft avatar you bettet remaje the basic animation

#

Or roblock

#

Whatever

spring citrus
#

Quick question, is there a benefit to making a parent bone v.s. Adding exclusions on your dynamic bones or whatever? I’ve never used parent bones much but I see others doing it and wanted to make sure I wasn’t missing something important

safe swift
#

keeps them in place

trail spade
#

I'm not sure whether to post this here, or in world optimization, since it has to do with both, but my problem is I cannot publish my world because the avatar pedestals within it aren't optimized enough. Except I've been optimizing my avatars for a long time, and all these stats don't seem to coincide with what the files have.

#

For example, it says an avatar has 49 materials. But looking at it, the avatar only has 8. So I'm kind of just stuck. How do I fix something that doesn't reflect right?

safe swift
#

you probably have extra props or meshes that use different materials

#

use either snails avatar profiler or pumkins tool to see how many are active by default

trail spade
#

i have one prop per character that has 1-2 materials

#

which should make it 10-11 mats, not 49

safe swift
#

if it says 49 mats, then it's 49 active by default

#

when it comes to world model sheet

trail spade
#

what does active by default mean? just what is shown at all times?

safe swift
#

yes, no hidden props or anything

trail spade
#

That definitely doesn't seem right then, but I guess I could find other methods to check

safe swift
#

shows things at bottom of descriptor

trail spade
#

I will try adding that, but I do not think I have a way of fixing it afterwards since these are all models before the 2017 unity update and are in old files..

karmic condor
#

What does the skinned mesh renderer component say in regards to the number of components

grim kiln
#

Oh, how many skinned meshes does the avatar have?

#

It multiplies if you have more with the same material count

fiery yoke
#

@safe swift is using that good enough for avatar performance check for worlds?

safe swift
#

yes

unique hazel
#

why am i getting this error, i clearly have it installed

opal pecan
#

Have you restarted blender after installing it? Don't forget to save user settings with it enabled too

unique hazel
#

i did

#

yeah it doesnt wanna work

still perch
#

do you have the right version?

keen horizon
#

just now thought of end bones nvm

oblique wind
#

What does material combiner do

heady smelt
#

@oblique wind Material combiner essentially takes the materials you've specified, and combines the UV Mapping, Textures and Materials into one Material.

oblique wind
#

So like atlasing?

heady smelt
#

Yeah, its the same concept

jovial grail
#

It is exactly that but it does it automatically and much faster

unique hazel
#

i still cant get it to work

#

i uninstalled blender

#

and installed it again

#

still no

#

i removed the whole addons folder and re installed material combiner

#

still no

candid sedge
#

You added it when ot was zipped right?

unique hazel
#

yep

ancient crystal
#

yea but material combiner pretty crappy

distant forge
#

You're on windows? Blender 2.79? The material combiner does some weird stuff on import and tried to download some code and modify itself. If that fails it shows that message

ancient crystal
#

i mean it works but its not the best

#

typically outputs images that are way too large and have a lot of empty space

unique hazel
#

i think its good

ancient crystal
#

can do better if u just manually move every materials UV into its own corner and use standard texture sizes when baking

distant forge
#

It's nice because it is simple. I want a preview so I can set the sizes of textures to produce the output image I want. It's always from the 4k panties texture

unique hazel
#

im just getting so pissed cuz i cant use my model atm

#

cuz to many materials

ancient crystal
#

then atlas urself if it dont work

unique hazel
#

i dont wanna sit down and do that

#

i love being able to just press one key

ancient crystal
#

its not impossible

#

yea but if u have that many materials and they all have their own textures

#

hope ur happy with a like 8000x8000 image

distant forge
#

You can still resize to 4k

ancient crystal
#

yea ik that but quality dropoff

#

and u cant remove the empty space unless u also move the UVs

distant forge
#

Vrchat doesn't even make texture size a factor in performance ranking

ancient crystal
#

ik but its still an exaggeration

#

u dont need that many pixels

unique hazel
#

is there no way to fix my error tho?

distant forge
#

There is. I ran into it and managed to kludge things around to fix it. (Though I'm on mac) I can look later to see what I did

ancient crystal
#

u pley vrcat on a mac

distant forge
#

I play most of vrchat on mac, namely the blender and unity parts

ancient crystal
#

how u evn get good frame 0.o

distant forge
#

The last 20% with the vr and chat bits I play on a windows pc

ancient crystal
#

says it for window only

#

u got like a vm or sumting

distant forge
#

I use my mac for content creation only. Was making a stupid joke, sorry.

ancient crystal
#

o ok lmao

#

i was like how u even run vrcat on a mac

distant forge
#

@unique hazel my suggestions are to try to open the console to see the loading errors. On mac I ran the executable directly from a terminal. No idea how to do this on windows. Check permissions. Your user must have permission to modify blender plugins

#

Where did you install blender from. Try blender.org website instead of steam

unique hazel
#

i dont have it on steam

#

this has been pissng me of for 3-4 days now

#

still havent found a fix

gleaming notch
#

It's definitely not possible to have an excellent avatar if you have parts that needs hiding/unhiding (ie. equipping/unequipping weapons), right? (I mean, there's tricks like having a shape key literally mash all the vertices of whatever you want to hide into the model, but as far as I know, that's not possible with the current restrictions)

patent leaf
#

Why wouldn't it be possible?

gleaming notch
#

Multiple Skinned Meshes and also, the shape keys sometimes do not stay at whatever state it is at the end of your gesture.

distant forge
#

But you can just equip while holding thr gesture. Many avatars do this. You can have equipment either as bones and scale them to 0.0001 or I think you can so non skinned meshes and still be excellent.

gleaming notch
#

I didn't consider that... Thanks!

patent leaf
sweet mason
#

Only what appear on the idle(base) avatar are affected on the rating

#

I think

#

I have for example another fbx with it own animation hide . Only activate with a gesture. But the rathing still say one mesh etc

#

But you should make props like that video if there is no fanvy stuff going on

amber hemlock
#

Other people will rate your avatar by whatever you happened to be holding/doing when their client profiled you. If you had a laggy prop open at that exact instance, it will be reflected when they inspect your stats and gets cached that way.

sweet mason
#

Oh really

lucid socket
#

Would anyone be able to help me reduce the polygons on my Avatar? I need to get it down to 70K But I'm not sure what to remove that wouldn't hurt it

coarse summit
#

Edge loops :V

#

Specifically, edge loops that don't contribute much to the overall silhouette

amber hemlock
#

Whenever I try to bake my textures to my new atlased uvs blender errors and says circular reference

radiant shadow
#

Gotten that a few times, usually end up finding the UV and unwrap it , then rebake it to another texture to fix that i got no clue what it means or another way to fix it, after that i can usually atlas it again

amber hemlock
#

Sadly mine is not an unwrap it’s heavily manually positioned

ancient crystal
#

u need a 2nd uv map with the repositioned stuff

#

and a new texture (and probably material) for the baking to apply to

coarse summit
#

yeah it'll give that error if you're e.g. trying to bake to the same image file you're pulling image data from

mystic trout
#

Dude, it literally takes you like 5 minutes in Blender Cats. As long as you haven't broken the prefab instance in Unity, you're good to go.

i dont wanna sit down and do that
i love being able to just press one key

amber hemlock
#

Wait, how did you quote people like that

#

@mystic trout

misty jay
#

is anyone here good in unity and would be able to help a girl out with some issues regarding an avi ? quq i have everything prepared for upload and the dynamic bones, visemes and tracking is working perfectly but the issue lies within the attachment of the hair and a necklace if im not mistaken, if anyone could have a look or give me a call I would appreciate it a bunch ❤

misty jay
karmic condor
#

What does the rig menu look like?

marble walrus
#

Is it hard too make outfits?

sweet mason
#

No

mystic trout
#

@amber hemlock quote plugin for betterdiscord

heady smelt
#

@misty jay If you're still in need of help regarding the rig of your avatar, feel free to either post a screenshot of the rig here in the chat (in the unity's import rig section) or just send a pm!

harsh rose
#

Can you have multiple materials for a 1 Mesh avatar?

#

Or is it only 1?

#

Trying to have a fur shader on some parts of my Fur, its a really well optimized Shader that doesn't make people lag.

#

Just did a quick test o/

#

I can o/

#

Awesome.

ancient crystal
#

ye

#

u just need to create the material(s) and assign the faces

sullen nacelle
#

can someone pls send me a vid of working way to add costume blinking animation?

distant forge
#

Would check in #animation . Check the pins there for porting legacy animations. Should have most of what you need to know.

heady smelt
#

What am I meant to press or do to remove the middle seam after creating an Atlas?

ancient crystal
#

?

heady smelt
#

A seam that gets created because the texture doesn't expand past enough the UVs

#

Wondering if there is an easy fix I'm not thinking of

distant forge
#

Ah, it's because it went to the last pixel and that's now halfway interpolated with the next texture?I would just scale those middle points back like 1 pixel on the texture map manually, or scale the whole uv coordinates like .999 (when scaling uvs, best is to shift-S select 0,0 as cursor coordinates first and press the . Key to make the scaling go from the cursor)

heady smelt
#

Yeah it had started showing part of the next texture

#

Edited the texture a bit and moved the UVs some, both seem to have been enough to fix it

#

Thanks for the idea

granite helm
surreal topaz
#

Open a public instance instead

safe swift
#

is that a private world and you're on steam account?

granite helm
#

that is a Publick world and im in Steam Account

surreal topaz
#

It seems to be a private instance of the world, probably

#

Open up a public one and not friends or friends+

#

If you went through a portal it could be an Invite instance as well

granite helm
#

ok

#

thx for help but still not work my frend can take that avatars but im no

safe swift
#

does having 4 render textures of 1 camera impact performance much compared to 1? making a boxing ring with a 4 displays on top and 1 animated camera

opal pecan
#

@granite helm the problem is not that the instance is private but rather that the world itself is private. That is, it doesn't appear in search. Avatars in worlds like that can only be used once you reach new user

#

If you're in a test version of the world, try going back to the main version

granite helm
#

ok thx men

polar bolt
#

@safe swift perf cost comes from the camera rendering which is done only once per frame, the rendertexture then acts like regular texture for any other draws

safe swift
#

oki ty, then all I have to do is make sure camera isn't costly

amber hemlock
#

Choose a greater margin value when baking the atlas

#

Or if it was cats atlas copy the other side of the skin texture and paste a little bit of it on the other side to get the same old uvwrap bleed that it had before the atlas

#

Many models have unnoticed UV bleed that gets shown up after an atlas

#

That’s actually improper bleed zones on the model rather than an issue with cats atlas

#

Many don’t bother with bleed zones around the edge of the texture since they figure it wraps

fierce copper
surreal topaz
#

Not an optimization question

fierce copper
#

oops

#

sorry

surreal topaz
#

Expand the avatar object and post another screenshot

fierce copper
#

it's like it doesnt exist for some reason

mental parcel
#

Hard to say. Tiny avatar? Broken fbx?

zinc crown
#

Hello, got my model down to 53.3k but she's now lewd af. Any tips?

#

how do you decimate toes without screwing up the texture?

sweet mason
#

screenshot ?

zinc crown
#

am I allowed? it's nude

sweet mason
#

you talk about the feet

zinc crown
#

you know what toes look like

amber hemlock
#

Lewd is a dumb word. Gents and breasts aren’t allowed. If model is smooth it’s fine.

amber hemlock
#

The decimation modifier accepts a vertex group so will only collapse those verts. So make a vert group that does not include your important edges

zinc crown
#

what are the important edges?

amber hemlock
#

Anything you don’t want to change

#

It’s really up to you

zinc crown
#

when I select the toes with the box tool and hit decimate I go back to object mode and the toes are no longer textured.

amber hemlock
#

Sounds like you are using cats decimate. Cats can’t decimate only part of a model

zinc crown
#

no I'm selecting it from the mesh menu, not used blender long enough to learn all the keyboard shortcuts

sweet mason
#

you can put vertex group that you dont want cats to touch i think

zinc crown
#

well good old fashioned select and delete verts got me another 1k

ancient crystal
#

u need to separate before decimating

#

sometimes it breaks shape keys

distant forge
#

@misty jay this conversation belongs in #avatars-2-general , especially seeing as your model has not even been optimized. It does look like you broke the prefab and have some of the meshes outside your avatar game object. Can you show the head section of rigging configuration And also legs? Maybe reply in #avatars-2-general

misty jay
#

okies, sorry. and thanks !

#

ill go back in blender and check for the moment

sweet matrix
#

woops, I discovered that bone colliders drain performance

distant forge
#

Not that much. If used sparingly it's ok, just multiplies with the number of bones in the chain that use the collider. I've seen some good effects that have only 15 or so collision transforms

ancient crystal
#

total += chaintransforms * collidersused

#

but honestly i would only put them for like ears at most

#

bc ears are flimsy 1 transform per

amber hemlock
#

Manually animated stuff always looks better than dynamic bone. Even if you use dynamic bone.. manually animate it stuff too. Dynamic bone just feels like dead rag doll to me.

ancient crystal
#

i use both so ye

#

al my stuf wag and twitch

verbal surge
#

is there a way to combine materials with albedo, specular, normal and emission map?

amber hemlock
#

Cats atlas unless I am misunderstanding the question

verbal surge
#

I tried that, but that doesn't seem to work with multiple maps (however I might just be doing it wrong)

karmic condor
#

It doesn't work with multiple maps but you can use the atlas as a reference to create the other maps manually

verbal surge
#

Thanks I'll give it a try

#

Do you know if the atlas packs the maps in the same order each time?

vague hearth
#

@verbal surge in matcombiner tab you can use multicombining to combine specular normal etc, but if your UV is out of bounds currently this textures will just be resized instead of copy-pasting )
and you can add extra textures only to materials with textures, so for solid colors you can create solid color image ) and it place textures (and resize) by main atlas

verbal surge
#

ok, I'll try that then

#

Just to make sure I'm doing this correctly; How do you normally add those maps in blender render?

vague hearth
verbal surge
#

I want to merge materials by creating an atlas in CATS

vague hearth
#

heh, cats just a "link" to the button on MatCombiner panel, for multicombining use main panel of this addon

verbal surge
#

So I go to MatCombiner and click multicombine?

#

With specular, emission and normal map applied?

vague hearth
#

you need to add layers for the each texture and add their extra textures as specular normal map, number before the name mean number of atlas to which it will be added

verbal surge
vague hearth
#

after you click multicombining you have a texture selector that will be combined and box to add extra textures, it's not take existed textures from materials (at least currently)

verbal surge
#

oh, I see

#

and what do I do, if a material is missing the emission map (for example)?

vague hearth
#

keep it Empty and add next layer

verbal surge
#

ok

#

Should I check compress combined image?

#

Or does that reduce the quality of the textures?

vague hearth
#

in cats version that enabled by default
but 🤔 better to use crunch compression in unity instead i think, and yes its reduce but for me its usually no visible difference between compressed and not compressed just a size reduction

verbal surge
#

Ok, thanks for the warning

ancient crystal
#

might have performance difference

#

possibly only when first loading it

verbal surge
#

I've merged the texture but noticed that the textures are a bit less detailed. Is there any way to fix this?

amber hemlock
#

Max resolution might be set too low in unity

#

Also it may be resizing the texture down to a power of two. So change that to either “To Larger” or “Do not Scale”

#

(Inspect texture (not material) in unity)

ancient crystal
#

that or the bottom setting where compression is, set the size to the max (8190 or so)

verbal surge
#

I've already set it to 8192

#

Resize: Mitchell

#

Compression: Normal

ancient crystal
#

what does it say the size is

verbal surge
#

Crunch Compression: off

ancient crystal
#

in the bottom right it has a X x Y

verbal surge
#

4069x4069

#

IImage sie in CATS was set to "Auto" if that makes any difference

ancient crystal
#

is it the same quality in blender

#

and making sure that its using the atlas as texture

amber hemlock
#

Yeah if it looks the same in blender the issue is parameters in unity

verbal surge
#

I just did it again with a different texture and that one like it should

amber hemlock
#

Also “normal” compression will still fuzz textures. Recommend high or none. Whatever you can get away with

vague hearth
#

after combining sometimes images a bit blurry in unity, and why 🤷 even with all stuff deselected and with power of 2 image, so @verbal surge

amber hemlock
#

Sounds to me like it’s still being forced to a power of two. Even “to larger” can be fuzzier than no scaling. No scaling is the sharpest.

verbal surge
#

How do I set it to "no scaling"?

amber hemlock
#

Same drop down as to smaller/larger

verbal surge
#

is it "non power of two"?

amber hemlock
#

Yes that just keeps the resolution as is

#

Then for compression instead of normal pick high or none, if you can’t get away with high

verbal surge
#

ok, thanks for the tip

karmic condor
#

Coming in late but it may be worth checking the original textures and how big they are. Sometimes textures (like skin or hair) is unnecessarily large so making a backup and reducing the size of less detailed but high res textures can greatly help reduce atlas sizes.

rain leaf
#

question, does anyone know if there is another way of using locked animations without and animator as it is the only component keeping my avatar from a perfect rating?

#

???

distant forge
#

You mean like animator toggles? Not sure I know a way unless you are ok keeping a gesture active on one hand in addition. If the object with the extra animator is disabled, it won't count but it will also revert everything to disabled at the end of the gesture then, defeats the purpose

rain leaf
#

nope knew it was a long shot but had to try

#

cant really replace it with a gesture since im using gestures to toggles effects on top of the changes

distant forge
#

Well maybe somebody will stop by with a better approach, there's always putting the enable in idle, crouch, walkfwd, runfwd etc and every animator override slot. But that might still break for full body users and it's a lot of work

rain leaf
#

...

#

some day custom scripting some day

distant forge
#

If your change is disabling or destroying an object, that's doable with particle stop actions

#

But no equivalent I know for enabling

rain leaf
#

rip

#

i mean i could rewrite dynamics bone script and see if that passes

distant forge
#

For hiding stuff you can try stencil particles. No, scripts are not uploaded so you would waste your time doing that

rain leaf
#

rip

#

they jsut drag values then i assume

distant forge
#

I used to use Stencil particles for emote toggles. Work decently. Other particle based menu systems are doable

rain leaf
#

good idea ill keep that in mind

#

stencils though, uggh so buggy for me

distant forge
#

Not sure excellent allows particles tho

#

With shader blocking system makes that frustrating

rain leaf
#

yah

#

real quick have they patch the forced kick hack yet?

#

ive been offline after getting booted by that for a day

distant forge
#

Reopening vrchat should always work. It's just a form of crash from my understanding

rain leaf
#

dam then not patched

amber hemlock
#

What do you mean by locked animations?

amber hemlock
#

You can have custom animations by baking them into your idle animation on the AO, then disabling game objects to make them stop. This way you can stay excellent and still trigger animations that are longer than 2 frames

surreal topaz
#

If the animator is on a disabled object it isn't counted for performance anyway @amber hemlock

amber hemlock
#

Only during upload

#

It’ll count in game

surreal topaz
#

Mine don't

amber hemlock
#

Weird. I think it’s inconsistent. I def see people seeing my hidden stuff reflected

#

I don’t see it, but other people do

#

Current avatar is excellent for me but good for everyone else

heady smelt
amber hemlock
#

it looks like at some point, you moved your thumb bones

#

Assuming the model file is actually correct, set the model import to Generic, then back to humanoid again, and fix all the binds.

ancient crystal
#

u can also check in mapping window

#

that thumbs point right direction in tpose

heady smelt
#

@amber hemlock do i do this on unity to fix it??

amber hemlock
#

Yes

heady smelt
#

oke

#

@amber hemlock i found the problem lol

sweet mason
#

Nice

heady smelt
karmic condor
#

Knee , leg , and ankle bones should share the same or similar x coordinates

safe swift
#

@heady smelt make a screenshot from side and front views in blender for bones

#

numpad 5 + numpad1/3

heady smelt
#

i'm starting to use unity and im confuse

safe swift
#

blender

heady smelt
#

in blender i can't the model is a mess, even if i click on "fix model"

grave steppe
#

Can somebody help me create a custom avatar from the start to the end in a video call!!!!!!!!!!!!!!!!!!

safe swift
#

lmao

grave steppe
#

I tryed and failed so much times

safe swift
#

and tutorials in channels

harsh rose
#

@heady smelt Use Female animation instead of Male in Avatar Desc o/ Thats liiterally it.

#

UNLESS. Thats you standing.

heady smelt
#

how many dynamic bones could i work with optimally?

patent leaf
#

@heady smelt Number one answer is none, but there is a guideline for optimized avatars which can be found here https://docs.vrchat.com/docs/avatar-performance-ranking-system#section-avatar-performance-ranks-value-maximums-per-rank

sweet mason
#

Can we pin that link. I ask multiple time.

#

@sudden jewel

mild veldt
heady smelt
#

@harsh rose hope it works xD

sudden jewel
uncut yarrow
#

Any ideas to fix it?

surreal topaz
#

This does not appear to be an optimization question

uncut yarrow
#

well if you look on the left

#

it's missing a chest

surreal topaz
#

Yeah, it is

uncut yarrow
#

I tried inputting

surreal topaz
#

You will have to add one in Blender

uncut yarrow
#

oh ok

#

luckily i already have it

#

i'll see what i can do

heady smelt
#

how do i optimize my avatar

#

i downloaded it

#

so i have no fbx

#

finally someone is responding

amber hemlock
#

I am highly suspicious about unity packages that contain no FBX, it is typically a red flag that the content was stolen from another vrc user. Additionally, unless the rules have changed, we can’t talk about that website here. Finally, it is not possible, you need the FBX.

heady smelt
#

i mean

#

how do i find the fbx

#

i dunno if it has it

#

im brand new to this

amber hemlock
#

It’s entirely possible it’s not there, if it is, it will be somewhere within the assets directory of your unity project after you have imported the unity package. Either in the assets folder directly, or one of the sub folders. If you printscreen your assets tray, I could point it out for you.

#

Locating the model file isn’t really an optimization question, though

heady smelt
#

so once i find the fbx

#

how do i optimize?

amber hemlock
#

Open the FBX in a 3D editing program. Most commonly blender

heady smelt
#

what icon is an FBX in unity

#

blue cube?

amber hemlock
#

It will just be a picture of the model.

heady smelt
#

wym

#

example?

amber hemlock
#

Sure, give me a moment.

heady smelt
#

how do i open the assets tab

amber hemlock
#

The tab is actually called Project

vague hearth
#

rmb on any window Add tab>Project

heady smelt
#

oh

#

i have the project tab then

uncut yarrow
#

How do I connect a bone with a skeleton?

#

in Blender 2.79

marsh trail
#

Do you mean merge armatures or literally connect a bone to another?

uncut yarrow
#

yeah

marsh trail
#

It's one or the other

uncut yarrow
#

i can make a screen shot of what i am trying to do

marsh trail
#

Alright, go ahead

uncut yarrow
#

Anyway or form, I don't know how to connect it.

still matrix
#

you need to parent it to the root (spine) bone

marsh trail
#

Wait is that a SMD?

uncut yarrow
#

what?

#

oh

#

hold up

marsh trail
#

I see source bones

uncut yarrow
#

yeah

#

the skeleton (mesh)

#

im trying to connect the single bone to the skeleton

marsh trail
#

Well firstly, for your own sanity, click the wrench next to CATS tool's Fix button (if you don't have CATS i'd advise getting it for this case) and untick remove weightless bones or whatever it's called, then hit Fix, from there you'll be able to actually see the bones and their orientations, afterwards go into edit mode on the actual bone structure and add a bone, that bone will be part of the armature

#

Resize and position the bones properly from there, as they will appear very small

uncut yarrow
#

ok

heady smelt
still matrix
#

xD

heady smelt
#

ive tried fixing my hands in mapping

#

but it wont fix

still matrix
#

thats a blender issue

#

youll have to scale the bones back to normal

heady smelt
#

it looks normal in unity but in vrchat its fucked

#

oh what realy

still matrix
#

yeah

heady smelt
#

like i downloaded the avatar

#

so idk how it became like this

#

bcs i diddnt do anything to it

still matrix
#

aah

heady smelt
#

i just simply imorted it and then exported it to unity

still matrix
#

well it can happen when its translated

heady smelt
#

oh realy

still matrix
#

the import can get messed up due to it being a 3d model from a different program

heady smelt
#

how do i fix it then??

still matrix
#

by manually inspecting the thumb bones in blender

heady smelt
#

bcs i realy like the mmd model

#

and dont wanna get rid of it

still matrix
#

i can take a quick look for ya if you link me the model

heady smelt
#

oke thx

#

i will

still matrix
#

just dm me the link when youve got it

heady smelt
#

oke i did

amber hemlock
#

@heady smelt If it looks normal in unity, set your rig to generic, save, then back to humanoid, save, then configure and make sure bindings are right.

#

you will also either need to drag a new copy of the avatar into the scene, or revert your gameobject positions to prefab positions, which is impoissible if you've broken your prefab, in which case you must just drag a new one in

still matrix
#

@amber hemlock already fixed it for him

#

the import messed up the thumb bones

amber hemlock
#

Eyup, bone head at wrong location

sudden jewel
still matrix
#

well the convo started thinking it was a optimization error but it turned out to be a bone problem

heady smelt
#

Question about Particle and limits currently in the client SDK

hidden halo
#

Is it normal that it say that my avatar have 5693421 polygons?.. Cuz i uploaded the same one before with different colors and it was like 12k polygons so why does it say 5M all of a sudden

distant forge
#

You must have some mesh or particle system on it and enabled by default

#

Do you have something like gpu particles? Dunno what else would be 5.7mil polys

hidden halo
#

well there some tiny ribbons particles

distant forge
#

Tiny (size) doesn't mean efficient. What's the particle limit. If a mesh particle or trail it does max particles * polygons per particle

hidden halo
#

I removed them and its ok now

still matrix
#

@hidden halo 1 particle = 1 poly

distant forge
#

Hmm that's how it used to be but I think they now take into account the polygon count per particle. That, or your particle system actually was set to a 5600000 particle limit

still matrix
#

aaahhh

#

yeah i havent really dissected the new sdk that much to know the limits

distant forge
#

Or it's a separate metric from the normal polygon count

#

"Mesh Particle Active Polys" this one

heady smelt
#

Does an avatar need one skinned mesh shader? I have a robot avatar which is made from geometric shapes only which are not supposed to bend/flexible. When I replaced the skinned mesh shader with a mesh shader, the IK didn't work anymore in VRChat.

uncut yarrow
#

well

#

i found the animation packages for my avatar

#

but

#

theres a weird thing that it messed with the bones in Blender

ancient crystal
#

ik is based on bones and rig type only

#

whatever else ur avatar is made up of doesnt matter

uncut yarrow
#

yeah

#

well i found the animations BUT this happened

#

the chest is flat on the top and puffed out

ancient crystal
#

lol

uncut yarrow
#

ik

#

is it supposed to be like that?

ancient crystal
#

is that for every anim

uncut yarrow
#

well

ancient crystal
#

and it might be bc of the bone u were messing w/ earlier

uncut yarrow
#

theres idle and noclip idle

#

well it was the converged file

ancient crystal
#

animations are a bit buggy especially if bone hiearchy and names were messed up

uncut yarrow
#

The model I grabbed was from GMod

ancient crystal
#

u can decompile mdl and load the QC with all animations and meshes already there

#

also idk if u should make it bipedal / use dif avatar bc generic avatars are a bit of a hassle

uncut yarrow
#

kinda

ancient crystal
#

u cant sit on things, no eye tracking, no gestures, etc all u do is move around and jump and grab stuff

uncut yarrow
#

well

#

theres a sit animation file i found

ancient crystal
#

yea but it doesnt matter generic avatars cant sit down xd

uncut yarrow
#

yeah

#

idc if it does not sit down

ancient crystal
#

its unfortunate that thers no manual full body ik yet

#

could do some magic where when u crouch it makes ur legs bend inward and u can move hands around

#

but no ik exporting yet i think

uncut yarrow
#

well

#

theres no bone to the hands

#

Im looking at the model in GMod

#

the animations look fine than the one in blender

heady smelt
ancient crystal
#

i think max particles count

#

and also is this the decimated model thats in there or the undecimated one

#

and also have u tried refreshing the thing with the 🔽 button

#

also it counts triangles not polygons

#

so quads are 2x as many tris

safe swift
#

have u applied the modifier? cuz on export it discards unapplied modifiers from what i remember

heady smelt
#

i got it

sweet mason
#

The 🔽 do nothing to me so I cant refresh the stats. @ancient crystal

#

Idk why

sweet mason
#

More bone or more shape key 🤔

potent mirage
#

yo, so ive got a zillion animators on my avatar because i have an inventory system with on/off toggles for my chairs, will those animators contribute to notable avatar lag? and will the chairs, for that matter

amber hemlock
#

Yes, animators are laggy but not as laggy as the other categories. VRC devs recommend you keep it under 5, with 16 being medium, 32 poor, and more than 32 is very poor

#

I don’t know how inventories work, but you typically don’t have a huge need for multiple animators due to a single one letting you have multiple layers

surreal topaz
#

Inventory systems usually use two animators per object

#

IMO that's unnecessary and with proper timing you can cut that into one

#

By just making the cycle emote last longer or shorter

amber hemlock
#

Inventories seem so convoluted and bug/desync prone that I’ve just never bothered figuring them out

#

Waiting out hoping we get something more official eventually

surreal topaz
#

Same

ancient crystal
#

u can always use cyclers and variable emote duration to toggle stuff

golden nova
heady smelt
#

well after i put it in unity it turns out fine again so whatever i guess

vague hearth
#

¯_(ツ)_/¯

patent leaf
#

That's a good lookin model 😮

strong vigil
heady smelt
ancient crystal
#

?

heady smelt
#

idk why but when i add an armature and parent the mesh to it it works fine

patent leaf
#

Ye, needs armature. It's always been like that for me. Just going to File/Export will work just as fine if you just want the mesh

strong vigil
#

Can someone upload this avatar to my account please? because the vrchat sdk is not working on my pc, hence I can not put the aniumação to walk the model, since it has to move the files of vrchat sdk and wanted to leave with 10 meters, but can not see how much height has the model and lastly if someone knows how to put someone on top of this avatar I thank you

patent leaf
#

@strong vigil You need Unity version 2017.4.15f1 with the SDK. You're on 5.6.3

strong vigil
#

really ?

patent leaf
strong vigil
#

ok

#

thank you

heady smelt
#

If a section of an object is all one color, is it good practice/more efficient to just scale the UV wayy down and put it all on that one color?
Ex say I have a coat, and the body of the coat is all just blue. So for the body of the coat's UVs, i make a blue smudge on the texture, and just scale down the UVs to all fit on that blue smudge.

marsh trail
#

That is indeed good practice provided that it has no extra details on it (either shading on the texture itself or other maps like normal maps), also try to keep it within a power of 2 resolution on the texture itself (32/64/128/256/512/1024/2048/etc)
And keep the smudge the same consistent color without blur or blending colors for the best results
@heady smelt

heady smelt
#

Sounds good, I appreciate the reply and the ping : )

marsh trail
#

However if that section of the object is part of the UV of a larger map, it may end up increasing the texture size instead, unless you remove the extra section you removed from it and then properly realign the UV to it, so keep that in mind in said cases @heady smelt

#

You'd essentially just add, say, 32x32 to the total texture resolution and left a large chunk of unmapped texture on a 1024x1024 texture, so those cases can be tricky to solve, especially if the "dead" texture is occupying a large section in a corner (like the top left) instead of an entire side you can chop off

#

Although, this will happen more commonly on texture atlas' it can happen aswell on your everyday model

heady smelt
#

Ahh, I'm not sure I know enough to understand what you mean by that. In this case, I modeled another object to go with my character, and there was room on an existing texture to make a smudge and cram the UV on.

marsh trail
#

That is one of the best outcomes right there then

heady smelt
#

hey, can anyone help me with a Piranha Plant model I'm trying to rig up? I cant seem to get things with the neck and head right due to the way the skeleton is set up. (pm or @ me if u can, in case i miss your response)

nimble belfry
upbeat lava
#

Well, I have the latest SDK and Latest Unity Version. Didn't the limit get upped to 70k?

distant forge
#

You also probably don't have the latest sdk. Make sure to delete it while unity is not open then import latest version in unity. See #vrchat-support

upbeat lava
#

Well I am on unity 2017, as shown in the photo, @vague hearth

#

I am probably on the wrong sdk

#

The reason for this: the website doesn't have the newest sdk.

#

Where do I get the correct SDK?

vague hearth
#

latest sdk is VRCSDK-2018.12.19.17.03_Public, that what downloads from the user page after log in

upbeat lava
#

okay that is the right one. I assumed it was out of date because it did not have 2019 in the name

#

Thank you!

#

Or perhaps I need the beta SDK?

surreal topaz
#

Just get the latest SDK from the website, yours is outdated

barren obsidian
#

Hey, I'm trying to keep my avatar in the orange with dynamic bones. Does anyone know how many put you in poor so I can avoid that?

patent leaf
#

@barren obsidian there is a guideline for optimized avatars which can be found here https://docs.vrchat.com/docs/avatar-performance-ranking-system#section-avatar-performance-ranks-value-maximums-per-rank

barren obsidian
#

Cheers mate

mild dome
#

What is the maximum polygon that an avatar can have to upload it?

versed stump
#

70k iirc

mild dome
#

ty

surreal topaz
#

In the past we've always been told to Combine Same Materials to save drawcalls

#

But now the performance ranking system doesn't even mind if you have 10 material slots with the same material in them?

#

Does Unity just batch it all together or something?

hoary juniper
#

That's not possible, but it sounds like things are a little more resilient than before 👀

surreal topaz
#

It's weird though

#

If it still incurs 10 drawcalls then why does it only get counted as one?

#

Does that mean I can make 100 material slots and put the same material in there, and still be deemed "optimized"?

marsh trail
#

The same materials should be able to be batched afaik

#

But that's from something i read a really long time ago, unsure of what it was pertraining to exactly

#
Dynamic batching (Meshes)

Unity can automatically batch moving GameObjects into the same draw call if they share the same Material and fulfill other criteria. Dynamic batching is done automatically and does not require any additional effort on your side.

Batching dynamic GameObjects has certain overhead per vertex, so batching is applied only to Meshes containing no more than 900 vertex attributes, and no more than 300 vertices.

If your Shader
 is using Vertex Position, Normal and single UV, then you can batch up to 300 verts, while if your Shaderis using Vertex Position, Normal, UV0, UV1 and Tangent, then only 180 verts.

Note: attribute count limit might be changed in future.

GameObjects are not batched if they contain mirroring on the transform (for example GameObject A with +1 scale and GameObject B with –1 scale cannot be batched together).

Using different Material instances causes GameObjects not to batch together, even if they are essentially the same. The exception is shadow caster rendering.

GameObjects with lightmaps
 have additional renderer parameters: lightmap index and offset/scale into the lightmap. Generally, dynamic lightmapped GameObjects should point to exactly the same lightmap location to be batched.

Multi-pass Shaders break batching.

Almost all Unity Shaders support several Lights in forward rendering
, effectively doing additional passes for them. The draw calls for “additional per-pixel lights” are not batched.

The Legacy Deferred (light pre-pass) rendering pathThe technique Unity uses to render graphics. Choosing a different path affects the performance of your game, and how lighting and shading are calculated. Some paths are more suited to different platforms and hardware than others. More info
See in Glossary has dynamic batching disabled, because it has to draw GameObjects twice.
ancient crystal
#

only 300 verts what

#

practically useless unless u purposefully segment parts of mesh

surreal topaz
#

Yep

#

But is dynamic batching the same as GPU instancing?

#

It isn't

woven merlin
#

Is it truly bad to have many materials? If I use vertex-only colour materials and just have, a handful of them, is that worse than 1? Seems to me the engine should be able to combine those draw calls but I guess we are at the mercy of Unity3D here.

surreal topaz
#

Every drawcall adds some CPU time while the CPU waits for the GPU to finish drawing

#

The CPU and GPU will probably be faster with pure colors than with textures, but still

woven merlin
#

@surreal topaz Thanks! Yeah I was worried about that. I guess it's faster to just make a texture with many flat colour regions and utilize clever UV mapping to achieve the same effect.

surreal topaz
#

Yeah, you can probably just texture atlas it too if you don't wanna create the image yourself

#

Same effect

snow geyser
#

When VrChat requires less than 20k tris, is that total, or can some be disabled and be more than that?

prisma niche
#

A weird qustion - my world update got rejected because a few of my avatars there had performance issues.

Thing is, I optiize my avatars - I don't use dynamic bones or shaders, absolutley minimal number of particles (this includes max counts and emissions which are also usualyl in singel digits) and avatars are mostly very low poly and simple. Even the most demanding of my avatars so far caused no slowdowns even when 2-3 are used spaming custom anims/emotes in a full world. I had no complaints.

Usually the complaint is materials, and even though the report stated an avatar has 50 materials, when I check in unity I have 7; 5 base colors nad 2 textures. So I'm not sure what to do.

cloud crypt
versed nest
snow geyser
#

🤔

#

lol

#

God just imagining such an absolute unit

cloud crypt
#

all I did was add a weapon to its back, made an animation for it and its like this ;-;

grizzled arch
#

So it was working fine until you added the weapon?

cloud crypt
#

i guess. this is my first time doing an animation to spawn the weapon

grizzled arch
#

Ah. I don't really use animations to spawn stuff. Not sure what the problem could be.

cloud crypt
#

dang

amber hemlock
#

@cloud crypt SDK is out of date. Needs to be updated. Try with the newest and see what error is reported. It may go away.

surreal topaz
#

You probably have a fucked shape key somewhere

cloud crypt
#

i fixed it

merry finch
#

so i imported a unity package for a character i like and upon it importing him i discovered he uses over 43 materials, would i be able to optimize him somehow to use less materials without having to put the model in blender? because he's already setup to use in vrchat and everything. this material thing is just a bit concerning

ancient crystal
#

haha

#

thats y typically u import ur own stuff or redo it

merry finch
#

i got this unity package back in like september so it was probably not as bad optimization wise at the time, but it makes sense sorta why he has so many

ancient crystal
#

yes it was

surreal topaz
#

@merry finch you have to put it into Blender to optimize the materials unfortunately

ancient crystal
#

if 49+ mats is bad now

#

imagine further back

#

lol

surreal topaz
#

And yeah, it was bad back then too, but nobody was able to notice who's laggy

ancient crystal
#

just a crappy import done by some noob who not care about peoples performance

#

no reason any1 would need like hundreds of mats

#

cx

merry finch
#

its not really because its a noob

#

the character model itself is quite detailed

#

i do have a much better model of the character but he sadly lacks a rig

ancient crystal
#

is dat even their own model tho

#

if so that fine they good at modelling but def not at actualy making avatar well and not laggy

merry finch
#

i mean i could just remove the thing on his back in blender

#

given it doesn't have animations or some shizzles tied to it

#

...he is somehow under 20k though

ancient crystal
#

his shadig looks rlly bad

surreal topaz
#

I disagree with that

ancient crystal
#

no like the legs at the bottom

#

that shading is pretty good

#

but the rest of the armor has this really weird shading

surreal topaz
#

Considering he's an armored robot his shading looks fine. The default unity scene isn't exactly flattering

#

Maybe he could do with a little more metallic but that's about it

ancient crystal
#

yea

surreal topaz
#

It's a toony game so I dunno. Maybe cibbi's toony standard shader would work best here?

merry finch
#

i would rather use the official version of his character model but as i said before that would require me to rig it myself

surreal topaz
#

43 materials is definitely a lot, you should look into combining same materials in Blender. If that gets you under 10 or so, it should be fine.

#

Cats has a button to combine same materials

#

If it's still more than 10 after that, you should texture atlas it or use the automatic material combiner

merry finch
#

ah, i was thinking about throwing his offical one into mixamo but idk if that would help. i mean if i wanted him to keep the things like his arm gun and mask i could always make those optional but the offical one uses very little materials https://gyazo.com/e0caa23656d435b8f24265ad7bdd2abc in comparison

#

but i might have to wait and see if i can get the current one down enough before i decide, i do have a version of the offical one i used for yandere simulator but the rig is quite shitty

ancient crystal
#

looks to me like they popped them in mixamo

#

probably

merry finch
merry finch
#

i will be removing the gun and stuff though so i can hopefully dock down some materials

hoary juniper
#

The most important thing for dealing with metallic characters is to have a proper metallic and smoothness map

merry finch
#

actually on the topic of this the really dark parts of his armor (the nearly pitch black parts near his hips and on his arms) actually are some sort of cloth

heady smelt
#

Does anybody make custom avatars

distant forge
#

Please don't post in multiple channels. You need to be more specific what you want. Reply in #avatars-2-general

surreal egret
#

So I followed this quick tutorial on how to port a blend file to unity with texture and my model doesnt go into unity with texture for some reason
Why might that be? only the face is textured I think its because the face is the only material I actually changed the color of manually in blender

#

otherwise the model looks this way

distant forge
#

You should be atlasing to one or few materials using uv maps and textures, not solid color materials.

#

Unity in some cases may merge all materials that share the same texture name. You can fix the materials by using the extract materials button in fbx file -> Materials (tab next to Rig)

surreal egret
#

well I actually did do everything in textures

#

The face material as seen in the render is entirely handled with texture

#

but for some reason the file doesnt appear with any textures though the files are present in the unity test folder I imported with my Blender assets

#

@distant forge

#

admittedly though I have like 18 materials in this one character

#

Partly due to how the model comes out of the game I ripped it from, Im new to this model optimization thing

ancient crystal
#

haha "does anybody make custom avatars" like nobody makes them

surreal egret
#

I like the idea of making my own

#

using others are nice but its fun for me to try and import something like this

#

If I could only get past all this head scratching, new problems constantly emerge

#

as I progress with this

distant forge
#

You should be generating an atlas for that. Will make it so much easier to work with and solve some material issues. Also this is the optimization channel. We don't encourage avatars with 18 materials. That's way excessive

ancient crystal
#

just atlas the whole thing its just solid colors

surreal egret
#

I get that Im just saying that Im new to this and dont completely understand what any of this means for sure

#

Ive never worked with unity until today so the Texture atlas is new to me

ancient crystal
#

atlasing is a simple process

#

u basically just separating the UV maps of the models

#

so that they do not overlap each other

#

and ur gonna then bake the textures into them

#

so now instead of all those materials

surreal egret
ancient crystal
#

u have a single material and single texture

#

with all those textures built into it

surreal egret
#

is this tiny square what an atlas is supposed to be ?

ancient crystal
#

and its because of the fact those are probably diffuse colors

vague hearth
#

its tiny just because of solid colors, ill make solid colors bigger in future coz may cause bugs with mip maps )

ancient crystal
#

if there are only solid colors it will be small

#

doesnt need to be big

#

not storing any details

surreal egret
#

So is it only using the information of the colors to color the model later on when using the atlas?

#

because the model has more than just white blue and gray

vague hearth
#

is your model now looks not like before? in meaning of colors (not brightness contrast etc he)

marsh trail
#

An atlas is an assortment of textures that get packed into a single image and then read by 3d applications via the data on your model

#

Whereas normally you'd have multiple separate images per material, atlasing will reduce both material and texture count to most of the time, 1, improving in terms of drawcalls

surreal egret
#

Well if you mean what happened after I hit the Create Atlas button, When I did that it created a tiny atlas square like before and removed all the textures from my model in blender

marsh trail
#

Does your model have vertex colors perhaps?

surreal egret
#

this is what it looks like after I used Cats mod to make an atlas in blender

#

Vertex colors? as in like manually coloring the materials themselves or something?

#

the way I colored the model used the UV map with material nodes and a Color Palette I made

marsh trail
#

Essentially, it's basically drawing textures onto the model itself without a UV map or even materials

surreal egret
#

I made this palette and dropped the UVs for each material on each of the 9 meshes that make up the model to whichever color I wanted that part to be.

#

The chest and Legs though the parts with the linework are actual textures pre colored though

marsh trail
#

That in it of itself is already an atlas

surreal egret
#

Oh

#

-facepalm-

#

New to this

marsh trail
#

A single texture with multiple meshes using it

#

Provided they all use the same material, that's an atlas

surreal egret
#

well theres one part that might be making it a bit confusing for me is that My model like I said Earlier has about 18 different materials that each individually link to certain UVs on the model like say the sole of a shoe or somehting

#

something*

marsh trail
#

Alright so a little bit of a misunderstanding there

surreal egret
#

so I just took the material for each thing and gave used nodes in blender to give it the Palette I made

marsh trail
#

Materials =/= UV's, materials use UV's but are not themselves

ancient crystal
#

uvs map the 3d coords to 2d texture

#

so if u have a cube for example

#

u could map each face to be its own spot

marsh trail
#

If you had all of the meshes merged, and removed every material that was a using the same texture, the UV map would align it properly regardless

ancient crystal
#

ye but idea of atlas is things that not same texture

surreal egret
ancient crystal
#

put in some place to not overlap another texture

surreal egret
#

it came with 3 materials when I imported the model rip

ancient crystal
#

the combine mats tool does this already

marsh trail
#

All you need is either bust A or B, as both are using the same texture

ancient crystal
#

but inefficiently

#

delete the first one

#

shouldnt chane anything other than maybe lighting

surreal egret
#

I have a question about the bust then

ancient crystal
#

do u not see it using same texture

surreal egret
#

Well if what we brought up means I can just ditch the other materials I dont need thats fine

#

but on the bust here there are 2 textures that need to be in use

ancient crystal
#

but again u can atlas some

#

and end up with 1 material anyway

surreal egret
#

the chest armor and shoulders are 2 separate textures

#

the blue is the palette and the white is the armor texture

ancient crystal
#

then atlas it if u care

surreal egret
#

in that case should I still use 2 materials?

marsh trail
#

Does it use the same texture map?

surreal egret
#

No

#

it doesnt

ancient crystal
#

again the idea of atlasing is to map textures to a single texture

#

by re arraging uv map

marsh trail
#

Then you can keep it or attempt to atlas it

ancient crystal
#

for example i could move all uv map of one to one corner

#

and uv map of other to another

#

and when i bake textures it will have all the colors i need

#

and in the right spot no overlap

#

and can use this new uvmap and texture instead

surreal egret
#

Maybe the Jargon and all of this coming at me at once is confusing me

ancient crystal
#

then look up how to bake textures

#

or use material combiner

#

not rlly gonna teach u step bystep

surreal egret
#

What im saying is I already have baked textures

ancient crystal
#

several utube vids on it

surreal egret
#

Please slow down

ancient crystal
#

no u don't cuz there are multiple textures and materials there

surreal egret
#

Im trying to explain it out so we can understand where Im coming from

marsh trail
#

Those are all baked .-.

surreal egret
#

Im not very adept on all of this

ancient crystal
#

ye but not baked to a single atlas

surreal egret
#

well see the chest and pants are baked

#

the palette is simply my "Color Atlas" I guess

#

so should I just compose an image that has all 3 images in one ?

ancient crystal
#

sure

#

or again bake them all together

surreal egret
#

well I tried to bake them all together but they put out separate files

ancient crystal
#

either works but will still need to adjust uv either way

marsh trail
#

Edit image in an image editor, increase resolution accordingly, open image in uv editor, reposition UV map accordingly, that should be the extent of it no?

ancient crystal
#

yea u would press bake button

surreal egret
#

Sounds like it, idk all the jargon made it more confusing. So Simply all Im doing here is taking 3 images making one image file and remapping my UVs so that it all plays nice ?

ancient crystal
#

I already said it several times

marsh trail
#

Eyup

ancient crystal
#

ur adjusting the uv map so things don't overlap

surreal egret
#

I know that part

ancient crystal
#

then ur using bake to bake the texures for the uv map

surreal egret
#

I gotcha

ancient crystal
#

and it will now have all the colors and whatever in that 1 texture

marsh trail
#

You can hold CTRL whilst dragging uv's to snap them along the grid btw

ancient crystal
#

u need to create a 2nd uv map tho

#

and a new image

#

so it has something to bake to and it has the original uv map

marsh trail
#

And holding shift slows it down

ancient crystal
#

typically u can do a messy bake

#

and just use the unwrap tool

#

u can do cleaner bake if u just select islands and put them in their own places with G and S and R

marsh trail
#

Wulfe, why bake and unwrap though?

ancient crystal
#

no unwrap then bake

marsh trail
#

But why

ancient crystal
#

it called a messy bake bc it puts things all over the place and out of order

#

but it a quick way to get rid of overlap

#

but neat bake is what i said after

marsh trail
#

You don't need to bake anything to make an atlas though, das what's confusing me, are you proposing an alternative perhaps?

ancient crystal
#

yea u do if u want to re align things

marsh trail
#

You really don't man

ancient crystal
#

otherwise u would need to put all inages together in one

#

and then put them in right spot

#

but i prefer to use less resolution

marsh trail
#

Yeah, that's how it works .-.

ancient crystal
#

so i fix the uv map to look much cleaner

#

no

marsh trail
#

Ah there we go

ancient crystal
#

i use baking bc of how it looks

marsh trail
#

You mean the shaded look?

ancient crystal
#

no

#

if u adjust UVs

#

u can bake textures for it

#

and it will create a texture atlas

marsh trail
#

Yes i know

ancient crystal
#

and i prefer that

marsh trail
#

I've baked vertex colors before and it was hell untill i found out how to properly bake

ancient crystal
#

i can resize things based on the detail i need and unwrap them more logically

#

i like to organize them like the character is organized

#

body in middle head on top arms on sides etc

marsh trail
#

But the focal point here is that both realignment of the original UV to a new image and baking a new image both function properly, one has the upside of more control than the other is all

ancient crystal
#

ye

#

and i recommend for future bc it easier to manage detail with less resolution

surreal egret
#

So are you saying that I can Create an Atlas of all 3 files In Blender this way? Because when I positioned all the UVs over the appropriate pictures for Each UV I got a few things that happened. The color palette UV result is Above

#

But they didnt all make one file when I pressed bake on the whole model

#

they spat out these 2 separate images

marsh trail
#

You'd need to unwrap the whole model into a single UV before such iirc

#

Baking requires that atleast

surreal egret
#

so whenever I open a new image in the UV editor its a different UV or something ?

marsh trail
#

Essentially, unless you unwrap them all into one

#

In terms of baking that is

#

If you made a single image with all of the appropriate textures and then edited the UV of each into the right places, you can select everything, make a new material, assign that material and choose that texture

surreal egret
#

So in the future working with these particular models I should probably get the linework textures like the chest and legs and the palette ready in one image before I even work on the model. And only keep as many materials as I need while Im working

marsh trail
#

It is good practice to atlas whenever possible, it's a skillset that's useful in many mediums

surreal egret
#

ok I think I have the context to understand what an Atlas is now

marsh trail
#

Some materials require transparency however, in those cases it"s advised to have the transparent material separate from the opaque one

#

Since shaders won't be able to identify the transparency properly in said cases if they were all atlased

surreal egret
#

Would alot of the anime eyes you see in VR chat be a good example of a transparent material? Where there might be an Image in the socket like idk stars or something to make the eyes pop more or something

marsh trail
#

Yep

#

Most people use cutout, but i personally prefer fade, does a much cleaner job at it and without the bugs transparent tends to have