#avatar-optimization

1 messages · Page 41 of 1

hoary juniper
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In particular, by default Unity's editor will not do any anisotropic filtering - this means a very big difference in how sharp textures appear between VRC and the editor unless you've changed the graphics settings.

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I would say that you should never disable mipmaps or texture filtering. If you want sharper textures, there are more intelligent ways of doing it in the shader that I'd be happy to go over with anyone who is interested.

amber hemlock
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Don't mipmaps make texture size bigger?

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my avatar is a single 4k by 4k texture, so mipmaps have a ton of overhead

marsh trail
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From what i've read, mipmaps increase the filesize by 33%

amber hemlock
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I’m seeing it increase it by way more

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Like 12 mb vs 65

marsh trail
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Essentially, mipmaps are lower resolution images that are switched between at varying distances, mipmaps however, can literally be completely different images, as each "mip" is simply an image at a lower resolution that gets blended into the farther you are

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Technically, you could have a disappearing model by using a single fully transparent mip, without the use of any specific shader

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Mips display textures far better than if you were not to use them, since rendering a high res image at a very far distance will make details barely notaceable, whereas mips can give you a far more reliable view of such, at the cost of a slight overhead based on texture size

amber hemlock
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Idk personally I think my model looks better at a distance without automatic mips

marsh trail
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Very large texture atlas' will of course suffer far more, as it renders every power of 2 under it

amber hemlock
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I’ve done lots of comparisons and decided it looks better without them

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It makes everything blurry

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Small details just blur away

marsh trail
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Haven't done any tests as of yet, trying to get good results with DDS DXT1A encoding

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Since unity makes DDS's look so washed out

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Also i think the blur is related to the filtering mode

distant forge
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Being washed out might also be something to do with gamma or sRGB. For textures imported as DDS unity doesn't give you the option to set sRGB

patent leaf
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I convert my DDS textures because of that washed out look :\

heady smelt
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protip compress your textures when you're in unity ... very little quality loss but it will improve your load times

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you can use the compression on a 4k or 8k tattoo texture and not have much quality loss

heady smelt
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I recommend using UnityChan Toon Shader 2 and one entire atlas texture for the whole avatar. UTS2 offers lots of stuff like 3 layers, highlight, rimlight, ap rimlight, matcap, emission texture and other awesome fidelities, and its quite optimised for a change.

In my opinion, with that shader you get the most visual fidelities at a lower cost.

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For comparison, the front avatar is UTS2, behind that flat lit toon and standart shader

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Also, its free.

distant forge
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@heady smelt Is there an example material or a good explanation somewhere of how to set up UCTS2? I got overwhelmed trying to figure out how to even configure it and it made my avatar black when I naively changed the shader to one of the UTS variants

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(A screenshot of how you configured your material might be helpful)

marsh trail
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Pretty sure you can compile a sRGB ready dds file

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BC7 iirc (DX10)

heady smelt
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@distant forge If you mean by a clean setup then you:

① Download the Zip here http://unity-chan.com/download/releaseNote.php?id=UTS2_0&lang=en
② Extract it somewhere
③ Drag UTS2_ShaderOnly_v2.0.6_Release.unitypackage into your Asset folder or simply drag it into the Unity window and a import message should appear
④ Once youve done that I have a quick sort of tutorial here, but I have done it in one take since I am not really "calm" at explaining but I hope it helps https://www.youtube.com/watch?v=7W-7ZQR3MsQ

Shader used: UnityChan Toon Shader 2 Model used: TDA Vocaloid Software used: Unity 2017, Photoshop CC 2018, Blender http://unity-chan.com/download/releaseNot...

▶ Play video
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Under "Body" of your avatar you should be able to select the shader, your choice will be "Toon_DoubleShaderWithFeather" under "UnityChanToonShader/"

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Once you place your atlas texture or material texture into all 3 shader layers and remove the outline, you should be able to create magic

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But, I really recommend it rather to use on Avatars with an atlas, because editing single materials with it is tedious

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Since there are quite a few options, also looks best IMO and feels quite smooth when you do the first.

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Also I recommend you to generate a (3 Blur, 100% detail, day lights) normal map in photoshop for said atlas and set it to base, you will be amazed how differently the directional light will react to your avatar

marsh trail
polar bolt
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ugh, multiple samplers for the "shades" when the same effect can be way more customizable with a ramp

marsh trail
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Kinda wondering if that increases the shaders' performance hit, and do the multiple (yet the same) images also account as a single one simply sampled through the different layers, or does each one get added to the total sum (imagine 3 8k uncompressed textures)

polar bolt
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No, textures are indexed so its still the same one in memory. Just not sure if(or how much) such case of same coordinate sampling benefits from optimizations.

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(Since its uniform parameters and not dynamic offsets like parallax)

marsh trail
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Hmm, so if actual different textures were used for the different required regions (in that case) it'd use them individualy, whilst any of the same textures would just get called out from a single source

amber hemlock
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So I found out why mipmaps were exploding my file size. My atlas is not power of two, which is fine for compression if there are no mipmaps, but if I enable mipmaps, they apply to the u compressed texture and compression becomes disabled, that’s why I go from 12mb to 68 mb

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If I have unity convert my atlas to a power of two however it destroys it and makes my pixels detail blury. Can I just extend the texture to 4k with empty texture space? Ironically it would give me a smaller overall file size with mipmaps and be clearer

surreal topaz
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@amber hemlock it shouldn't make anything blurry if you set non-power of two mode to "To Larger".

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It's probably scaling to the nearest power of two which could be lower than the actual resolution

amber hemlock
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It does indeed make it blurry with to larger. Maybe I’ll investigate and see why

surreal topaz
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That's weird, it shouldn't

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Although the automatic atlas tool has padding to the next power of two if desired

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I don't bother and just manually atlas

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Too many problems with wasted space and non-POT

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Mipmapping is essential and 60 MB textures are unacceptable

amber hemlock
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I think I’m just seeing pixel interpolation from a small texture stretch my textures have detail right down to the pixel level

marsh trail
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The endless cycle of trial and error

amber hemlock
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Because my texture is like 3800 x 3800

surreal topaz
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Yeah, that might be it. Still sucks though

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Padding the texture out might solve it.

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But then you also have to fix the UV's.

amber hemlock
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Or whatever 1024 * 3 by 1024 * 3 is too lazy to math

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I would hope blender can just understand resolution change but I guess not?

marsh trail
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It'll try to adapt to the new res, increasing or decreasing uv bounds

amber hemlock
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My automatic atlas already has a lot of wasted space

polar bolt
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Best to scale the texture manually to 4k or 2k

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Can inspect the details and control scaling properties

surreal topaz
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UV coordinates are defined between 0 and 1 on both the X and the Y axis

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So changing the image size requires UV adjustment

polar bolt
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Adding padding requires, not full scale

amber hemlock
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I know how to manipulate uvs and move things around but one thing I can’t do is generate the new texture representing what I’ve moved around I’ve never gotten it to work

surreal topaz
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If you pad it out you'll have to manually set the 2D cursor to the right point, scale, press F6 to finely adjust scale

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Make sure origin point is at 2D cursor

marsh trail
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Padding to 4096 will require some uv fixin', if you were to upscale it however, it'd lose some tex quality but keep the uv consistent (correct me if i'm wrong)

amber hemlock
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That’s why I have not manually atlases yet, I can’t figure out what I’m doing wrong with texture bake

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Upscaling does not break uvs but the result is blurry due to interpolation. I have noisy detailed textures

marsh trail
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Here's something that may work then

polar bolt
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Use different scaling algorithms then

marsh trail
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Try using waifu2x to upscale the texture by 1.6x and then downscale it to 4096

amber hemlock
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My problem is it’s just pixel detail

marsh trail
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Bicubic resizing then?

surreal topaz
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What problems are you running into during texture baking, then?

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It might be related to using the wrong engine

polar bolt
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Or XBR and similar pixel art scaling algo families usually found in emulators

surreal topaz
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Make sure you're set to Blender Render and not cycles

amber hemlock
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I think I just need learn to texture bake. I could easily fit everything in a 2048 x2048 if I moved everything closer together

marsh trail
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I had some problems baking vertex colors to a model before untill i used a specific bake...

amber hemlock
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Whenever I try to bake the new repositioned uvs it errors out saying circular reference

surreal topaz
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That's weird

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This happens on any model?

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There may be some settings set wrongly

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And you're using Blender Render right?

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If you follow the texture atlas tutorial it should be rendering to a new texture altogether, from your description it seems it may be trying to use an already existing texture as render target

marsh trail
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Renders between cycles and blender be vastly different

amber hemlock
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Blender render yes, and I’ve not tried it on any other model this is really my only project it’s largely all me

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Not a mmd model

marsh trail
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Can you screencap your baking section?

amber hemlock
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Sure, will need to pause all this and continue when I’m off work

marsh trail
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Bakin' can be such a mess, i think the only thing that worked for me was baking diffuse (iirc)

surreal topaz
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Baking always worked fine for me, the only quirk is that if you use alpha, you have to bake twice to get a good result

marsh trail
surreal topaz
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Since the alpha channel only gets turned on whenever it first sees transparency

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That seems like a Cycles thing

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In Blender Render you can just set the bake type to "Textures" and this will always work

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Will only bake the diffuse texture, the top one

marsh trail
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Was usin' blender render meself

surreal topaz
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Never tried baking normal maps

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I really hope it's as easy as setting it to "Normals" but I doubt it.

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I think that's just to bake a higher poly model

marsh trail
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Mostly everything i stumbled accross was telling me to use cycles for baking vertex colors

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It was a pain to find the plausible alternative

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And aye, normally ya bake from a higher poly model to use on a lower one, but baking normals should (theoretically) function even on low poly models

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Setting up nodes might be necessary for good results however

surreal topaz
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I'm not quite sure how that works though

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Normally you UV unwrap the lower poly version

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Unless you're planning on re-subdividing the lower poly one and then baking?

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I don't think you can unwrap the higher poly sculpt and then unwrap the retopologized version the same way

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At least not easily

marsh trail
amber hemlock
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Good to know baking diffuse is easier, as it’s all I have. All my detail has already been baked to diffuse before the atlas. Now that it’s atlased baking no longer works due to circular reference

marsh trail
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Is it possible that one of your mesh faces has n-gons? It means unconnected vertices are along an edge. These often cause this error…
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@amber hemlock

amber hemlock
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Yeah my eyeballs are still quad spheres. I’ll triangulate them and see if that fixes it, thanks

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Didn’t know that messes with baking

surreal topaz
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Never had issues baking quads though.

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Only ngons

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But you can triangulate everything anyway

marsh trail
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When in doubt

Google
ProgramName+Action+Error
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Only very rare cases return with nothing useful (and computer issue posts dating back to 2009 with "found solution" with no solution mentioned or "here's the fix <urlgoeshere> :]" - the url expired)

surreal topaz
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@ivory night what happens if you uncheck the combined_material already present?

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Have you tried converting all the textures to PNG first in Cats?

ivory night
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tried em both, was able to fix it but just had to kinda go around the problem

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ty tho

sweet mason
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you could at an extent to to put all the texture side to side in photoshop and rescale the uv in blender to match it

clever niche
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can some one set this up for me im confused af withe the blender and unity ive tried alot the one i want most is qoute or in terms of what its called in the folder quart

shut sequoia
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just closely follow a video guide

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(also not an optimization question)

open comet
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@shut sequoia Thanks for that video, that answered a few of my questions

lyric pollen
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Hey so I made my avatar in sketchup and imported it to blender but despite being a blocky, low poly model it has like 2,000 triangles

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Is this normal?

sweet mason
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yeah

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you have cylinder

lyric pollen
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oh, so the triangles in the head and torso are just normal?

sweet mason
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select everything and delete doublw

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W

lyric pollen
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delete+w?

sweet mason
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press W with all the vertex selected in edit mode et click on remove double

lyric pollen
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ah ok

calm spade
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Zakus are the best, this looks really nice !

outer portal
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How come vrchat doesn't look at the distance dynamic bones are registered when it comes to performance? Like listing off that hey you got Dynamic bones set at 20 yards, You should lower it to be more user friendly to the performance to other users. The default on dynamic bones is 20 yards and it's never considered in the performance stats.

gleaming yacht
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yards?

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Anyway. Dynamic bones do turn off when a certain distance away

surreal topaz
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@outer portal pretty sure the default is 15 meters

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And you cannot change that yourself

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It's enforced on load

calm spade
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imperial system emoji

outer portal
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Is it? But when if you change it to 5 yards? Does that make it pointless?

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Cause alot of bones on certain areas could be 5 yards for small detail stuff

surreal topaz
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Everything in unity is in meters

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I don't think lowering it will matter because it's always set to 15

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Or something like that

outer portal
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I never said they didn't @gleaming yacht I just said that there is a option to have them turn off at a certain distance.

surreal topaz
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The way the current system is set up, it wouldn't make sense to take distance into account for performance ranks at all

outer portal
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That gets rid of the option to optimize further if that is true Rokk

surreal topaz
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Yeah

ancient crystal
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theyre really glitchy when disabled no idea why

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like if u look at someones hair for example and then turn away and repeat the process

surreal topaz
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I do wish they were limited to 15 and not hard-set

ancient crystal
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every time u look back at their hair it will explode into place

outer portal
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so you think it doesn't matter if we take distance into account? Are you serious?

ancient crystal
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it matters

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kinda like bounding box matters

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its just not manually set 4 some reason

outer portal
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I'll do some testing

surreal topaz
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I never said it "didn't matter"

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The system doesn't concern itself with distance at all because it's not something we can change on our end. I would imagine that with the current implementation, that wouldn't end well anyway.

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We would have a separate stat for "dynamic bone distance" which would probably rank you as "poor" for wanting to show like 2 bones from 15 meters away

outer portal
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You'd think they would allow us to lower it on our own end..

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It limits you as poor just for having a single bone transforming.. so yeah

ancient crystal
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no it doesnt

outer portal
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Really how many?

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before it says poor?

ancient crystal
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its on the docs

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collision checks are on a per transform basis

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so a total of all those

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and transforms is just for each individual bone in the dynamic bone chain(s)

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so a total count of those

surreal topaz
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I think you're only poor when you're over 32 transforms

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The problem is the vast gap between poor and very poor

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9 collision checks = poor and 256 is "very poor"

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And mesh particle polys are IMO penalized a little too heavily

amber hemlock
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VRChat replaces your dynbone script with their own. Their disable distance could very well be hardcoded and ignore your parameter. I don’t know if that’s the case but it’s entirely possible.

potent robin
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hi guys

amber hemlock
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Helo

potent robin
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.-.

outer portal
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they should allow us to lower it for performance shake, leave the 15 meter limit but allow us to lower it.

amber hemlock
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There seems to have been an extra step in the middle of very poor, below which was labeled as “horrible”, as it’s been left in the SDK code. That’s why “very poor”’s range is much larger than the others

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Just a hunch

shut sequoia
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I may be remembering wrong but I somewhat recall the disable distance bring different the two times I tested it. I can try it again later though. Once in the box and once in another world. It seemed bigger in the box.

uncut yarrow
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can someone send an image of what the Unity bone map looks like?

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for VRChat whole avatar bone rigs

woeful stag
shut sequoia
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Removing oes will make it so you can't tiptoe. Most people don't mind but just a heads up

karmic condor
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It’s toe tapping or tippy toes, you get one or the other

uncut yarrow
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shoulders are required?

ancient crystal
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yea

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all of arms

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all of legs (toes optional but recommended)

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all of torso, but no upper chest

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neck, head, and eyes (if have eyes), no jaw

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as for hands, the minimal u need for gestures and IK are bones for the first 3 fingers

surreal topaz
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The first bones at least

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So index finger, thumb and middle finger

amber hemlock
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warning about NOT deleting toes: Currently the IK will make your head float above your toe bones, if you have them, so your avatar will lean forward. (view position won't change relative to your head, your feet will just IK in back of you and may look like you're leaning forward, depending on how far forward your toe bones are)

Unmapping toe bones will remove this weirdness.

Toe bones are only needed for normal VR, Desktop and fullbody VR don't need/use them.

surreal topaz
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Regular VR doesn't need toes either

amber hemlock
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I mean it as toe bones do nothing in fullbody/desktop where as they have an effect in regular vr

surreal topaz
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It makes the IK look a little better but it's too much of a tendency to tiptoe all the time

amber hemlock
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I've never seen a IK difference

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but yeah i can imagine it would make the walk cycle a bit smoother (less head bob?) but I've never actually seen it help

safe swift
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regular VR is better with toes in my opinion, as you can reach a little higher, though needs playspace mover to adjust yourself so there's no issues

surreal topaz
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Problem is that it's pretty much impossible to not have your knees bend or stand on your toes

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Especially when you literally just look up/down and that is perceived as a headset height change

heady smelt
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Is there a way to texture alast in unity?

marsh trail
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Probably via plugins

junior brook
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hey guys, how bad would be to have 19 materials? I tried optimizing on cats but ended up bugging the model

distant forge
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19 materials is too high. You're going to want to cut that down a bit

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what did you try and what happened when you did?

junior brook
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When I merged materials on cats the lipsync stopped working, but yeah I'm gonna try to see if I can fix it, don't wanna lag myself and others

surreal topaz
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That's weird, material combining shouldn't cause that

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@junior brook did you reimport the FBX back into Blender by any chance?

junior brook
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yep

surreal topaz
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You should always reuse the original blend file

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If you have it

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Anyway, just regenerate visemes @junior brook

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The sil and pp shape keys are probably not being exported or imported.

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If you're missing even one of them lipsync will break

junior brook
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yeah I thought as much, someone made the avatar for me so I don't have the original blender file, only the fbx, but yeah just gonna regenerate the lipsync and eyetracking

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Thanks again rokk!

amber hemlock
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If looking up and down creates a height change, the pivot point of your head is not correct relative to view position, fix by changing view position rather than pivot point.

surreal topaz
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It happens on any view position

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It's because the headset itself pivots up/down on your physical head

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The headset is moving up/down and therefore the game detects a height change

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It's very slight but it's noticeable enough to, for example

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Look down and adjust playspace until knees are no longer bent

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Look forward in the mirror and suddenly your viewpoint is actually slightly higher than it should be.

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Adjust playspace again, and now your legs bend when you look down.

amber hemlock
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Ah I see what you are saying. This doesn't happen in FBT when you look down because it knows that your hip is not moving

surreal topaz
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Yeah

amber blaze
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Hello.

heady smelt
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i never managed to fix that 'your knees bend a little when looking down' thing

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also, if i walk around while looking at my feet, my avatar tip toe

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but when i stop is the other way around, my knees are bent

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ik is weird XD (normal vr no fbt)

sweet mason
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Change you high

surreal topaz
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Pretty much impossible to get right

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The margin between bent knees and standing on your toes is tiny

arctic vortex
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Blender is telling me my model is around 16,000 poly yet Unity is warning me about a large amount of polys once i try and upload it. I'm not sure if i have double the model or what. Unity tells me it's way over 70,000 polys

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Decimating the model with CATS in blender tells me the model is also 16,000 thus way under the amount.

woeful stag
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hmm, lets see a screenshot

vague hearth
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click apply on decimation modifiers before exporting, also alt+h to be sure there's nothing hidden

arctic vortex
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I'll check everything then post a screenshot!

heady smelt
surreal topaz
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You probably either have a lot of tris (which is what counts), you forgot to apply the decimation modifier, or you have the wrong file in your assets

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Such as importing an older FBX by accident

amber hemlock
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It’s pretty much impossible to fix the squatting squatting when you look up and down unless you have a hip tracker. It’s just due to non-fbt having no concept of hip bending. Hip will always want to be a fixed distance below you your view position

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You can eliminate shifting forward and backward when you look up and down, but you are always going to squat a little.

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Normal and unavoidable as of current player Ik

versed swan
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What is the max number if polygons you can have on an avatar?

karmic condor
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70k

lyric pollen
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I was able to upload my model to vrchat BUT it goes into this 3rd person view looking at the front of my avatar...

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this is just normal view

sand oak
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did you adjust the camera thingy position?

lyric pollen
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ooooohhhh

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so the model's camera is how it will see?

sand oak
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in Unity there's this ball (I forget what it's properly called) that you have to adjust to your avatars body, which determines where your eyes will be when you're using the avatar

lyric pollen
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Yeah the descriptor

surreal topaz
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I'm getting the feeling your model is also all turned around

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Or maybe you left a camera on it by accident

lyric pollen
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Would I delete the camera?

amber hemlock
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I wouldn’t expect a camera to effect view position

distant forge
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Cameras can override the default viewpoint if you don't assign a render texture (for example, maybe you dragged the default Main Camera into your avatar). Vrchat does some cleanup of cameras for friends, but any cameras on your own avatar are actually left exactly as configured in unity

weak lichen
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hi so i had a problem that i could not upload my map due some of my avatars where badly optimized and i fixed em so im checking the rest as well

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and i notice some of em have 8 animators out of 1 how can i fix this

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hello?

distant forge
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The 8 animators isn't the problem, but those show up for a few reasons: either because of custom blinking/tailwag/eartwitch animations, or because you are using some vrc inventory system type setups where you can toggle props on/off/in between

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however in your case, there are for the moment specific rules for public world submission that include specific things unrelated to performance stats...specifically number of dynamic bone transforms, number of dynamic bone colliders, skinned mesh renderers and material slot count. That's what you need to fix. Find the exact rules on the docs page

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so you're going to have to give more detail about what your avatar does. If you think you should be using no inventory systems, and you do not use a custom blink, tailwag, etc, then you can find where the animators are by going to the Unity search bar in the heirarchy panel and typing in t:animator @weak lichen

amber hemlock
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Wow the camera component worked perfectly, though it was glitchy if more than one person wore the avatar, only the first person to load it had the custom camera

surreal topaz
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It's very odd that it just randomly works but that explains quite a bit.

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Can you toggle that on/off you think?

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So you can switch viewpoint

distant forge
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This part of the SDK happens to be open source - it's not particularly complicated and you can read the function in AvatarValidation.cs. The stuff that's not obvious is how mutating or destroying the Camera on one avatar interacts with others sharing the same avatar prefab

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and of course the fact that Render Texture instances are shared between users with the same avatar makes things confusing, especially if you first encounter it as a non-friend

amber hemlock
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As long as it’s a private avatar it works correctly all the time. Have not tried disabling the camera. You can move/animate it though

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Put it on a fixed joint to my head it’s pretty much exactly like a third person game

surreal topaz
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That is odd but very cool

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There are several methods to switch which bone an object is attached to. I'm sure that could be really interesting when combined with these cameras.

amber hemlock
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Menus render in front of the avatar so I had to have a gesture to pull it back to first person

surreal topaz
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Could take off your head

amber hemlock
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Well even the default camera is not a child of the armature it’s just at the view position so a camera at the same location is indistinguishable

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Expect custom FoV slider

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It’s nice, though I wish I could decouple head rotation from avatar rotation for use in vr

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For now if you turn to the side, the avatar looks to the side and your position sweeps to stay in back of the avatar

surreal topaz
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Oh yeah

distant forge
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You can lock your rotation by opening the big system menu

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And set this camera to not see UI layer

amber hemlock
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I just mean in normal use

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Can’t walk with system menu open

robust epoch
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Is anyone having trouble uploading avatars as the "Processing File keeps getting paused thanks to unity and i cannot upload

distant forge
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Unpause unity. Turn off error pause on the console panel at bottom 4th button. Check for the first red error if still broken @robust epoch

robust epoch
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I got it workingthank you

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my animations are broken

distant forge
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If you want help Ask a more specific question about animations in #animation

heady smelt
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Epic

amber hemlock
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I feel like it might have a few unncessesary verts b

safe swift
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just a couple

heady smelt
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Nah it’s pretty optimized

surreal topaz
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Did you just post a photo with proof that you're using a modified SDK?

#

🤦

safe swift
#

poly is red though

surreal topaz
#

"Tone it back a little fam" is not something I expect to see in a regular SDK lol

safe swift
#

oh, missed that part

surreal topaz
#

Pretty sure a model with that many polys won't even load

#

It would just make you a blue man forever

safe swift
#

do it for science

amber hemlock
#

Reading SDK source is fun lots of little things

#

My favorite being “Very Poor” having the variable name “Horrible”

#

Never noticed that bit in the pic. no idea if it’s modified. Would be funny if it only triggered for insane polycounts

shut sequoia
#

nah the rolex was a meme people did a while back, it loads

heady smelt
#

animator component 👌

amber hemlock
#

baking 24/7 animations into idle pose so you don't need a custom animator 👌

shut sequoia
#

[heavy breathing in avatarnese]

marsh trail
#

Ay single animator component for everything that moves in an idle format in different layers EXSGT

ancient crystal
#

^^

surreal topaz
#

3 animators seems like it could cover most use cases. One on the root for the "main" one, one on your body for custom toggle-able blinking (some people also use this for breathing), and one on the Armature for everything else

#

It would be neat if we had our own controllers and could condense it all down into one animator

ancient crystal
#

i mean toggle blink not usually necessary (it looks somewat fine w/o it)

#

and u can also use a breathing bone instead of blend shape

#

so i could just do everytin in 1 extra animator only

supple reef
#

Not sure how optimised it is, but I have a quick question.

#

Is swing bone any good?

safe swift
#

what is swing bone?

supple reef
#

It's an asset like the dynamic bone but cheaper.

safe swift
#

not whitelisted

supple reef
#

Oh...

safe swift
#

so no it will not work

amber hemlock
#

Also it may obvious to some but editor scripts of many kinds still work and don’t need to be white listed. I use parametric primitives for making stuff in unity instead of blender, works fine in vrchat since they just output static meshes at runtime. Helper script gets stripped off but aren’t needed for the model to be rendered.

heady smelt
#

Hey everyone~ so I see in VRC that my bounds size is "very poor" and wanted to know how to fix this. ty.

surreal topaz
#

bounds size is buggy

#

Make sure your mesh bounds fit your model

#

And dont have far away objects

amber hemlock
#

Yeah I have a fully excellent avatar that says excellent in unity but is medium or sometimes just good in-game due to bounds saying I’m bad. Basically pray to the polygon gods that you get your star

storm ingot
#

I dont use the whole ranking system for performance check ... just get a whole bunch of friends in the box ,load your avatar and ask if they experience lag/fps drops)

surreal topaz
#

That's not a good way to do it tbh

storm ingot
#

if even the best system gets lag on your avatar loading you know it needs optimization a bit more

surreal topaz
#

A single avatar will generally not drop frames and frames are too unreliable anyway

#

Use the Unity Profiler for more accurate results

#

Or just go off the optimization stats because they're usually right

#

Bounds size is very iffy right now and particle systems without emission are counted unfairly, that's about it

storm ingot
#

stats never tell real time experience though ( just look at the richest countries against happiness scale)

surreal topaz
#

That's not really a good comparison

#

The stats aren't perfect but a lot of them have solid grounds

storm ingot
#

hmm hmm

shut sequoia
#

Yeah, typically one avatar is never the issue. It's when everyone is using an unoptimized avatar that it becomes a problem.

#

That's like saying "Hey guys. I just farted, anyone smell it?" just because no one smells it doesn't mean it doesn't stink. Now imagine everyone farts.

#

But getting friends together to test one avatar is basically a huge waste of time because it likely won't even budge FPS on its own unless it's shader based lag

surreal topaz
#

Also I hate how meme shaders use so many keywords lol

#

Keep getting log spam and weird looking avatars just because some guy came in with a bad shader

marsh trail
#

Getting a room full of multiple variations of the same model (same hierarchy and setup, but different materials) would be a decent way to test such, lag will only occur when one has a lack of resources to follow through with what is being displayed, there's no feasible 100% certain way of accurately representing how much a model would lag, as it depends on so many different variables, it can lag in one system and not lag at all in another (talking about a full room of them, also again, they're different, so they wouldn't even try to re-use things if possible), you can get an idea of the general impact of a single one via the profiler, but you'd need to take into account, systems being used, the world that's being used, how many materials, meshes and/or different models are being used or batched together in some way...

#

I wish it was fairly straightforward myself, but it sadly isn't, "don't use X or Y" isn't a good metric either

shut sequoia
#

🤔 what are the consequences to log spam?

#

you mean output log?

marsh trail
#

I think so, probably just a heap of garbage text produced by them

#

Stumbled upon a few before

shut sequoia
#

Yeah, I figured there would be no issue no matter how many thousands of errors you got

surreal topaz
#

Well there are in this case

#

If you run out of shader keywords, subsequent keywords are ignored.

shut sequoia
#

My friend made an avatar that accidentally just kept making lines and lines of errors due to it producing one every time he moved because IK bug or something, lemme see if I can find it...

surreal topaz
#

There's a shader that supports MMD .sph textures but it uses keywords to turn that feature on

#

So it just looks solid white when the keyword limit is exceeded

shut sequoia
#

Oh, yeah Syns goofs with my rainbow keyword the most and it messes me up

surreal topaz
#

Yep

#

The worst part is

#

Those "checkboxes" in shaders all generate a keyword by default

#

The [Toggle] things

#

Even though most people don't even use the keywords

#

You can apparently fix that by turning it into [Toggle(_)] instead but that isn't documented.

shut sequoia
#

I always wondered what caused that. It would make others see my entire skin as rainbow even when my Skin atlas isn't what had the keyword applied to it

surreal topaz
#

That was a big criticism of Poiyomi Master

#

It could use like 32 keywords on its own

#

Out of the 200-ish limit

shut sequoia
#

Or my eyes and nails would only be solid color, not rainbow.

surreal topaz
#

Sounds like Syns actually uses the keywords then at least

#

My noenoe edits don't, so I optimized them out

#

0 keywords added by the shader itself as far as I know

muted path
#

any ideas how to fix eye blinking my left eye blinks but my right stays the same in blender the left and right eye shape keys aka wink and wink 2 are linked to the left only how do i asigne the wink 2 to the right eye.

sudden zodiac
#

@muted path There should be a shapekeys that blinks the right eye, use that one instead

umbral talon
#

can someone help or give me some advice?? Im trying to decimate this model cause its over the 70k poly limit, but the bones keep getting fucked up when i save it and reload it. and then for some reason when i try decimating with the custom option my shape keys fuck up.

woeful ember
#

selectively decimate clothing and avoid the skin/face if possible

#

dunno how your bones are getting messed up

#

maybe i should elaborate a bit you can select the mesh and go into edit mode and select clothing and decimate only the selected verts

shut sequoia
#

What do the bones look like when you try and decimate? I haven't seen that happen before

steel osprey
#

only thing i can think of is over decimating the joints

umbral talon
shut sequoia
#

Wow, yikes.

obtuse raptor
#

I would recommend weight mixing some of the bones on the hair and skirt; the effects you would get from Dynamic Bones - if you use it - should hardly be noticeable if you do so. That'll cut down some bones a smidgen.

As for the decimation, I would use CATS and separate the meshes, and decimate individually one by one, the most biggest culprits; I find that shoes tend to be a culprit or pants. Depends on the model though. Also, try not to decimate the hands or face, since those are important.

Regarding the Shape Keys, if you wanted to decimate, say, the pants, you would have to delete the Shape Key first, if there is one. That might be why you're having issues.

heady smelt
#

VRChat complained the bounding box on my model was too big (It was) so I adjusted it.. now the lighting is strange. How do I fix this?

winged zodiac
#

Maybe you should had made a copy of that model next time to go back and re-edit it. I never have a problem with the lighting of my model tbh.

crystal sonnet
#

@heady smelt did you delete the scenes light?

#

oouf 450 bones, this doesn't look fun

winged zodiac
#

I feel your pain

#

I tried deleting some bones once. The whole model melting. Literally.

crystal sonnet
#

Yeah I usually try reduce it till it's under 70

#

Though this is a mess

heady smelt
#

@crystal sonnet It's ingame, not in unity itself. Everyone else looks fine but my avatar is typically off color

#

In Murder for example she's blue when everyone else is orange-y

crystal sonnet
#

That'd be your shader

ancient crystal
#

is ur trust rank new user

heady smelt
#

I'm using Silent

#

no I'm trusted

#

All my other silent shader models aren't like this so idk whats up

#

I also changed it to cubed and reuploaded, same result

#

According to my friends it's a local issue but still really weird :?

surreal topaz
#

@heady smelt set the anchor override to the hips on the mesh renderer component

heady smelt
#

I'll try that, thank you

marsh trail
#

Pretty sure it's broken shapekeys given the fact that your bounding box was large, if left unfixed and one just rescales the bounding box, they'll suffer lighting issues as the broken parts still exist
@heady smelt

heady smelt
#

Maybe? Though I don't think I did much to the shapekeys. I did smooth out the shirt polygons a bit, maybe it was that

surreal topaz
#

Check all your shape keys in blender

#

There may be one that makes the entire model explode

ancient crystal
#

changes to verts sometimes mess up shapekeys

amber hemlock
#

@winged zodiac you. Can’t just delete bones or that part of the model will stop moving. Need to transfer the vert weights the of the bone to its parent then delete it

ancient crystal
#

or merge weights tool

amber hemlock
#

Yeah that’s there but I guess I always use it wrong the stuff I want to merge is never on the list

#

So I’ve just started doing it the blender way

ancient crystal
#

u dont need a list lol

#

u just select the bones and click Merge Weights [To Parent|To Active] whichever is applicable

amber hemlock
#

Ah thanks.

#

I’ve just been creating vertex mix modifiers every time

#

And applying them

#

I feel like I’m messing up the curves a bit too doing so

main lance
#

you can not decimate stuff that has shape keys.
I would recommend separating model meshes by material and then decimate part by part. Start with the hair as thats where there is usually the most geometry.

#

oops. replying to an old msg XD

ancient crystal
#

its always great if ur a modeller and u can decimate by retopologizing tho

#

cuz then it doesnt turn into a disgusting mess of randomly placed verts

main lance
#

yes. Thats the cleanest route.

#

Im always grossed out at how the mesh ends up looking behind the scenes. but alas, it works.

ancient crystal
#

yee

#

its really bad for weighted meshes in specific sometimes

#

cuz it tends to favor optimization of flat areas

#

so stuff like arms and legs gets decimated more and it will ruin skinning

#

cuz one of my somewhat sculpted characters for example

#

it had like 120k triangles

#

cuz was meant for renders also

#

and i tested decimation to < 65k

#

and the arms became basically cylinders and had terrible skinning

main lance
#

eeek

#

is it safe to delete controllers? for example, I have a project that i keep adding changes here and there and im piling up
filename_v2.controller
filename_v2_(1).controller
filename_v2_(2).controller
filename_v2_(3).controller

#

and im wanting to clean it up....

ancient crystal
#

yea

#

theyre not necessary really but

#

u can help fix that by just deleting the newest one after ur done with it

#

or just putting all animations in their own folder 2 reduce clutter

main lance
#

Gotcha.

polar bolt
#

you can use single controller for all of model animations

#

just switch to the target anim in animation tab

main lance
#

how would I update my project with a newer sdk version?

#

I clicked VRChat SDK menu, it prompted me to download... Do i just over-write it all? or ... is there a preferred method?

ancient crystal
#

u dont need to

#

delete the SDK

#

install the new SDK

#

restart unity if necessary

main lance
#

i wont have to reconfigure character?

ancient crystal
#

no

main lance
#

cool

ancient crystal
#

thats the cool thing bout unity

#

if u delete assets or dont have them it has some temporary fake asset

#

that keeps ur properties and etc saved

#

so u load another version of it and it fills it in again

main lance
#

thats handy.

amber hemlock
#

If you have controllers piling up it usually means you are dragging animations directly into the avatar. Chances are all but one of them aren’t even in the scene and they can be deleted. Right click one and pick “find in scene” if it shows no results it’s safe to delete

#

It’s better to put the existing controller on an animator component instead of dragging an animation to a bone

#

Otherwise you need to add the animations to the controller one by one every time

#

Took me a while to realize the intended workflow. Animations go in controllers, controllers go in animators, animators go on gameobjects.

#

The “Animator” tab should be renamed “Controller” since that’s what it edits

main lance
#

noted.

#

hey i have a character that the blush is showing gray/black but i also have another blush that is working fine.

#

Not sure what happened that made one stop working.

#

They seem to have the same settings in unity, in fact in unity, i can see them both as pink blush but in game, its different

surreal topaz
#

Which shader are you using on them? @main lance

#

And are you using Unity 5.6.3p1 or 2017.4.15f1 to upload the avatar?

distant forge
#

Are both blush atlases/textures imported as sRGB and same alpha is transparency.

open comet
#

I have an avatar with polys over the limit and it won’t upload. How do I fix this issue

amber hemlock
#

Reduce polys using blender

patent vault
#

I'm curious what is considered an optimized avatar in vrchat? How many tris/bones/materials? (if we exclude dynamic bones, colliders , fancy shaders etc lets pretend we dont use that) I feel that as a beginner its kinda easy to upload an avatar but hard to make one that is optimized!

distant forge
#

the biggest gains are going to be combining your meshes (ctrl-j in blender) and atlasing your materials (you can use CATS/material combiner addon in Blender to do this)

#

and of course keeping dynamic bones and colliders down. if you want Excellent you have to have no dynamic bones

patent vault
#

Thank you for the link that clears up ALOT ^_^/

#

what is bounds size?

shut sequoia
#

Decimation, lowering bone count, atlasing, emission mapping, etc

patent vault
#

a bot should be spamming those here ^ just saying!

calm spade
#

That's what pinned items are for

shut sequoia
#

yeah some of them are pinned actually, forgot about that

elder gull
#

How do I let me upload my model?

marsh trail
#

Got any other models in the scene?

elder gull
#

yes

marsh trail
#

Disable the red error ones

elder gull
#

what?

marsh trail
#

Every model with a descriptor is accounted for, if even one has a red error (not the performance one), nothing can be uploaded

elder gull
#

HOLY SHIT

#

thank you so much

#

wow you just made my day

marsh trail
#

No worries

elder gull
#

also does Pumpkin's auto visemes work?

marsh trail
#

I personally use the one provided by Hotox so i'm unsure

elder gull
#

how's that one

marsh trail
elder gull
#

how do you use it?

#

i have it installed now

marsh trail
#

There's a gif there displaying how it works i think

elder gull
#

when i do the thing in the gif

#

it just comes up like this

#

doesnt actually apply the visemes

marsh trail
#

Odd... do you have more than a single mesh?

elder gull
#

oh nvm my visemes arent named correctly

#

I have no idea how to go about this

#

my visemes are in Japanese

marsh trail
#

mmd i assume?

elder gull
#

Yessir

marsh trail
#

You got blender?

elder gull
#

Yes

#

but its too late to go back to blender

#

ive been working on this avatar for 2 years

#

in Unity almost exclusively

marsh trail
#

Oh boy

elder gull
#

Yeah I joined VRC a long long time ago

marsh trail
#

You'll have to check each shapekey manually then, and it can't repeat in the visemes

#

And the Sil shapekey is Silent, so it's essentially an empty shapekey

#

Not seeing how this'll go through properly without going through blender honestly, you could scrap the viseme idea, but since you've been working on it for 2 years, i doubt that will be desirable

#

Running the model through blender at this stage is risky depending on what was done, otherwise i would just tell you to shove it back into blender and get it properly fixed up, losing 2 years of work would be daunting to say the least, so i hope you're keeping backups

ancient crystal
#

u also need 2 fix like

#

many more things on ur avatar (the warning messages)

#

and also should spend some time optimizing stuff like bone count

#

before u actually upload it

#

but i dont see y u wouldnt have a blender save of it already if thats the prgrm u used

elder gull
#

i have no way of getting my character in his current state

#

into blender

#

I added many things to him

#

through unity

ancient crystal
#

well adding things through unity means nothing

elder gull
#

what do you mean

ancient crystal
#

u can fairly easily replace meshes and rigs without breaking a lot of stuff u already did

marsh trail
#

They said they've been working on it mostly exclusively in unity this whole time

elder gull
#

yeah

ancient crystal
#

o if u mean u literally used nothing but unity thats not the best idea

elder gull
#

well that was 2 years ago

ancient crystal
#

unitys not designed for all that lol

elder gull
#

well it works for my purposes

#

for the most part

#

I just did my visemes

ancient crystal
#

its not a mesh editor, rigger, texture painter, sculpting tool, modelling tool, etc etc

elder gull
#

It's enough

ancient crystal
#

which is kinda why u do all that stuff somewhere else

#

and then u import a near finished product instead

elder gull
#

tell that to 13 year old me haha

ancient crystal
#

i mean no offense but its never 2 late 2 redo it

#

in case u wanna get it done the right way instead

#

cuz then it should be a lot easier 2 fix stuff and optimize it

#

and also 2 edit in things that u didnt have before

#

so more of a 'future me problem' or 'now me problem'

heady smelt
#

does anyone have a beard for avatars that i can have?
...

patent vault
#

hmm....trying to create eyetracking using CATS but the Iris is clipping thru the eyewhite. Have been trying to move around the eyebone and it makes it better but not usable. Any advice?

heady smelt
#

Separate the materials in cats, go through the objects until you find the back of the eye (the white part) Go into edit mode and select the viseses in the back scale them bigger or move them back. @patent vault

patent vault
#

OK I will try to find the wites and move them back a bit! Hope it works~

surreal topaz
#

@heady smelt have you tried not spamming every single channel?

rough tangle
#

hello everyone, could I ask for some help with my custom avatar?

#

I'm a super beginner, so I have no idea how any of this works

#

but when I walk, for some reason, the character starts floating

#

it goes back to the ground when I stay still

surreal topaz
#

It seems your avatar may not have all finger bones rigged, like thumb, index and middle finger on each hand

rough tangle
#

That's plausible, since the character has only 2 main fingers

#

there are no individual fingers to control, so I didn't bother rigging more

#

but I'll try asking there, thanks a lot

ashen basin
#

anybody know what the maximum amount of tris are considered still in the "green" zone?

surreal topaz
#

32000

#

@ashen basin

ashen basin
#

thank

surreal topaz
#

Between 32k and 70k you'll still be "Good" though

#

Just not "excellent", but excellent rank is already broken by adding anything extra to your avatar, such as an animator

ashen basin
#

ew

tepid river
#

I can't find avatars to use

ancient crystal
#

kool

karmic condor
glass sapphire
#

HI

mystic galleon
#

HELLO

patent vault
#

How is everyone atlasing materials together? Like, all clothes in on, skin meches in another? How about eyes?

heady smelt
#

Through the optimization tab in cats

#

It's everything together into one material and texture

#

You maybe have to do more than one if one of the materials/object needs to be translated

amber hemlock
#

In cats atlas you check only the ones you want to combine each time. Each time it fuses everything you had checked

velvet spoke
#

@patent vault Everything opaque / cutout in one material and everything that needs to be transparent in one material is how i do it.

steel osprey
#

i tend to do it manually via gimp and blender. I usually have to do it this way due mutiple textures for things like normals, specularmap, emission, etc

surreal topaz
#

@patent vault I manually atlas everything. I then manually separate the transparent stuff from the opaque stuff.

#

And sometimes I'll separate further if I need a different shader on some part of the body, although this is rare.

#

I end up with 2-4 materials that all use the same atlas texture

#

Mostly if you're into "advanced" toon shading, I would recommend separating the skin from everything else, so you can apply a different toon ramp on it (or rimlight with poiyomi, which is vastly under-used!)

amber hemlock
#

I usually have 3, opague&cutout, blended, and cutout doublesided

#

Some hair looks bad doublesided, some hair looks bad singlesided

patent vault
#

Thank you guys! I knew people were doing it different , I guess I have to experiment a bit to see what fits my models. I'm like a total beginner and have no experience with shaders! but seems to be a fun part to learn more about ^^

zealous spire
#

mmmmmm..... UV optimmization. one materinal node. _mmmm yes_😊 😚 👌

fleet steppe
#

Is there a hard limit on triangles?

marsh trail
#

70k is the max allowed polycount on a per-avatar basis

amber hemlock
#

Basically without the aid of animations the max is 70K. Having more with animations is allowed but unnecessary, unwanted, and abusing it is looked down on but not specifically against the rules

surreal topaz
#

And will break your model if people have shaders blocked

marsh trail
#

I'd say it's more-so overlooked due to the vast amount of users that do such, it was being done even back in 2017, it is indeed a bypass of sorts, but tolerated the same way porting MMD is tolerated, even though it is ripping at its core

surreal topaz
#

MMD is far from ripping

ancient crystal
#

its active polygon count

surreal topaz
#

The MMD license permits this stuff

ancient crystal
#

not total polygon count

surreal topaz
#

You just can't sell it, which many people still do

#

In particular scums like subcom

ancient crystal
#

if u duplicate ur model like 20x

#

and all are inactive

#

should stay uploadable

#

but if activate in game the polycount skyrocket

#

unless activate one at a time

amber hemlock
#

I see it as the rule of cool. If you really do need more than 70k do something impressive that other people will enjoy, go for it. But if it’s just to look pretty then it’s selfish and wasteful. And of course, don’t do anything against ToS like modding SDK or clients.

ancient crystal
#

i accidentally had liek 120k poly model before

surreal topaz
#

What also helps is putting as many polys on static meshes as possible. I have a model that's 25k by itself, but it has an oculus rift model on its head that's 40k.

ancient crystal
#

my original character was ~50k polygons

surreal topaz
#

So instead of putting that on the main mesh, I separated the mesh and put the rift as a regular Mesh Renderer on the head

ancient crystal
#

and i had a mesh that was 70k that u would activate with gestre

#

but it was inactive so it didnt show in poly count

#

and i didnt notice till i activate it on accident when upload

#

i think i 4got 2 check it poly before export

amber hemlock
#

My original avatar before vrchat was 120K tris and 40 materials. Then 64K for vrchat. Then I got it down to 32K with 3 materials and 2 textures. No visual change, just optimization.

marsh trail
#

Ripping is in essence, the act of decompiling/assembling a model into a readable format for 3d programs that can then use for alternative purposes, is it not?

ancient crystal
#

no but like the uploaded one has 120k tri

#

well no ripping is taking it from a source instead of an asset

surreal topaz
#

Yeah

ancient crystal
#

i.e. instead of downloading from sketchfab, ripping from WebGL

#

or instead of buying a character asset, taking it from a game

surreal topaz
#

If decompiling a model is ripping, then Blender itself is ripping because they had to reverse-engineer the FBX format to export to it.

#

This is just using the MMD Tools PMX importer to edit a model in Blender and not just PMX Editor

amber hemlock
#

Isn’t fbx format publicly documented

marsh trail
#

And the act of re-purposing a source model is?

surreal topaz
#

Dunno, it's proprietary for sure

ancient crystal
#

yea but its dcoumentation is shit

#

i tried looking it up so i could write parsers

#

and almost nothing and nothing as detailed as for .midi files

#

even blender article of some sort of documentation on it

#

but ripping is more stealing

marsh trail
#

If the act of decompiling a model is not in essence ripping, then repurposing models provided you have the assets for such is, infact, also not ripping correct?

ancient crystal
#

no decompiling has nothing 2 do with it

#

ripping is illegally obtaining assets

#

instead of legally

#

so yea decompiling is used for some assets

marsh trail
#

And porting i assume is legally doing such

ancient crystal
#

but its not ripping

#

and yes somewhat

#

fan models are fine tho if copyright shown

marsh trail
#

So porting assets that were made into mods per se, or other kinds of assets that are physically available to decompile and modify are fine

ancient crystal
#

well to an extent

#

copyright laws still apply

marsh trail
#

Unless they breach copyright law

ancient crystal
#

bc everyone owns their content

#

so u can easily say

marsh trail
#

Pfft

ancient crystal
#

"use O N L Y in sfm pls"

#

and if they don't then u can if u rlly wanted 2 4 whatever reason

#

take legal action or request takedowns etc

#

u can even do drastic things such as taking down channels

#

some people use other peoples assets from gmod and mmd etc in their streams or utube

marsh trail
#

What if they don't own the rights to said model?

ancient crystal
#

and they might do a takedown for usage of copyrighted assets

#

well if they don't own it they don't own it

#

also i don't think the claimant has to be the actual company

#

some people who port assets will also copyright flag content

#

just to prevent it from being spreaded

#

its stupid but

#

its y some gmod models say "use only here or i will issue dmca takedown"

#

and such

marsh trail
#

So no actual legal action can be taken by a third party even if they state rules not imposed by the creator per se

ancient crystal
#

?

marsh trail
#

Person ports model from place X, place X has no rules set in stone, person states that it can only be used in place Y, person can then take legal action if their rules are breached?

#

Just a simple yes or no to finish this convo here really

#

This did establish quite a few things though, if decompiling is not ripping, guess i can actually help people in other areas on the basis of porting

amber hemlock
#

They can’t take legal action for IP you do not own. Actual copyright holder must initiate the DMCA.

marsh trail
#

I wish i could find an exact definition of ripping in it of itself, since based on earlier uses, was used to imply copying video or audio from a DVD per se, digital extraction as they called it

#

But i guess it has many branching definitions based on the area

amber hemlock
#

In the case of your example, the original creator’s wishes supersede your own. They don’t care what is done with the model, so it does not matter that you want limits on it, it isn’t your call.

marsh trail
#

That's what i thought should be the case, yeah

#

It gets pretty iffy when it comes to derivative works i can imagine, eh, but that's enough legal situations, i've got my answers

amber hemlock
#

Derivative work is subject to the terms of use of the source material. It’s binding if stated otherwise you can be more restrictive with use but if someone can separate your work from the original you have no grounds for preventing it.

distant forge
#

Guys this is the optimization channel

amber hemlock
#

I’m not sure what the specific case is here is but I would not consider converting mmd models into Unity prefabs, even with atlasing and etc, to be derivative work.

distant forge
amber hemlock
#

I’m just answering a question.

torn schooner
#

Which shaders DON'T glow in the dark?

#

I just realized there was a shaders tab, my b

distant forge
#

Shaders with proper PBR rendering modes should look correct in properly lit worlds. Standard of course, and Xiexe XSToon is designed as a toon shader with the same lighting as standard and has a PBR mode too

torn schooner
#

Thanks

storm hearth
#

Any good tips on decreasing load times? A lot of my avatars with gestures take a long time to load. i've crunched textures, used OGG files as they are smaller than mp3 and wav, and most of the models have polygon counts less than 20k, and usually less than 10 materials including those on gestures.

surreal topaz
#

Decrease the amount of game objects

#

@storm hearth if you have humanoid models below your own model (for dances, for example), try ticking "Optimize Game Objects" in the rig configuration for them

#

It's below where you select Generic/Humanoid

#

This won't work for your "main" model though

storm hearth
#

The models in specific are persona based, with all the personas being generic.

surreal topaz
#

Hmm

#

Well if the animations are on the FBX, the animations might still work

#

But it'll be dicey

#

Reducing the number of game objects is the main way to reduce loading times

#

So remove zero weight bones or merge bones that aren't actually animated

storm hearth
#

Alright

ashen flower
#

is there a way to uncombine materials... shits annoying to have to re-edit stuffs.

#

also, i think the material combiner should be in the unity side of uploading so you don't have to worry about that later. >.>

shut sequoia
#

select the verts and separate them

ashen flower
#

;_;

fast merlin
#

wdym by uncombine

#

do you want more material IDs?

ashen flower
#

at this point im ok with 14 materials.

fast merlin
#

oh boy

ashen flower
#

screw the lower 4

fast merlin
#

just an fyi, current gen AAA games work with a limit of 30 materials

ashen flower
#

i doubt that

steel osprey
#

depends on teh game and the engine

ashen flower
#

^

fast merlin
#

Horizon Zero Dawn, Aloy had 30 mat IDs

#

or 28 or something

#

I suggest staying on the lower end of the material count and try to use texture maps instead

shut sequoia
#

There's typically no reason in VRC to even have 10

#

outside of laziness

ashen flower
#

find that hard to believe considering you have dense vegitation, not to mention different gear, and other factors in play.

steel osprey
#

at least atlassing is easier if you have a basic model that doesnt need speculars or normals

shut sequoia
#

you can have all that and be atlased

steel osprey
#

i know

#

i said it was easier :P. Those extra channels just make it more tedious 😛

shut sequoia
#

You could have 10 different guns, gear, belts, buckles, everything and be 1 material if you wanted to

ashen flower
#

alright, so easiest way is no.

fast merlin
#

my character modelling teacher has her model and files

#

I would look into substance painter, they might have a free trial thingy

#

substance is hyper helpful for texturing a model

steel osprey
#

30 day trial but still very nice to fiddle with

fast merlin
#

ah yes

amber hemlock
#

Just as an aside, games tend to lose about 90% of their polycount and draw calls when ported to the Quest.. but they barely look any different. This is because most of the optimization was actually wasteful in the first place but they had little need to be efficient on the PC.

#

Game designers, even AAA ones, are lazy and have bad practice.

karmic condor
#

Where did you hear that?

surreal topaz
#

This isn't about that "this gun is 14 polygons and 1 texture on the Oculus Quest" meme right?

#

Because that is N64 levels of "optimization", not an ideal we should be aiming for

#

They're abusing cutout and ngons to put forward an "ideal" scenario even though the gun geometry is actually incredibly messy

#

I can guarantee that it'll look a lot worse when you actually see it in action and not just in a promo image

turbid ore
#

When using CATS to make a texture atlas, is there an easy way to do the same for normal/specular maps at the same time?

#

At the moment it's a choice between using cats and no other maps, or spending a while fiddling around

#

or not doing anything and having a better looking but very unoptimised avatar

vague hearth
#

@turbid ore this addon has multicombining option in MatCombiner panel (or what a name), and currently it works only for materials that has textures (materials with just a color not takes into account) and also it bugged in mean it's not copy image by size of UV (if uv otside of the bounds) but just resizing image )
you select image in selector and add something like "layers" for each, and then each layer combines together as different atlases (for example 1st layer for each image - normal map, 2nd layer - specular, hm)

zealous spire
#

working on my newest avatar. Only 2 material nodes baby!!! 😚 👌

surreal topaz
#

Why 2 and not 1? :^)

zealous spire
#

I need the lights to blink on and off

safe swift
#

make emission map for them?

surreal topaz
#

Yeah, that's what I thought as well

quaint willow
#

I've done all shape keys I need for my model, now it has only one mesh. Do I need two meshes (1 body, 1 head) for VRChat to be able to hide the head in first person?

surreal topaz
#

No

#

The head bone is used to hide

quaint willow
surreal topaz
#

Whatever is mapped in the head slot in Unity

#

As well as all children

quaint willow
#

That's what I needed to know. Thanks.

patent vault
#

Got a problem! When atlasing my textures in blender and saving the .blend file it seems like my mats don't get saved? Beacuse when I try to open up that same blender file later my textures are all gone or "pink". How do I save the mats so I can work with the .blend later? ....I don't really know the basics of Blender yet just started out ^^'

surreal topaz
#

@patent vault did you also save the atlas texture externally?

#

"Save as image" so it's a png file somewhere

patent vault
#

@surreal topaz Yeah! Or I think so? I keep the atlas (yes its a .png) in a folder next to my .fbx so that I easily can drag it into Unity when I need it.

#

But seems like Blender can't find it....or its not inluded in the .blend file? how do I make blender read the png?

amber hemlock
#

In image/UV editor, is there a way to mark a bunch of unconnected, but overlapping tris as a single island so that pack UVs doesn’t separate them all and have floating triangles everywhere?

#

It does this ridiculousness

#

They're supposed to be on top of each other but the packer separates them

heady smelt
#

erm, well my avatar is i dunno, but this is my want to be avatar

ionic mango
#

I dont have a VR set as yet and Full body trackers will be a bit later still. That said:
I did a tutorial done by Fruitpex on YT and I cant figure out a couple of things even though in blender it said I was under the new 70k limit ;
a) how do I change the hip angle to 180 as suggested by the SDK as a warning.
b) I have a green dot for Polys but says 45093 (recommended 32000) How do I drop the 13k polys? Do I need to send it back to blender?

surreal topaz
#

Yes, you'll have to go back to Blender if you really want to get under 32k

#

Keep around the original .blend file if you can

#

The hips angle doesn't really matter. Perform the cats fullbody fix if it ends up giving you issues ingame

ionic mango
#

I saved the project after the end of that part of the tutorial incase I need to go back into blender

surreal topaz
#

Yeah, you generally save .blend files within blender. You can just reopen those again

ionic mango
#

so I have the blender

surreal topaz
#

Don't re-import the FBX if you can help it

woeful ember
#

just to give clarity you don't "need" to reduce it down to 32k

heady smelt
#

How can I copy a skin of another user ingame?
I am new, on PC and without VR

#

Please help

calm spade
#

You click on them through the quick menu and chose Clone Avatar, if that avatar is public and have the option turned on, it'll copy it

safe swift
#

you can clone only if they have cloning enabled and it's set to public

heady smelt
#

And where does it say "clone avatar"?

wooden trail
#

esc > click on the user > see if cloning is allowed > clone

heady smelt
#

Okay it seems to be a big buggy for me

safe swift
#

it's not bugged, if people do not allow avatar cloning, then you can't clone it

#

and if it's private, then you can't clone it either

heady smelt
#

but it does not always show the "clone avatar" optinion as soon as I click on a user after opening the menu

safe swift
#

read what I wrote

distant forge
#

That user may be wearing a private avatar. If that user turned off Allow Avatar Cloning in their settings then you cannot clone

safe swift
#

also you can't do that through selecting them through Social menu

#

u need to select them in your game screen (idk how else to say it)

heady smelt
#

the menu that pops up when pressing ESC, right?

onyx widget
#

Yes

heady smelt
#

Well then I did use the right menu

#

its just that the new options do not always appear for me when I click on a user after having opened the menu

distant forge
#

Your framerate must be above 20

#

Try to look away a bit and use some tricks. It's a really silly bug

turbid tendon
#

hey guys

#

ive got this model with 40 materials that Im trying to optimize using Atlas generator by shotaryia

#

keep getting this error, any tips?

sudden zodiac
#

@vague hearth 🤔

vague hearth
#

@turbid tendon you have model as one mesh? also try to click update materials list then combine, if it still occur open that script by the path with notepad and write instead i.ob.data.materials.pop(mat_idx, update_data=True) this print('lol') but then after combining you'll still have all materials (but they'll not be parented to model) and need to remove them by hand
and, i'm not sure how that bug happen (and after fixing that model need to get script original code back) ¯_(ツ)_/¯

turbid tendon
#

thanks for responding! Ill try that now

#

ah, the issue was that I had bones that didnt have anything on them

barren jungle
#

@safe swift Re "cloning avatars only if they're public" -- I've actually had issues trying to clone avatars off a friend even though it's a public avatar and my friend has cloning allowed. It feels more like a case of the UI being incredibly unresponsive to clicking on the other player's profile because of weird hitboxes or something

#

has taken us several minutes of standing around to successfully manage it at times

distant forge
#

your framerate must be above 20, otherwise it won't open. that seems really reliable for me

heady smelt
#

Thanks, kitten

barren jungle
#

ah, thaaaat explains that weirdness -- many thanks for the canny link to upvote 😛

pine flame
#

So, if you have FPS too low you can’t select the person lagging you to turn off their avatar essentially oof

surreal topaz
#

Yes

#

And it sucks

pine flame
#

Yeah that’s pretty bad, I was wondering why in the worst times of need that menu wasn’t there for me

surreal topaz
#

Well at least the dynamic bone limiter will hopefully put a stop to all those larens models lagging up my CPU

#

Their "private world" is still up with all the unoptimized shit and it still gets cloned

pine flame
#

Yeah the larens models are the first ones I block

woeful basin
#

That's why I have all ranks with maximum block aside from friends where everything is shown.

pine flame
#

Most of the people I see using those are friends unfortunately

frosty shale
#

how to reduce bones?

dark jackal
#

you can combine them? If thats what you're after

#

such as if you have a cape with 36 bones, but realistically you just need like 6

frosty shale
shut sequoia
#

can you yeet your toe bones, mouth bone, and the two extra eyebones

dark jackal
#

you have CATS?

frosty shale
#

yes

dark jackal
#

alright, hang on

pine flame
#

If you’re not using dynamics you can get rid of hair bones

dark jackal
#

just did this to one of my capes

#

but you can use parent, or active etc

#

find 3 bones and just yeet the middle out, try the hair

frosty shale
#

thanks! will try that now, btw where to see my bone count in blender?

dark jackal
#

click on on the bones in object mode then go into edit mode (tab)

#

it'll be on top

frosty shale
#

thanks! what to press to click on bones? can't select bones sob

dark jackal
#

so, in object mode, right click a bone (press alt -h if you cant see them)

#

this is from V2.79 bare in mind, i think the newer versions are left click now 🤷

frosty shale
dark jackal
#

yeah highlight them all, and press tab

#

then you can go through them induvial by holding shift as you click

frosty shale
#

yay I think I selected them now, but unlike yours, not blue

dark jackal
#

oh, mine are in something called 'pose mode'

#

if you have cats, its like right at the top

#

it just allows you to move them, make sure you stop pose mode when you're done

#

in edit mode, is it not at the top? (when in bones)

frosty shale
#

merged them now, I'll try to move them to unity! thank you so much!

dark jackal
#

No worries, I hope it works fine 😃 any issue just holla

frosty shale
#

dark jackal
#

could of at least used the VRC one 😉 vrclove

surreal topaz
#

Edit mode or pose mode both work

frosty shale
#

oh theres an emote of it now

surreal topaz
#

You can merge the "original" eye bones like Eye_L and Eye_R

#

If you're already using LeftEye and RightEye

#

As well as any other random twist bones you may have

frosty shale
#

thanks, noted Rokk

dark jackal
#

Fantastic! just make sure the dynamic bones and such still look/feel to how you want them!

frosty shale
#

that avatar has no dynamic bones, now I gonna relearn how to add facial animation overrides, the last time I put avatar to vrc was January 2018

dark jackal
#

oh, perfect! adding the visemes to override the animations? like hand gesture to poke your tongue our etc

frosty shale
#

yeah

dark jackal
#

or Blend shapes rather, but yeah, If you get stuck just ask

frosty shale
dark jackal
#

looking at the like ratio, I'd say that's a sound tutorial 😄 all the best

amber hemlock
#

yeeting the extra eye bones ones will cause eyes to rotate twice the normal distance which can look broken

surreal topaz
#

No

#

That's why you merge them into the head

#

It's functionally identical

#

You don't just delete them outright

dark jackal
#

its not quite identicle

#

like imagine a snake with 3 bones bending, then make it two

amber hemlock
#

Oh you are right I didn’t think about WHY they were halving the rotation

dark jackal
#

it'll be a sharp bend rather than 3 bends

#

it just transfers and appends the verts weight paints to the new bone

surreal topaz
#

Whether the weight is on another bone attached to the head or directly on the head won't matter

#

We're talking about the "original" Eye_L bones here, the ones before Cats generates LeftEye

#

They're not parented to each other so it doesn't work that way

dark jackal
#

ohh, I'm talking about bones in general in reference the their weight paints

amber hemlock
#

But yes it’s not exactly the same. The verts are being split between two bones with the same position, and only one is rotating in place. This causes the verts to rotate half as much, but also shrink a little due to candyweap effect (blenders conserve volume on the armature modifier does not apply to vrchat and should be Unchecked for an accurate preview)

#

Merging the set of eye bones should give them half weight which should have the same effect

sudden zodiac
#

Oh?

dark jackal
#

it wont change their weight, just just collaborates the two bones into one

amber hemlock
#

Deleting the extra eye bones just gives eyes full weight which is why they suddenly rotate a ton more

sudden zodiac
#

Is Conserve Volume checked by default?

amber hemlock
#

I’m not sure

surreal topaz
#

No

#

I have never had my eyes shrink any in pose mode even when rotating them very far.

sudden zodiac
#

I experienced it already

amber hemlock
#

Ok I have a question for you @sudden zodiac is does left leg 2 and right leg 2 have anything weighted to them after a full body fix?

sudden zodiac
#

No

#

They are simply decoration

surreal topaz
#

Oh interesting

amber hemlock
#

Ok. Just making sure they are safe to yeet

surreal topaz
#

The eye bones do shrink when rotated up/down

#

That seems like unwanted behavior to be honest

#

Probably want to divide the weight a little between the generated eye bones and the originals

amber hemlock
#

Yes it’s due to split weights

surreal topaz
#

Rather than copying them and ending up with non-normalized weights

#

Probably 50/50 will give the same movement range without shrinking.

#

That's what I always do when manually doing it anyway.

sudden zodiac
#

True that, I should look into that sometime

surreal topaz
#

Maybe it should be a checkbox when generating eye tracking?

amber hemlock
#

Ideally you just want eye bones with 100% weight, but that means the pupils will 100% point at their look at target (if within a set range), which for 2D eyes looks broken. If you have a model with 3D eyes (like actual spheres) you usually WANT to delete the extra eye bones and have them rotate 1:1 as then they don’t shrink in their sockets

surreal topaz
#

I don't think it looks broken for 2D eyes

#

It may just need tweaking

#

If you divide the weights 50/50 you'll get the same effect without shrinking.

#

Just have to normalize the weights

amber hemlock
#

It can look good on 2D but you need a well made pivot point and deep inverted eye sockets (or a good shader)

#

But yeah in my opinion those two extra leg bones from fbf should be yeeted by default it’s two extra transforms for performance rank, can encourage people not to use it

dark jackal
#

I don't think bones will have a performance issue though unless used to influence things?

amber hemlock
#

No performance issue as nothing is weighted to them

dark jackal
#

exactly

amber hemlock
#

Rank still suffers

dark jackal
#

yeah :C

amber hemlock
#

So yeet em

dark jackal
#

bones shouldnt be counted, should just been dynamic bones

amber hemlock
#

It’s not just fun bones

#

Fun bones

#

Gdi

dark jackal
#

Global Defence Initiative

amber hemlock
#

It’s not just Dynamic bones

#

Any bone with some vertex group weighting has some performance impact

dark jackal
#

actually, doesnt Cats remove any bones without weighting anyway

surreal topaz
#

It can, yes

#

By the way, "bones" without any weight aren't counted I believe

amber hemlock
#

It has an option to, but the spare eyes and extra legs seem exempt and it won’t delete them

surreal topaz
#

Or they might be, I dunno

#

It doesn't delete unused breast bones either

#

Nor the toes

#

Even if the toes are unweighted

amber hemlock
#

I can confirm the spare “leg 2” transforms ARE counted

#

As bones

#

As are the spare eyes

#

My guess is it only deletes zero weight non-mmd bones. I guess @sudden zodiac Hotox could confirm?

surreal topaz
#

It leaves alone the "standard" humanoid rig bones. That way if you have fake legs it won't delete those for example.

#

I don't think that standard list should include toes or breasts to be honest

amber hemlock
#

Breasts aren’t standard though

surreal topaz
#

You get them with a Rigify armature

#

They're probably "standard" because of that

pine flame
#

So that snake analogy about the eye bones, where it was 3 bones merging to two, well on the snake one bone is locked to the other anyways so it makes zero difference whether to merge them or not, since the extra eye bones are never actually manipulated

amber hemlock
#

It’s still calculated separately so it does make a difference

#

It’s faster to merge and not need a useless calculation

pine flame
#

Appearance wise though no different

amber hemlock
#

True. I think the discussion was merging vs deletion without merge. Which is correct depends on the situation, but it’s usually merge.

#

It’s only better to delete in the case of eye bones on avatars with whole sphere rotating eyes

pine flame
#

Yeah

#

And then go into the bone weights and make sure it’s 100%

slow siren
#

Outside of tossing a model into blender is there a way through unity to lower the poly count? If I try to do the former the materials come back all wonky

lusty ermine
#

Not in an automatic way.
How are you reducing polycount in blender?

slow siren
#

I'm using the automated method with the cats plugin. I could do it manually as well. Honestly maybe something is wrong with the model in general because when I turn on MMD shading in blender the materials aren't right either.

calm spade
#

There isn't a way through unity, or at least not a good/free one

slow siren
#

Fair.

lusty ermine
#

Odd...
I cant take a look now, but Id be interested to see what is going on with it.

slow siren
#

I can PM you an image of what the model looks like in unity vs blender before I've done anything to it?

lusty ermine
#

Sure

opal pecan
#

@distant forge merging skinned meshes would be helpful for vroid users, but the concern I've heard from some of them is that they want to keep the meshes as they are to allow for easily updating them from the vroid editor - is it possible to do the merge in game mode just before the VRCSDK packages up the avatar's asset bundle?

distant forge
#

It replaces the mesh slot. Simply right click revert to prefab, update what you want and rerun the mesh merger when done

#

It's not perfect and better is to improve the importers or get people to go through blender

#

That's why I haven't ever been too public about working on in unity tooling

opal pecan
#

trying to get people to go through blender is a losing battle I think... it's better for their education, but if you want to make people do the right thing, the best way is to make it super easy to do so (which is why ideally this should be in the VRCSDK itself)

distant forge
#

I use it for a few shader effects here or there: one of my scripts makes a clone of all faces from all materials but sharing verts so there is no skinning performance impact, and to be used for a shadow or stencil effect at less overhead than an extra pass per material

#

Of course I get punished by the sdk because it counts faces not verts but oh well... most of my models are below 35k so doubling faces is ok

marsh trail
#

Interesting idea, unsure of how such would be done specifically, or how difficult it would even be, out of curiosity, do you have any ideas regarding how to go about doing such?
And, if such is possible, will the model be merged on upload and permanentely modified in said way, or would it sort of make a prefab of such not touching the original model per se?

opal pecan
#

it would be best to avoid modifying the model, some people are specifically avoiding mesh merging to keep things easy to edit

#

a simple implementation would just duplicate the model assets and process the copy

#

it shouldn't be too difficult, lyuma already has a big chunk of it implemented. what's missing is converting mesh renderers to skinned mesh renderers (adding bone weight data), excluding animation-controlled meshes, and automating the process on upload

#

but the devil is in the details of course

#

heck if you want to go one step further, using a special renderer for merged non-skinned meshes that optimizes for the single-bone-weight case (and maybe pushes the skinning to the vertex shader) might not be a bad idea