#avatar-optimization

1 messages ¡ Page 48 of 1

pure bridge
#

since you want to work with mmds, get cat's blender tools

graceful vine
#

I'd recommend using the new blender

#

Considering it's about to switch ui theres no reason to learn old blender ui

pure bridge
#

doesnt the new blender cuck up cat's or did i hear wrong?

graceful vine
#

Probably

#

But cats should be updated soon

dense crane
#

OK

graceful vine
#

If you are doing mmd then you probably need cats

#

So take s0lars advice

dense crane
#

what do these mean ;-;

graceful vine
#

Just follow the tips above

dense crane
#

is this stuff safe?

pure bridge
#

yes

#

the only assets youll find that are either not safe or are not good are the ones from the site that ends in -mods and anything from any unscrupulous people (read: crashers) you meet along the way

dense crane
#

ok thanks

pure bridge
#

unity and blender are popular tools in all sorts of areas of game development and 3d renders from professional to indie, the sdk comes straight from the devs and cat's is a collaboration between community members and a tool we ultimately do not deserve lmfao

graceful vine
#

I don't even do mmd stuff but it's just got some neat stuff in it for regular ass creators like me

dense crane
#

SOo i made a i copy of the tips you gave

#

oh no my game crashed 😭

#

why do i not want to go past that version of unity?

surreal topaz
#

The game uses 2017.4.28f1, and content built for newer versions cannot be loaded in older versions.

dense crane
surreal topaz
#

That one is too old

dense crane
#

wait what

#

🤣

surreal topaz
#

Unity 5.6 comes before Unity 2017

#

And it's too old at this point, the game no longer uses it

dense crane
#

how have i managed that?

amber hemlock
#

It used to be the correct version maybe over a year ago perhaps you followed a very old tutorial

dense crane
#

hurray i got it

pine flame
#

Just so you guys know, cats does indeed work on blender 2.80

dense crane
#

ok

#

ok i'm now at a point where i have the model in unity?

graceful vine
#

Watch a tutorial

still perch
#

this channel is for optimization related questions and help

heady smelt
#

I have a material that I have never touched and it has always looked the same in blender and exported to Unity. It's very light pink, but the texture is darker. I can't figure out what makes it lighter, and when I bake it to a texture atlas, it become darker like the base texture.

heady smelt
#

what is the purpose of weight painting?

woeful ember
#

it makes you move

heady smelt
#

oh

#

am i supposed to weight paint the clothes too?

woeful ember
#

yes

drowsy merlin
#

So I'm trying to bake a texture atlas in 2.8 and it's a nightmare

#

I know nothing about cycles materials and I'm getting ridiculous amounts of shine on my textures

#

I don't have any light sources in the scene so I'm stumped on this

#

anyone know where this light could be coming from?

marsh trail
#

It might be something related to your baking options, i personally don't use cycles and neither do i have blender 2.8, so i sadly can't help, but i assume it's literally just the baking settings

drowsy merlin
#

Apparently the background gives off light in cycles

#

I'm trying a new bake after changing something with that

#

this is such a mess lol

#

I want to go back to 2.7 but I've already done the entire avatar in 2.8

#

(It wasn't the background)

marsh trail
#

I mean, if it isn't a backwards compatible blend format, you could just export an FBX and import it onto 2.7, if it's already rigged n' skinned there's a setting i'd recommend using on import as it correctly orients bones, if you made any shapekeys they'll be out of order, functional but out of order

drowsy merlin
#

it just closes on trying to open the blend file

#

and I'm really not in the mood to fuck up my model again

#

this is really ticking me off though because I'm only having issues baking the texture atlas

#

everything else is great

marsh trail
#

You could export the fbx then, the blend could be kept for 2.8 if it doesn't work out

drowsy merlin
#

I wonder if actually adding a light source could fix it

#

lmao

marsh trail
#

Sometimes the weirdest solutions... just work

drowsy merlin
#

I'm also running into transparency issues where transparency shows as black

#

and the typical solution for that isn't... there anymore

drowsy merlin
#

oh hey there was a shader issue causing the shine

#

yay I found it

versed nest
#

you could set the baking type to diffuse only since combined pretty much bakes the rendered view

dense crane
#

help ;-;

amber hemlock
#

Actually right click eye bone and see what they are called

drowsy merlin
#

@dense crane I'm guessing it's Hi_L and Hi_R

dense crane
#

thats shoulders

drowsy merlin
#

But yeah select one of the eye bones

amber hemlock
#

Right click one of the eye octahedrons and it will say the bone name in lower left corner of 3D view

dense crane
#

ok

#

the model is an entire whole

drowsy merlin
#

Hit tab to go into edit mode first

#

Then you can select a single bone

dense crane
#

There are no eye bones 😦

drowsy merlin
#

Yikes

#

Guess it's time to Google how to add your own

dense crane
#

Hi is the highlights of her eyes

#

I got the eye to work on the poppi alpha model

#

?

#

There called Fc eye L and fc eye R but not show up on the options

#

oh and cats says it cant be fixed

amber hemlock
#

I’m pretty sure there are eye bones there can you take a pic from the side

dense crane
#

I can try

#

I have one character set up already it doesnt matter for now

limpid oyster
#

does anyone give me some normal character bone please?

dense crane
solid smelt
#

Basis, you want the lowerlid to do nothing most of the time

dense crane
#

what about vismes ?

solid smelt
#

Probably the ones that have 'mouth' in em. Those names are dogshit so just find ones that look like the character is saying AH, CH, and OH

dense crane
#

There are ones that say mouth specifically

solid smelt
#

Yeah but the names don't tell me what they do so it's best to check them manually

dense crane
#

how

solid smelt
#

Having the mesh selected, go to the right under the mesh menu which looks like an upside down white equilateral triangle and there should be a menu called blendshapes or shapekeys or something of the like

#

You can then drag specific shapekeys to 100 to see what they do to the mesh

dense crane
solid smelt
#

It's in that black horizontal bar that starts with the camera on the left

dense crane
#

There is only talk

#

which i guess works

solid smelt
#

No other shapekeys change the mouth?

dense crane
#

smile, shout and frown.

solid smelt
#

If you can use some to mimic AH OH or CH then that's good, otherwise you'd need to make a new shapekey

dense crane
#

I mean the lip sync is bad but its something.

solid smelt
#

Some movement is better than none

dense crane
#

Yep

pure bridge
#

post pics of nice texture atlasing

#

(yes, the eye is about to recieve a number of important edits, dont yell at me >~<)

calm spade
pure bridge
#

holy fuck

#

i am a mere amateur

calm spade
#

to be fair it was made by a professional

pure bridge
#

but like... its so pretty. and efficient. and compact.

karmic condor
#

its a world one though

pure bridge
#

makes me wonder what the world looks like

#

world atlasing is probably more interesting

#

because im trying to figure out what this world even looks like

karmic condor
pure bridge
#

oh cool

#

mhm...

karmic condor
#

I'm glad I did it, the world was supposed to be quest compatible and that helped me archive that.

pure bridge
#

big pill is watching

surreal topaz
#

@pure bridge you should bake your atlas two times

#

So that the black parts are transparent instead

graceful vine
sweet mason
#

Oh i like that one. Colorfull

pure bridge
#

glorious

surreal topaz
#

Lol my atlases are far messier than that

#

I always use 4k and use large margins, so I'm let with lots of empty space like

#

I don't have the patience to align it all

still perch
#

that indeed is huge empty spaces cirSlain

graceful vine
#

you should fill that alpha in, if its unnecessary. less alpha = better

surreal topaz
#

@graceful vine fill it in with what, and more importantly, why?

graceful vine
#

Black, because alpha is expensive (runtime and file size)

#

in reality, its like 0 difference honestly but every little helps

polar bolt
#

You can blur out the contents to ensure proper color surrounds islands - helps for mipmaps

graceful vine
#

the texture already has some bleeding on it

surreal topaz
#

@graceful vine file size is the same if I fill in the alpha

#

Unless I strip the alpha from the entire texture

#

But some bits are transparent, if they were opaque they would be black to begin with as the texture is baked, not stitched

#

I don't gain anything from filling in "empty" bits with black

graceful vine
#

Yeah, i figured that would be the case. Thats why i said if unnecessary

surreal topaz
#

It's a common one used for mobile though, the bits that need alpha are kept separate to save big on filesize

graceful vine
#

Last time i ran tests filling in alpha vs alpha on png change the file size

#

What software are you using?

polar bolt
#

It might be photoshop changing the colors on 0-alpha pixels thus making compression less or more effective

graceful vine
#

the thumbnail for untitled 1 is broken in that

polar bolt
#

But yeah the file size change is because of png compression

graceful vine
#

Compression settings between the two are the same

solid smelt
#

Do those pngs have different file sizes when crunched in unity?

graceful vine
#

Id imagine so

#

i can continue the test if this isnt conclusive enough

solid smelt
#

If you don't I'll probably check when I get home as it's interesting

graceful vine
#

i will do a checkings

solid smelt
#

All of my atlased have alpha so I'm curious how much size I could cut if any

graceful vine
#

Ive just always put black where i dont need alpha because it seems right

solid smelt
#

Black = nothing, alpha = nothing

#

I've kept alpha everywhere as some parts need it and blender puts alpha everywhere on the second bake

#

All the Warframe's atlases come with the alpha spaced filled with dead texture as well instead of black or alpha

graceful vine
#

Unity is giving me a headache right now, if you test this yourself let me know what the results are

solid smelt
#

I'll be heading home in a bit so I'll just download your images and let you know

solid smelt
#

@graceful vine at the default RBG Compressed DXT1 they are both the same size of 170.7KB but if you crunch them with RGBA Crunched DXT5 the one with the unnecessary alpha is 42.3KB and the other one is 26.2KB.
If you change it from the Mitchell algorithm to bilinear it goes to 39.5KB vs 26.3KB.

graceful vine
#

Thats still something right?

solid smelt
#

Itll make a bigger difference on a larger texture, the test one was only 512x512

#

So if you had a 4k atlas with a bunch of unneeded alpha it could bloat it when you try to crunch

graceful vine
#

@surreal topaz Incase you are still interested in the black vs alpha thing, read above

#

We out here optimising like a mobile game

marsh trail
#

I think that a texture with a black background simply ignores/removes alpha (depends on exporting application as you can export a 24bit png which in essence is a png without alpha), although you can still tell a shader to cutout or remove any specific color from it, the reason, i assume, that DXT1 is seemingly the same size is due to either being opaque or being the 1bit alpha variant DXT1A which is identical to the former, but as the name entails, only uses a single bit of alpha (either fully opaque or fully transparent) making it rather effective and very lightweight but it also comes at the cost of quality compared to its other counterparts, DXT2 through 7 respectively, (although iirc unity uses different compression algorithms than your standard DDS file so that may not apply), rather unsure of how unity crunch compresses files so i can't say all that much about it, but generally a 24bit png is lighter than a 32bit png, due to not having an alpha channel, but that again comes with a drawback of either being fully opaque (gradient transparency is quite literally void) or having full alpha support (even if you fill most of it with black, if any transparency exists, it's still a 32bit png).
So it comes down to, keeping 2 mats, one fully opaque atlas, the other a transparency supporting atlas, or a single massive atlas that has full transparency support, or fully opaque at the loss of general alpha quality via cutout

#

Although i assume the more alpha needs to be accounted for, the larger the filesize, that may vary depending on image complexity however (as i think the location of the alpha does influence the filesize to an extent but i've never tested it myself)

#

You could of course use a 8bit png, if you're aiming for the most optimization, which instead of the 16million (16,777,216 to be precise) colors that both 24bit and 32bit support, you have 256 colors which is akin to a gif, being a palette variant, it doesn't support alpha either however, but being like such you can far more accurately cutout a color as you only have an index of 256 colors, which is one of the reasons that animated pixel art in gif format can be so easily edited or extracted (the act of removing a background or foreground but keep something, such as a character), so they all have their benefits really

surreal topaz
#

Unity decides whether to import as RGB or RGBA but you can forcibly disable the alpha channel

#

Importing DDS files directly is very wonky and should not be done

velvet otter
#

Ok im a complete dummy when it comes to trying to lessen down the texture slots, becouse an MMD model ive used turns 5 png files into 30 material files. But the problem comes when unity's texture limit. I was wondering how one removes those unused materials.

#

the annoying bit is that all of the materials, are in a prefab.

velvet otter
#

And i then remembered that CATS exist and saves the day again.

pine flame
#

You can cut down on materials by atlasing your models

pine flame
#

Mmd models typically have more than one material for each texture for ease of editing and sharing, also because there are differences between the materials that aren’t always apparent at first glance

amber hemlock
#

There is also “combine same materials” which, if two different materials have the same diffuse texture, it will delete all but one and use that

#

You have to be careful because it can kill cutout materials but it’s best to atlas down to a single material then duplicate what’s been broken so all materials use the same single texture

#

You can always change shaders on the duplicates material but a single texture to download is still better

safe swift
#

Am I the only one that an avatar with crunch compressed textures/particles/animations can take up to 10-20 minutes to upload? Have an avatar that's 10mb small, yet takes like 15-20min to upload.. I'm 100/100

#

wow..

#

it actually did turn on

#

will check the log too though

marsh trail
#

It should only be established once security is tight enough to prevent non authorised users from accessing it, aside being incredibly slow to build & publish with future proofing enabled, it's a free ticket for anybody with the right know-how to rip assets

rapid wagon
#

Let's talk audio

#

Raw, bigger wavs
Or
Compressed oggs

#

Besides load times, what are advantages of ogg?

#

Don't hear a huge difference in sound quality, I've seen from 10mb down to 300~ kb

modern lagoon
#

doesnt unity auto compress it anyways

marsh trail
#

WAV's get compressed to either OGG or MP3, i personally just use mp3 files directly

#

"Depending on the target, Unity will encode the audio to either OggVorbis(Mac/PC/Consoles) or MP3(Mobile platforms). For the best sound quality, supply the audio in an uncompressed format such as WAV or AIFF (containing PCM data) and letUnity do the encoding."

dense crane
#

so when setting up dynamic bones what is the collider bit for?

grave crystal
#

@dense crane you set a collider script on your wrist (and give it a height setting to envelop your hand), and assign that collider in the section (for example on your hair's dynamic bones).
Be aware that colliders are a larger performance draw than just using dyn bones. Try to limit bone chains as best you can while using them.

still perch
#

If you ask what it is, just ignore it. That's the best for all sides cirComfy

dense crane
#

Ok

#

is there a way to combine multiple parts of models together?

solid smelt
#

Only in blender by selecting both objects and pressing Ctrl+J

safe swift
#

What would perform better for particles - 8-15k opaque mesh triangles or cutout billboards

sudden jewel
#

cutout still uses alpha test, so you'll incur a cost for that

safe swift
#

oh, I could just use unity profiler for that, but yeah - was thinking how big of a difference there is with opaque triangles vs alpha boards

turbid pumice
#

So, today I tried to upload my first avatar and I thik I got most stuff right, but his face keeps "smashed" when I'm not moving, does anyone have any tips? (Also I'm new here and idk if this is the right chat for these questions)

calm spade
turbid pumice
#

Not really a gif, but the best I knew how to do

calm spade
#

that's just a weight paint issue

#

Find a tutorial that explains what it is, and how to fix it, and you'll be good to go

amber hemlock
#

Cutout layers are always drawn even if there’s something in front of it

#

Actually disregard that I was thinking of transparency

proper grail
#

I feel so close yet every one hour render has failed me

proper grail
#

Figured it out! two uv maps, the target generated atlas map in every material, uncheck clear image, and bake diffuse color only

heady smelt
#

Rendering in blender isn’t for texturing, by the way. It’s for showcasing~

#

Well, most of the time it is

#

Well I mean, it’s still only a release candidate

sudden zodiac
#

@heady smelt it's not

heady smelt
#

Did it get released?

sudden zodiac
#

Yes, 2h ago

heady smelt
#

Osht

sudden zodiac
#

@surreal topaz it's not really a disaster, just a new thing to learn

heady smelt
#

Yeah, luckily blender is still open-source so overtime things will improve

#

And rather quickly compared to other programs like maya for example

#

And who knows, new method may end up being better after Hotox pulls the magic rabbit out of their hat

#

2hrs have passed so they’ll appear eventually~

sudden zodiac
#

It's pretty difficult to adopt cats to the new nodes since everyone can set them up completely different

woeful ember
#

yeah but in vrchats circumstance you could just assume toon/unlit just throw it through emission and it'd be no different from what you currently have right? (well assuming it isn't designed for rendering)
only issue would be potentially transparency

#

i suppose you could replicate popular* shaders within vrchat but at that point they would be better off just working on it within unity unless you're texturing from within blender

amber hemlock
#

People are still gonna be using 2.79 4 years from now, no rush

woeful ember
#

pretty much

calm spade
#

I know i am 😄

woeful ember
#

really if people are using 2.8 they're more than likely capable enough to work inbetween 2.79a and 2.8 if necessary

empty pier
#

The basic technique is to create two UV sets, then use the paint tool in single image mode to clone from the source image to the destination.

#

While you can use it for atlases, it can also be used for any kind of UV manipulation.

#

Like manually rearranging UVs or making the left and right halves of mirrored model unique again.

proper grail
#

Interesting feature, but not really what I was looking for
This is the end result I wanted, combining a bunch of smaller UVs into one

graceful vine
#

select each one and move them manually

proper grail
#

Oh no its super easy in 2.8. Can make a second UV map. Select all the materials you want on it. in edit mode use uv -> average and uv -> pack. Throw the same generated texture in each material. bake diffuse color

empty pier
#

You don't want to do that if you have multiple parts of the mesh sharing the same UVs

#

It saves texture space to stack geometry that uses identical textures.

#

Using those commands will unstack them.

#

Also averaging them may cause you to close detail if the original UVs weren't already uniformly distributed.

#

It's not uncommon to make the face UVs larger than other parts of the mesh so they can have more details.

safe pagoda
#

what is this

#

and why does it need to exist

pure bridge
#

oh shit there actually is an avatar MB size limit? fuck dude

safe pagoda
#

ya what is this why does it exist please remove it

pure bridge
#

it exists because you dont want avatars to spend a long time loading, have a significant footprint on your network, and to not take a long time for your PC hardware to work with, as well as just general space (such as on your RAM)

#

in other words, removing it is an awful idea

calm spade
#

I'm guessing this is a Quest upload ?

pure bridge
#

most likely, 10mb seems too small for PC

#

reduce texture size and number, my first guess to a high number like that

safe pagoda
#

no ruuubick

#

its a pc

#

upload

pure bridge
#

wild. evem the unity build is set to PC? shit dude, i really havent seen that before

#

what assets are on / a part of your avatar?

safe pagoda
#

audio sources

#

like 2

#

of them

#

thats it

pure bridge
#

try compressing them in audacity? im not an audio expert

#

but that should maybe work

safe pagoda
#

both audio sources are very small

pure bridge
#

whats the actual size of them on your system in MB?

#

if its not the audio it could be texture size

safe pagoda
#

is there the possibility that the latest sdk may have on accident made it so all uploads are set to quest

pure bridge
#

idk, thats a unity thing not an sdk thing so prob not

safe pagoda
#

no thats not true at all i was able to upload models before

#

using an older sdk

#

i just updated my sdk just now and im now having this problem

#

Ruuubick is there a possibility that the sdk is not uploading to the PC version of the sdk/unity because its not defined by the project settings of the Unity project itself, but the SDK might be confused and think it's set to Android instead of PC (IgbarVonSquid)

tawny pendant
#

so it appears that the issue is derived from unity thinking that the build platform is android by default the way to resolve this issue is to go to file and click on build settings and then click on pc and switch platform

high talon
#

So I tried to optimize my avatar. So far so good, everything is good, BUT the bounding box.

My mesh is wider than it appears, due to wings being able to unfold, and my tail is really long, when fully stretched out. Okay... so I managed to shrink the bounding box, and still seems like it'd still not cause too many issues for my avatar, but the SDK said it was under 5 x 6 x 5

I load into VRchat, and check the stats... it's still Very Poor, becuase Bounding box is for some reason... at least 28 x 2.0 x 10 and I don't know where it's getting these numbers from! numbers fluxuate at bit, but are around those numbers

What's more, I look at my older avatars, and they're fine bounding box wise, but the ones that I optimized the bones (by reducing bones in half in tail, removing bones in hair/feathers, and removing dynamic bones all over) and those are the ones that are rediculous! and I can't fiigure out why or how!

marsh trail
#

Ingame stats take into account the "real" bounding box scale, disregarding user input if i recall correctly

graceful vine
#

No, it uses user input

#

But if you have multiple objects on a character i.e big ass wings it can use those as a bounding box

marsh trail
#

I recall users with disabled pens having their bounding box at an absurd scale due to their way of resetting (sending the pen to a very far away location the second it's disabled to keep whatever was drawn intact but stop it from drawing) in essence completely disregarding user input, so does it just go for the higher offender?

graceful vine
#

It goes for the highest offender yes, pens need big bounding boxes so they dont stop rendering when the user walks away/ out of vision

marsh trail
#

So it uses the "real" bounding box radius, in which the highest values are what is shown instead of any user input (except perhaps if the user inputs values above what they currently have, but even then i think the system uses the highest values disregarding user input, but i may be incorrect) i recall having a model with broken visemes (of which i knew nothing about at the time) and simply rescaled the bounding box manually, not only was the bounding box stats showing the radius at an absurd radius, but the in-game model itself was being affected by lights around the map even without any viseme/shapekey currently active, so it enforces the highest box radius aswell

graceful vine
#

As long as you dont have fucking stuff on your avatar like pens, the user input remains true in my experience

marsh trail
#

Well my case involved no external entities as i mentioned

#

Just broken shapekeys

graceful vine
#

Shape keys shouldnt change the bounding box, there had to be something else going on that you were unaware of

shut sequoia
#

if theyre broken they can

graceful vine
#

How?

shut sequoia
#

but you can usualytell

#

by exploding

#

youd have noriced it though most likely

marsh trail
#

Broken shapekeys are known for having extremely offset vertices, so they add up to the radius

shut sequoia
#

like a syllable that fucks up a vert

graceful vine
#

Hm, so if broken shape keys are present it disregards user input?

marsh trail
#

Straight to the trashcan as far as i can tell

graceful vine
#

Unity is a confusing beast

marsh trail
#

If they go really out of orbit, unity won't even render the model

#

Giving it like a -infinity box range

pure bridge
#

ive experienced it before by trying to make emtpy game objects in blender

#

specifically, my avatar was maybe 50m ahead, 50m above me

#

and i rotated ariund the thing while it floated in the air facing the ground in neutral pose (not tpose)

#

funny enough it wasnt visible, but objects i attached directly to it armature were

#

furthermore theyd bop up and down as if part of the foot

#

fucking weird

marsh trail
#

I recall trying to make a static cubic platform that i could stand on, it did not go well to say the least

pure bridge
#

i just thought of a good way of putting down a reason why optimization is important, but i cant think of any better place to put it than this chat, so enjoy if you come across this:

#

lets relate optimization for a second to the amount of people you can have in a world

#

usually this is set by the world author, or constricted by an event host, but lets move away from a hard definition and talk about it in a different way: how many people can you have in a world until you start to lose or drop frames?

#

oculus already has an answer, and its a policy for staying on the store, because games that cannot meet 80 fps will not be allowed on their store. their personal reccommendation is 1-2 million tris and 500-1,000 drawcalls (meshes + materials) per scene, the scene being each frame, and those components only counting when they are rendered / visible, so disabled game objects dont count!

#

were not gonna talk about how much these figures have changed nor how this relates to VRC itself, but we can use them as a good starting point

#

now think about an avatar that is just barely passable according to SDK standards - one that has 69k tris

#

how many times can you multiply 69k before you fill up 2 million? thats roughly the amount of that avatar you can have in a room before VR users drop frames

light flame
#

Divide 69k by 2million and youl have it.
Hang on

pure bridge
#

thus, you can also consider an avatar that has twice as many tris - 140k - not as one that is not just heavy and poorly optimized, but one that takes roughly the same amount of work to render as it would for two avatars, or two players. In other words, a 140k tri avatar effectively takes up two player slots rather than one on your PC, and in a way the room capacity has been lowered by one

marsh trail
#

Roughly 28-29 users

pure bridge
#

and thats not even considering the tris or drawcalls that go into worlds

light flame
#

or avatars with lower tris

still perch
#

dont forget that in that calculation, you need to factor in the world it self

#

wich usually should consume the most

pure bridge
#

plan around numbers like that, and youll usually end up with a an avatar that tends to work well in most settings

#

im not a world dev, but i usually plan my avatar weight around the idea that most worlds are gonna have 300-400k tris, still not sure about drawcalls

marsh trail
#

Now correct me if i'm wrong, but isn't parts of the world culled based on the camera orientation?

light flame
#

With a decently rendered world and the 69k tri limit, you'd probably get 11-15 or so in

pure bridge
#

they can be, and it's good to plan around that too

light flame
#

before major slowdowns

marsh trail
#

We need to take into account aswell that this is based upon currently in-view users (provided their bounding boxes are proper)

#

As anybody not in-view is culled and hence not counted towards such (hence disabled objects)

#

That's why your FPS can suddenly shift when you look between an empty area to a crowded area

pure bridge
#

exactly. My two cents, i havent developed worlds nor looked at unity's perf thing, only going off of numbers and "napkin" calculations, furthermore this isnt considering that vrc itself is kind of bloated and laggy and sometimes makes its own limits on worlds thru performance because of this

#

nonetheless this would still apply in the ideal future when the game is optimized and still holds some very real weight now

#

so for anyone who's optimizing right now id say that this is a good enough method to follow by

light flame
#

I run VRC on a bad computer.

#

I'm usually getting 11-17 fps

marsh trail
#

All things considered, i always decimated my models to bellow 20k before, untill recently that is as now VRC is (supposedly) using more than a single core

pure bridge
#

same dude. i hit 60 frames alone, 40 ish with people, and 20-30 in publics

light flame
#

jeez

pure bridge
#

i always strive to make my shit work as good as possible on as much hardware as possible cuz fuck this dude

light flame
#

I've got 4g ram and integrated graphics off a celeron

pure bridge
#

this is more on my smart ass anyway, buying an i5 6400 and all

marsh trail
#

Back in 5.6.3p1 the max polycount was 20k, they expanded on that fairly recently

pure bridge
#

20k would be a good number to hit for events and high numbers of people per scene, which i think is what they were originally going for

#

1 million tris worth of 20k avatars is like...50 people? i think...

marsh trail
#

Ehh, even then the IK was the major hoarder back then

pure bridge
#

yeah what am i saying of course its 50

marsh trail
#

I recall a world allowing roughly 60 users and everything was laggy as hell

pure bridge
#

shit dude community meetup (40+ people per lobby) is laggy as hell lol

marsh trail
#

Keep in mind the world itself wasn't that complex, at most it was probably even less than 30k at the time

light flame
#

The worlds wouldn't have been as optimised though back in the days of old

marsh trail
#

It was a motherbase from MGSV recreation that was in development

pure bridge
#

fucking cool

#

i love big worlds like that

marsh trail
#

They sadly dropped the project after a while, unsure why, but generally worlds not being optimized back then isn't really accurate, alot of worlds were and still are, just a few outliers were laggier than others

#

By far the most optimized thing that must be optimized is worlds, if the world isn't optimized, it doesn't matter how eco-friendly the users in it are, they will all lag

pure bridge
#

cant wait for this game to get optimized in 1-2 years so the gospel of community optimizarion has more weight than it does now

#

mhm! optimized worlds = happy users, and more of them

light flame
#

'Aight, I gotta turn off discord and turn on focus for VRChat. I'll be back in a few hours.

pure bridge
#

kk

marsh trail
#

I kinda wish avatar LOD's were a thing, that'd bring a massive performance boost, albeit a bit heavier overall

#

World LOD's are amazing and should be used whenever possible

#

Especially for very large worlds that don't need detail to be constantly at full resolution

pure bridge
#

LODs?

#

im still unfamiliar with the term and idea

marsh trail
#

Levels Of Detail

pure bridge
#

i only remember that from the cursed unity asset

#

explain if you dont mind...specifically in how it relates to vrc

marsh trail
#

It loads a lower poly model of a section based upon the distance the user is from the location

pure bridge
#

dude holy shit thats genius

marsh trail
#

The transitions might not be seamless, but they sure as hell help performance-wise

pure bridge
#

yeah i can see that being heavier on systems but not necessarily on frames

#

id be up for that to some extent for avatars though, especially when screens are still too shitty to see things at distance with

#

i could see that being more useful for worlds tho

marsh trail
#

Yeah, more-so heavier on filesize is what i meant, as the lower poly models are still in the file itself

pure bridge
#

fuck dude you actually just answered a question of mine

#

about how to het away with really highly detailed ornamentation and other shit

marsh trail
#

LOD's also cull if you're not looking at them or are at a certain distance

pure bridge
#

cuz i was walking around in the library of congress and went " what would i have to do to model this," and the thing is the top of it was all highly detailed floating golden flowers

marsh trail
#

So they're handy in that regard aswell

pure bridge
#

should just be culling them or unloading them in place of flat tex at distance

#

holy shit now i want to make a library of vrc with this shit

#

"dude ur shitty fucking flowers are like 10k tris each and there's 50 of them! how am i not lagging???"

"wizardry and hours of work my guy ;)"

its time.

marsh trail
#

It's a unity built in feature, and it's also documented enough to grab onto it fairly easily

pure bridge
#

thx duud holy shut

#

shit*

marsh trail
#

"Your set of Meshes have file names ending in _LOD and a number ranging from 0 to the total number of LOD levels minus one. For example, if the base name for your Mesh is Player, name your files Player_LOD0, Player_LOD1 and Player_LOD2 to generate a Player GameObject with three LOD levels."

#

I heard that it's bugged in regards to avatars so i wouldn't try to use them (i think avatars show all 3 LOD's at once instead)

#

You can have as many LOD's as you want, but keep in mind that the filesize will increase as you do

pure bridge
#

yeah, thats the thing >x<

heady smelt
marsh trail
#

I'd recommend 3 LOD'S in general

pure bridge
#

one thing that kind of irritates me is when a world is pretty but textures loik obviously low detail up close

marsh trail
#

LOD0 the most detailed
LOD1 mid-range medium detail
LOD2 very low detail

pure bridge
#

a lot of assets werent really made for you to truly get close to the eye with, and i feel like we'll be seeing more of people getting around that as VR becomes more prominent

#

is there any way to LOD textures?

marsh trail
#

Unity also uses mipmapping, essentially loading lower-resolution textures of a model the further you're from it, so you can still have some good looking textures

pure bridge
#

cuz time and time again i enter a world with massive ass bricks and a normal map to match and the floor looks like fucking soap

marsh trail
#

That is done automatically by default iirc

pure bridge
#

ah

marsh trail
#

LOD's are Mipmaps for Models and viceversa

pure bridge
#

so then whats stopping me or in this case any other world author from creating a high enough res repeat tex (say like 8k) and using that?

#

prob that it looks noisy at a distance id assume

marsh trail
#

Just load-time and generally if you had alot of them it could cause a drop as you got close

pure bridge
#

ah...

marsh trail
#

But even then, i doubt it'd be anything crazy, unless you went absolutely crazy

pure bridge
#

hm... ill probanly think about this more when i get around to makjg worlds

#

i already have some ideas from what ive learned today, and shit duud i love getting crazy 👈 VRC_Tongue 👈

marsh trail
#

Haha

tired nimbus
#

Only problem is LODs dont work as expected in VR currently

marsh trail
#

The only downside i can see regarding LOD's is the filesize increase and how models can pop into existence

tired nimbus
#

The distance is massively different compared to that of unity editor

pure bridge
#

oof...

marsh trail
#

Ah i recall that, for some reason VR is rendering the lowest detail LOD far sooner than it should right?

tired nimbus
#

Ye making stuff look much worse and stuff dissappearing from very little distance away

marsh trail
#

Yeah, that really need to be fixed, LOD's are amazing but we don't need world-wiping as a standard xD

pure bridge
#

interesting

oblique pasture
exotic fulcrum
#

Is there a way to merge my materials together. I want to make my pc avatar quest compatible. It says i have 8 materials and it has to be 4 to 1 materials. Is there a way to do that in unity?

#

If it's not possible in unity is there a way to bring the unity avatar from unity to blender so i can edit it then bring it back to unity without messing a bunch of things up? So i can just replace the unity model with the new and improved blender model.

exotic fulcrum
#

if that's not possible then can someone recommend a good tutorial for combining materials and atlas textures in blender please?

shut sequoia
exotic fulcrum
#

thank you.

amber hemlock
#

Ideally you are supposed to start in blender. Right before exporting as fbx, save a blend file. Go back to this blend file if you ever need to update the model, and after your changes re-export as fbx directly into your unity project, overwriting the fbx with cats export.

If you never started with blender, or forgot to save a blend file, you can import your fbx into blender with cats but this will usually corrupt your prefab when you re-export and require you set up a new gameobject heigharcy in unity, so save the fbx as a blend before export so you never have to do it a third time.

So long as you always go back to the same blend file that originally exported your fbx (and it still has its prefab association to the fbx) you can freely update the model in blender and it won’t ever mess anything up in unity

#

You may need to set the fbx to “none” and back to humanoid to force the skeleton definition to update if you moved bones around

#

I find regular blender fbx export (as opposed to cats fbx export) tends to cause problems updating pre-existing models in unity. No clue what cats is doing differently

lament garden
#

Does anyone know how to atlas in 2.80? I got use to using the texture-atlas add on that 2.79 offered and now they've taken that away from me

calm spade
#

shotariya's mat combiner should also be available for 2.8 as per the latest update

lament garden
#

oh neat

#

thanks

amber hemlock
#

I really gave 2.8 an honest try but could not even figure out how to turn on texture render

#

Very frustrating feel like a newb again

lament garden
#

I feel the same way

#

I'm forcing myself to learn it and I've actually managed to figure out how to bake a texture in 2.80, but it's still not quite right

#

however if you want to view your textures on your model through blender:

woeful ember
#

you can try importing an fbx with embedded textured if CATs doesn't work for automatically assigning textures

#

(i haven't tried CATs in 2.8 in a long time)

lament garden
#

i've just always made it a thing to use blender with out Cats aside from the import function XD. Assigning textures hasn't been much of an issue.

woeful ember
#

new images for discord aren't loading for me reee

lament garden
#

yeah you gotta open the original idk why 😦

amber hemlock
#

I use cat’s pose mode because the rest/pose switcher is the most pointless thing ever

lament garden
#

looks like you can see everyone elses images but your own right now

#

I do remember it having a use I just can't remember what it was for

#

¯_(ツ)_/¯

dense crane
pine flame
#

So long as you go back to the blend file things will never mess up in unity
Actually things can mess up, for instance changing material slots may make you have to manually fix materials in unity, but all you need to do to fix that is drag the materials into their proper new slots

dense crane
#

i have a blender file saved.

pine flame
#

Nope

#

Well, you can use rigid bodies and try to set those up but those are worse

heady smelt
#

@honest solar Not really. But there is the Unity Cloth Component for cloth-based items (Skirts, scarfs, capes, flags and other basic things). Which may help your situation?

simple vortex
#

Hello, I don't know how Atlases work exactly, but this one seems to be using much more wasted space compared to ones i've had before, is there anything I have to do about this?

solid smelt
#

If you're worried about wasted space then the auto tool for CATs is not what you want to use. I would recommend watching Tupper's manual atlasing tutorial as that is the best way to atlas your models.

karmic condor
#

If you are insistent on using the auto tool, you can at the very least change some space settings in the newest version, but it is not perfect and you will still get some wasted space

#

Also holy cow I can only guess that black texture in that atlas is a 2k texture. You might want to lower the resolution of any low contrast textures. It will make the high contrast parts looks better as unity shrinks everything to a max of 2k on textures by default

novel grove
#

@simple vortex combine through matcombiner panel and change size to 'automatic', panel inside cats forced to 'power of 2'

simple vortex
#

Alright, thank you all very much

sudden jewel
#

You can save some space on that all-black texture by changing it to a black diffuse textureless material. Material Combiner detects and and bakes diffuse textureless materials down to a tiny spot texture so you save a ton of atlas space

slender saffron
#

Idk why but the bone merging only affect half of the skirt... Can't get it to merge the left portion of the skirt even though they all share the same parent bone

#

There seem to be a cap on 12 bones 🤔

sudden jewel
#

I don't believe there's a cap, the naming might be different enough that Cats is getting confused

marsh trail
#

CATS be using Neitri's tools as the base for merging bones, doing such should merge selection to the appropriate bone parents, there must be an underlying issue regarding it, never heard about it happening before personally, but perhaps restarting blender could suffice, if not, you could also try having 2 blender windows open and copy&paste (ctrl+c and ctrl+v) the model onto the empty blender, and if that doesn't work, you might want to try contacting hotox to explain your situation

#

@slender saffron

slender saffron
#

The weird thing is it say it's going to merge Skirt_0_0 (12 Bones) but then 0_0 to 0_11 gets completely ignored, and 0_12 to 0_23 gets merged

#

Then, say I delete 0_12 to 0_23, the option to merge the skirt doesn't even show up on the bone merging tool

sudden zodiac
#

@marsh trail It not merging all bones is caused by the bone select algorithm, not the actual merging process

#

@slender saffron I already have ideas on how to improve that algorithm, but I don't have the time do implement it because I'm on vacation 👌

dense crane
jagged plinth
#

Reduce the number of materials

#

That's really the only thing it has going against it, but you should consider turning down the poly count too

dense crane
#

i cant without the model breaking

graceful vine
#

You can

dense crane
#

i tried

tiny hawk
#

Hey does antone know what's going on with material combiner? I've renamed, and moved the files around and yet this error still happens.

simple vortex
#

I think I've gotten this error once, some material had an mmd texture with an error symbol near it. Remove the texture and it should work

#

@tiny hawk

tiny hawk
#

Problem is that it's not mmd, and removing the texture doesn't exactly solve the issue at hand does it, considering the whole point of atlasing is combining textures.

simple vortex
#

The error happens when the Atlas generator is trying to display the image of the material in the list but the material doesn't have a texture image to begin with

#

removing that won't ruin the material or I don't think it will

tiny hawk
#

I was able to do a fix. Basically I had to convert the files from png, to bmp, then use cats own png converted to get it to work.

sudden zodiac
#

Well that's one way to use that button 😄

tiny hawk
#

Yeah it's weird, but I think I'm just gonna stick with manually atlasing because the quality comes out a bit better.

rustic marlin
#

where can i find how many polys my model has in blender 2.80?

#

nvm i found it

sudden zodiac
#

@tiny hawk in what way is the quality better?

tiny hawk
#

Basically the ability to decide what needs more upscaling in the atlas more than other materials. Aka the body's part of the image will be larger than the eyes.

sudden zodiac
#

@tiny hawk do you really upscale in that case or do you downscale all other textures?

#

Because you can downscale each individual texture in the material combiner

tiny hawk
#

Maybe upscale is the wrong term for this, but essentially I can control what material has more room dedicated to the image than others, and usually I bake in 4k

sudden zodiac
#

Then it's not really higher quality, since you can do the same in the material combiner

tiny hawk
#

How so? I might start using it more often to shorten my build times for avatars. Besides having to fix the whole error thing with the files.

sudden zodiac
#

Press the little gear icon next to the material, you can set the size there

amber hemlock
sudden zodiac
#

@amber hemlock Oh 😆

hoary juniper
#

@sudden zodiac Is there a way to disable the MMD texture panels that Cats adds? I don't see what it's used for and it clutters things up for no reason.

sudden zodiac
#

@hoary juniper It is from the mmd_tools plugin that cats uses to import mmd models. You could go into the code and remove some lines to prevent it from loading

hoary juniper
#

Hmmmm, I'll take a look, thanks

karmic sky
cerulean holly
#

Bounding box may get much bigger if you have some stray verticies far away from your model or be result of something added to your avatar like snail marker which I believe needs to hide the marker by moving it far away from your avatar. If you didn't add anything you may try fixing it in Blender by box selecting entire avatar, hiding it than pressing A to select all, deleting it and unhiding your avatar. Other possible solution would be to check your shapekeys and see whether there aren't any verticies going far of your avatar after using one of the shapes. You can also manually change boundix box size in Unity if everything fails but I read there may be some other problems if you do that.

solar urchin
#

nvm, solve it

#

had to import the model with cats or else that would be greyed out

deep cedar
#

its a hide feature added in new 2.8

#

it doesnt "have" to be pulled in through cats, but blender takes old blender files, or fbx's with hidden items, and hides them across the board, instead of in the alt h/h menu

#

you can fix it by clicking one of those drop downs above it, and choosing to show all hide functions, then unclick each until you see which one is actually hiding it

trail folio
#

Hey,

Does anyone know a way for Texture atalssing in 2.8 without using Node editor? Currently I have to set nodes in each of original materials so that they bake to textute

marsh trail
#

I think 2.8 took a big leap and went straight for rendering based on nodes, completely replacing blender internal, although i may be somewhat incorrect as i've personaly had no interest in researching about it much

sudden zodiac
#

@trail folio Try Material Combiner, it works in 2.80

proper star
#

anyone wanna help me lower the polys on my 150k poly avatar? it would be very nice to get some help

candid sedge
#

could try the cats tool for it

proper star
#

you see here. i have it but i rarely use blender and idk how to even like import it into blender nor import the model

#

ah ha! i need to hit import fbx huh

candid sedge
#

might be better if you start on a mega starter guide then

proper star
#

yeah haha

#

@candid sedge hold on, i import cats pulgin with the important tab correct? if so what kind of thing is it if you understand what im saying like a fbx or something else

prime beacon
#

this hurts me physically

steep frost
#

one hundred and seven materials and one hundred sixty seven meshes....

#

jesus christ

prime beacon
#

6 million polys

#

there were a few of them where i found him,public german map is full of those people

steep frost
#

materials combiner and decimation: "am i a joke to you"

#

literally

prime beacon
#

brain: -

pure bridge
#

question

#

what would be better

#

A > one really high res (4-8k) noise texture

#

B > a really small noise texture (sub 1k px) repeated like 20 times

#

as in, what would be better for frames / stability?

#

hopefully this is a general question, such as if said texture could be anything from a normal map to an emission map, masks, etc.

graceful vine
#

@pure bridge one texture, less draw calls

#

Lower is always better

pure bridge
#

tiled textures count as drawcalls? 0~0

#

holy shit

#

i need to like

#

go and fix a lot of shit

#

cuz i have a ton of things tiled to like 4-25

graceful vine
#

Tiled textures? I don't follow

pure bridge
#

jesus

#

uhh

graceful vine
#

Oh seamless?

pure bridge
#

when youre using an y normal shader

#

import like say a hair normal

#

and go ahead and open up the tile/offset menu and turn up the numbers a lot

graceful vine
#

I honestly don't know what you mean, likely because I've never used this system before

pure bridge
#

im explaining it in a really dumb way, give me a second

#

ill take a screenshot

graceful vine
#

I'll cut you a better deal you can have 2 seconds

pure bridge
#

two seconds have passed

#

this

#

im asking if it would be better to tile that 256px tex or just to make one really large version of it

graceful vine
#

Ohhh

#

Yea tile it

#

Absolutely tile it

pure bridge
#

alright, almost had a fucking heart attack >~>

#

thx

#

lol

graceful vine
#

I thought you meant something else

pure bridge
#

yeahh

graceful vine
#

Smallest is bestest when it comes to basically everything

candid sedge
#

Smol is life

hoary juniper
#

Hmmmm, yeah, that's not really good advice

#

Is it better to have a big high res texture full of random noise?
No. But that depends on the noise. Random white noise or blue noise can be small. Repeating patterns should be as small as possible. For noise that isn't meant to be repetitive, larger can be justified, or if it's visibly large on screen - like, cloud patterns, that would make sense.
Is it better to have a really small noise texture, under 1024x1024...
1024x IS large for random noise. In reference to above, 1024x makes sense for random clouds, but if it's just white noise, 256x is the highest I would suggest...
Which is better for performance?
Smaller.

#

@pure bridge

graceful vine
#

What exactly is blue noise and how does it differ to any other kind

candid sedge
#

so smol is life

#

smol win

hoary juniper
#

It has low variance over average

graceful vine
#

I see math, immediately scared

hoary juniper
#

White noise is purely random, so at a distance or when blurred it gets clumpy, but blue noise is generated to average out into, well, grey.

#

It's handy for shader stuff where you want to make something look blurry or soft without doing a blur or softening it 👀

graceful vine
#

So nothing ill have to worry about anytime soon

heady smelt
#

Am Having Issues trying to atlas

#

I allready have a atlas that I had generated via CATS but am trying to make a new one Just to try to make my own textures

crisp vigil
#

should i deal with any z-fighting inside a model or is it better to just ignore it if it can't be seen

visual tinsel
#

Technically there shouldn't be any geometry inside the model if you can never see it. :P

heady smelt
#

quick question. do you find a T pose or half T pose better when making an avatar, which has better shoulder deformation?

visual tinsel
#

A pose vs T pose?

heady smelt
#

yesx

#

yes*

solid smelt
#

A pose is better for shoulders because it is at the 50% extension of arms at side/arms high up. T pose scruntches the shoulders too much for me

amber hemlock
#

You aren’t limited to A or T pose you can actually have ANY reference pose

#

A pose is better because it’s more of neutral reference. Actually unity’s fetal / “motorcycle” pose is the most neutral pose but it’s hard to model that pose so no one does

graceful vine
#

I didnt know it had a name

amber hemlock
#

I don’t know if it has an official one actually!

graceful vine
#

damn it

#

ive been lied to

amber hemlock
#

All tutorials I’ve seen call it motorcycle pose though

#

It’s just the result of all humanoid muscles at 50%

graceful vine
#

Im seeing neutral pose

#

but nothing concrete

paper forge
#

Do anyone have a link to a two sided shader?

midnight barn
#

Is it possible to merge skinned mesh renderers?

pure bridge
#

@midnight barn ye, just do it in blender, with cat's or manually with ctrl+j

midnight barn
#

hmm, i don't know what any of that means besides general knowledge of what blender is

#

this is an avatar i converted years and years ago but i want to optimize it, it's low poly and everything but the only thing that makes it poor performance is number of meshes and materials

pure bridge
#

cat's blender tools, popular addon for blender specifically for getting avatars ready for unity and vrchat

#

just take the fbx out of your project and import it normally into blender

#

select all of the meshes on your avatar and hit ctrl+j and they'll join normally with no conflicts like 99% of the time

#

as for materials, CAT's has a tool that will do that for you under Optimization>Texture Atlas / Materials (it's called material combiner)

#

it will combine all of the materials on your avatar into one and retain the quality

amber hemlock
#

Sometimes joining meshes will break the UV’s, mainly if their individual UV’s don’t have identical names.

#

So I always make sure to rename them to the same thing (usually “UVMap”) before joining

marsh trail
#

Perhaps Hotox could add an optional auto-rename UV's (much like combine same materials) to the CATS fix menu

amber hemlock
#

I actually think cats does this already. I’ve never had cats mess it up so far

#

I just run into it when manually joining

jolly marsh
#

having a transparency issue with unity after importing to blender
(color is just another skin, ignore that)
I did try adding a 2nd layer of it,
thinking it was just a problem with it being a single face thick
(didn't make any difference)

cerulean holly
#

Did you try recalculating the normals after adding second mesh layer? It is possible both layers had normals pointing in the same direction. Enable backface culling in Blender to have better representation on what you gonna see in Unity (Press N ->Shading ->Backface Culling).

jolly marsh
#

recalculate normals? alright, i'll try that

#

and yes backface culling shows me exactly that. much appreciated

jolly marsh
#

Normals where the answer. thank you so much @cerulean holly

sudden zodiac
#

@marsh trail @amber hemlock Yes, cats already renames all UV maps to UVMap before joining meshes

marsh trail
#

Oh nice, i actually didn't know it did that already

sudden zodiac
amber hemlock
#

Oh it applies mirrors now, is that new?

#

I’ve been doing it manually

sudden zodiac
#

Since half a year maybe even longer

split hound
#

Also, backface culling is on by default now in cats @jolly marsh , so if you see through it check to see if "separate loose parts" gives you two skirts. Make sure you're in lookdev mode in the future, it's handy

jolly marsh
#

oh sorry this was answered, forgot to pull it down

split hound
#

if you need to create them, select a mesh object, tab for edit mode, a to select all, search for "mesh: duplicate" and then search for "flip normals" and you have something two sided without a shader

jolly marsh
#

Kohi answered this one ^^

split hound
#

yay for quest compatible. Sweet! Slow day at work so I'm chilling here in the meantime if you have any issues with blender/unity

jolly marsh
#

oh i do have some things i'm uncertain of that i want to get clarified before i continue which are over in #avatar-rigging

split hound
#

oh!

proper grail
#

I want to call it shader masking but google doesnt come up with anything, Does unity have a shader that can select what shader to use based off a texcoord?

heady smelt
#

guys how do i remove the Dynamic bone collision check count

graceful vine
#

Remove dynamic bones

polar bolt
#

@proper grail Each polygon on a model can have only 1 material, 1material=1shader, its up to that shader to determine what is drawn on screen from given texture inputs and other data that same polygon has

#

Thats why shaders themselves support masking some of their features

amber hemlock
#

Really wish I could wrap my head around shaders. Seems like everything cool revolves around them

pine flame
#

well not everything but you can do some pretty cool things with them

proper grail
#

@polar bolt Okay that sorta puts me on the right track towards 1 skinned mesh/1 material. So im looking for a shader that has the most options. Is there one on the vrc shaders off whitelist?

#

Ill be going through them i am just wondering if one pops up from memory

tiny hawk
#

With Cats material combiner is it possible to combine both a diffuse and a normal at the same time?

novel grove
#

@tiny hawk install 2.0.3.3 version of material combiner and use Multicombining through MatCombiner panel for that (don't work with 2.8 blender)

tiny hawk
#

@novel grove thanks, I'll give that a try.

proven fog
#

whats a good amount of materials for an optimized avatar?

karmic condor
#

1

#

Maybe 2

still perch
proven fog
#

why does the VRC blogpost tell me 10 is the max to keep optimization?

karmic condor
#

1 is best

sturdy socket
#

the lower the better

#

I always personally aim for 0 materials

still perch
#

so.... no model at all? cirHuh

sturdy socket
#

shush, dont spread my secrets

#

I also use an exploit to remove my nametag, that's like 4 or 5 materials less, that's what i call optimization

still perch
#

Please no trolling.

#

Thanks

sturdy socket
#

2 l8 ShanaDab

cerulean holly
#

If my model has 1 mesh, 1 material but 5 textures how many draw calls will it have? Is it the same number as for model with 5 different materials with one texture each? VRChat doesn't seem to account that in avatar performance rank.

still perch
#

it can't have 5 textures if it only has 1 material

graceful vine
#

^

still perch
#

1 material can only have one texture image

sturdy socket
#

well do you consider normal maps and emission textures?

graceful vine
#

No.

sturdy socket
#

no i mean kohi

cerulean holly
#

I got these guys loaded, so aren't these counted as textures?

still perch
#

They are not textures

sturdy socket
#

well yes, but actually no

still perch
#

Only the Albedo is a texture, the rest is kind of "configuration images" that make the shader render things in a specific way

karmic condor
#

They are like settings conveyed through a image file

cerulean holly
#

I see, but they do influence performance a bit I guess?

still perch
#

they're no bother

cerulean holly
#

Cool, so normal map is like having extra details for free

karmic condor
#

Yep, occlusion too.

cerulean holly
#

How dare I forget

quiet flame
#

Hey guys, can someone help me with gameobject is missing in the animation tab?

hoary juniper
#

@still perch That's misinformation, don't say that

#

They're all textures to the GPU

#

However, the number of textures doesn't matter (*), only the material count.

*: Not speaking literally, but the truth is complicated. If you need a hard limit, 8 per material is probably it.

heady smelt
#

@quiet flame not sure if you still need help, but if you double click the name of the missing item it’ll bring up a pathing type of thing

(Armature\Hips\Tail) or something like that. Simply just adjust it so it’s pathing to the correct item, if you’re not sure how exactly it should be structured check another item that isn’t in the missing state and copy it’s pathing then change the directory to the item you’re looking for

drifting trellis
#

do dynamic bones that currently have the mesh they are manipulating turned off still require processing power? i've been setting it up so they only activate when the object is active, but want to make sure i'm not just wasting time

mint kernel
#

the ranking systems says "2 Skinned Meshes " is "good" but ingame it says 2 Skinned Meshes are Medium .. why ?

#

before the update, the avatar was still classified as good

graceful vine
#

It was changed recently

solid smelt
#

@drifting trellis if you turn off the mesh for the dynamic bones the actual bones will still be dynamic and take processing power, even if you can't see them.

minor wren
#

dybones are active when the bones (gameobjects) are active, even if the mesh isn't

drifting trellis
#

Okay nice, glad I wasn't wasting my time. Thank you!

azure berry
#

but u can also disable the dynamic bone component in an animation @drifting trellis

drifting trellis
#

yeah, i'm aware 😄

#

i use that a lot

empty pier
#

@mint kernel That's a bug, can you make a Canny post for it?

graceful vine
#

^

tender sundial
#

above, someone claiming that I can't have multiple textures on one material, even though I literally do that on at least 5 shaders (although not on any actual production ones, mostly on ones I was playing with to see whether there was a tidy way to reduce materials without actually atlasing. please don't hit me)

#

reminds me actually that I must put a hard limit on texture resolution for my new project, but first I have to come up with a sensible limit for that

#

at the moment I'm thinking 4k (after atlasing)

#

there is that, but it also makes some kinds of effect slightly easier to do if everything is theoretically doable as one material

#

I started enjoying having everything one material where possible on newer avatars

#

unfortunately the new hero avatar is unlikely to be like that because I'm likely to want custom shaders on at least eyes, glasses, and one other gadget, so that's already 4 :/

#

I know I could slap together multiple shaders into a giant megashader and use some data point to choose the shader

#

I just don't know how keen I am on scraping for that excellent rating on material count, when I have other areas which are usually way harder to even achieve a medium on (for me)

severe isle
#

you should make it runable on ARM devices

#

optimize it to hell

tender sundial
#

now that is a problem in its own way

#

but I think the Android version of my new girl will not have said gadgets to avoid the need to optimise them

severe isle
#

hm

tender sundial
#

I'd say more but I don't really want to spoil everyone in existence on what could actually turn out to be a nice gadget that nobody has done before

#

but in any case it requires a custom shader, so it ain't gonna happen for the Quest build

#

the amount of work to make an alt version that uses only animations is far too high, and the number of polygons it would take is also high

#

before worrying about that though I'd like to try and get my dynamic bones down to sensible levels on my main three current setups :/

#

finding a way to reduce my Excellent avatar from 64 polygons down to 1 is the other thing on my todo list but there's some maths that I haven't quite figured out the right logic for yet

severe isle
#

gadget huh oAo

#

1 polygon ?

tender sundial
#

the 64 is a miscomputation in the first place but it's slightly motivating

#

technically the avatar has 0 polygons

#

but with the new way it's calculated I should be able to get 1

severe isle
#

@tender sundial so like.. 1 single henagon ?

#

henagon*

tender sundial
#

nah what I mean is, I know how the calculation is being done, and I think I can make a version which is still 0 polygons, but which is now miscalculated as 1

#

so that it doesn't look as "bad" as 64

severe isle
#

huh

tender sundial
#

basically I'd go from having 192 vertices to 2 vertices

severe isle
#

ohh

#

but its still like 1 henagon right?

tender sundial
#

no polys at all, I don't join the vertices into lines

#

current stats are 192 verts, 0 lines, 0 tris

severe isle
#

oAo huh

#

ok

tender sundial
#

and it's 192 because I needed that many to draw a sufficiently nice sphere in the geometry shader

#

if I reduce to one line or something then I can just use a quad instead of a sphere and it should be fine, but finding the right dimensions for the quad has been slightly infuriating

severe isle
#

ahh. makes sense vrcThinking a sphere

tender sundial
#

it comes down to "find the smallest quad that completely contains the sphere in the camera"

#

so you'd centre it on the sphere I think, and then figure out how wide/tall it has to be to completely cover, but it sounded really easy until I tried to do it

normal verge
#

Does anyone know where the Texture Atlas properties window is now in Blender 2.8 I can't seem to find it anywhere.

#

They completely changed the whole interface in Blender 2.8.

graceful vine
#

you dont need to atlas in most cases. it just improves the avatar rating @severe isle
No it also improves performance

pure bridge
#

you should 100% atlas whenever possible

#

even if if you're still gonna use 4 unique materials, it helps to just have one texture for all of them

marsh trail
#

Does unity re-use the same texture if used on multiple different materials with different shaders?
I'm having a bit of a blank here, if it indeed re-uses the exact same texture without any duplicates of any kind, then using a single atlased texture sounds like the best idea, whereas if it does not, you'd have massive texture duplicates with "empty" spaces using up more memory than need be

#

The benefit of atlasing is the notion of reducing drawcalls, decreasing the number of materials essentially, multiple textures or a single one per material is negligible at best however

graceful vine
#

The idea of atlassing also relies on the fact that you should do as little materials as possible

#

You can use the same texture on multiple materials but that doesnt decrease draw calls so its the same as using different textures, aka: the atlas is pointless

frosty palm
#

Oof so maybe decimate what you can before atlasing?

#

Im learning making models btw, very interested in optimize stuff

graceful vine
#

Good!

shut sequoia
#

Kareeda has some good optimization guides for porting avatars

calm spade
#

Pinned in the channel ^

heady smelt
#

okay guys, so I've noticed that some of the content in vrchat was very low poly due to the fact that the models of the dmc 5 characters have a lot of polygons

#

I've tried to import it into unity, but when I saw it, there were a LOT of polygons over the limit. right now, I'm doing what I do best and imported it into blender 2.79.

weak path
#

why does my model have this like holographic effect? it shows up in some worlds and it gets annoying can someone help me remove it

timber blaze
#

might be an outdated shader?

empty pier
#

@weak path Are you using an old version of Cubed's Flat Lit Toon?

#

There was a bug in a fairly old version of Cubed's Flat Lit Toon that caused data to get mixed up in the ForwardAdd pass used to render point and spot lights.

#

It lead to weird ghost images like that.

weak path
#

@empty pier you have a link to the new updated shader?

empty pier
#

Cubed's shader hasn't been updated in a long time (Sept. 2018) you might want to try switching to a newer one.

weak path
#

Thank you!

woeful ember
#

*Gonna be reporting this as a bug eventually (seems to be an issue relative to blendshapes)

the solution i came up with is Separating the Eyes to a new Mesh and naming the Mesh for the Eyes "Body" in order to function correctly
and proceeded to strip any unnecessary vertex groups (you should be left with four vertex groups) and that's it

*Incase anybody is reading this i'm going to state that i did indeed encounter a change and what i previously stated seems to be somewhat incorrect
*it's super weird but i'm still trying to determine what exactly is making it tick so try taking what i've previously said with ALOT of skepticism

marsh trail
#

Hmm... i've never heard about eyetracking performance issues myself personally, but i think it's likely a bug (obviously uninteded behaviour but y'know).
Do you perhaps have any further information regarding this?
And if this was done on a hierarchy without any eye vertex groups (but eye bones present) does the same occur?
I assume it must be quite impactful since 2 meshes are more performant.
@woeful ember

woeful ember
#

not sure about the vertex group part but i did see one avatar that had the loss but had blendshapes intact for eyetracking with vertex groups for only one pair of eyes

#

but the eye wasn't actually tracking

#

so depending on how some people set it up if it has the shapekeys intact it should still attempt to use eye tracking thus a loss should be incurred

#

i initially recognized this performance loss earlier this year but i was quite confused at the time and only recently have i actually done countless tests to finally deduce this result

marsh trail
#

I think this should be taken up as a bug-report, this sounds like completely unintended behaviour

woeful ember
#

this is definitely something that could be improved on their end or within CATs

#

anyways the loss from the eye tracking seems to far out weigh the additional skinned mesh

#

assuming you test this "properly"

#

incase you're wondering i was using Intel GPA Frame Analyzer to recognize this issue (but i don't believe it was absolutely accurate in some circumcstances)

#

i've correlated this with actual ingame performance while stressing the GPU in VR

marsh trail
#

I'd imagine it should be taken up by the devs/programmers as an increase in drawcalls to fix an issue with a "built-in" feature sounds counterproductive

woeful ember
#

OS - Windows 10 Enterprise Edition
Mobo - Asrock z97 Pro4
CPU - i7 4790k 4.4Ghz
GPU - EVGA FTW GTX 980 ti 1285 MHZ (Latest Driver and i tested with older drivers aswell)
RAM - 16GB
VR - Oculus Rift

#

really the loss for an additional skinned mesh is extremely negligible compared to the loss from the eye tracking

#

anyways yeah i'll consider making a report

marsh trail
#

If it's that bad, then i agree, but i'd reckon it'd be best for both worlds if it gets patched, increasing performance over a give/take scenario

woeful ember
#

but yeah if you wanna test this yourself and give me your results that would give me more samples

#

again this is only valid if you do it "properly" though

#

then again perhaps somehow in my process i might be hitting something unexpected giving me these results

#

but i've kept it as narrow as possible for comparisons

marsh trail
#

Hmm...

#

What's your working polycount for reference btw?

woeful ember
#

56,137

#

i separated the vertices weighted to the vertex groups for the eyes which had a bunch of junk cause of blendshapes since it was an MMD model
so that group was fairly large at 1,824

marsh trail
#

Very well, i'll do a bit of a test myself, which map did you use for said test?

woeful ember
#

i've attempted multiple scenarios but the one i particularly used to stress my GPU in VR was within baked lighting "Thulens avatar world"

marsh trail
#

I however do not have VR so the stress will likely be far lessened

woeful ember
#

i had to rely on looking into the mirror and using a camera to get below 45

#

really this probably isn't the most optimal method for this but it worked

#

i guess

marsh trail
#

I can however open multiple instances to stress my whole setup

woeful ember
#

there's a chance it was bottlenecking CPU since i didn't confirm this but the data mostly correlated with GPA frame analyzer

marsh trail
#

Unfortunately i can't have both instances on the same world instance as before, so i have to use different world instances, but that should be fine regardless

woeful ember
#

yeah but make sure you still have shapekeys

marsh trail
#

The 4 main ones right?

woeful ember
#

you can retain misc shapekeys aswell

#

yeah but i left all of them intact for my final test

marsh trail
#

I just wiped ehm all out honestly, but i'll re-create them if need be, as the only thing present on that mesh is the iris' which are the only moving eye part

#

The mesh with visemes is in BodyMain

#

Body is the iris'

woeful ember
#

yeah just make sure you retain the ones necessary for eye tracking

#

make sure the import settings for unity are identical

#

avoid overwriting/reimporting fbx since i suspect that might be causing some issues

marsh trail
#

Oh yeah, i'm making 2 different dupes for this, without any DB's or anything, just plain model

#

I'm editing a pre-existing avatar i had, makes it easier

woeful ember
#

i did the testing as barebones as possible

marsh trail
#

I'll even use the standard shader for authenticity haha

woeful ember
#

i used Robot Kyle as a baseline for performance since he didn't have blendshapes far as i'm aware nor eye tracking

marsh trail
#

Alright, going to upload both variants now for testing

#

Seems like the SDK decided to be a pain for me today

#

Triple checked everything and even applied from none to humanoid

woeful ember
#

🤷

marsh trail
woeful ember
#

it just works! ree

marsh trail
#

I'll try re-exporting it, but the other one is clean apparently

#

Guess i'll restart unity to check for stupidity

#

Y'know, the weird part is that the multiple meshed one has no issues and it's the same model haha

woeful ember
#

🤔

marsh trail
#

It didn't work

#

Sheesh not even a restart huh

#

Oh y'know what

#

I found the culprit

woeful ember
#

who was the villain lurking

marsh trail
woeful ember
#

👌

marsh trail
#

It casts some black magic on your unity deleting your body or someshiz

#

1 out of 2

#

Both uploaded

#

Hmm, i think ima need something heavier as i'm getting the same outcome

woeful ember
#

are you hitting 90 frames?

marsh trail
woeful ember
#

go to "Thulens avatar world" and turn on the mirror

marsh trail
#

I am currently there

woeful ember
#

depending on your system that should get you below 90 as long as you keep the avatars in the background within focus

#

ah turn on the heavy mirror

marsh trail
#

Ah the heavy one, hold up

#

Top left is default, bottom right is edit

woeful ember
#

well you can see a difference the one with two skinned meshes should be the winner

#

in VR at 40 fps i was getting a 10fps difference

#

with a camera enabled

marsh trail
woeful ember
#

make sure you have all of the avatars in the background on screen though

#

they're laggy as fuck

sturdy socket
#

ah a better discord user culturedwitchmin

woeful ember
#

specifically the one in the corner with the wizard hat

marsh trail
#

Actually, it depends on which instance is currently on

#

They seem to vary between 70-80 fps regardless

woeful ember
#

yeah the difference definitely seems higher than it should be

#

the fix should solve the lost in performance almost entirely

#

since i was getting pretty close to robot kyle in terms of performance with 5 materials

marsh trail
#

The odd thing is that both seem to be giving out extremely close results

#

I tried to gyazo it

woeful ember
#

i should probably try a world with a more stable framerate

#

i might just mash up something to lag my GPU but i'm kinda lazy at this point

marsh trail
#

Perhaps also test it with other users' inputs, switching between both and testing with other users should provide a fairly reliable test

woeful ember
#

it's eratic for some reason even on VR it was jumping inbetween like 36-40* fps

#

anyways the fact that you're running two instances probably isn't helping

marsh trail
#

It was the most reliable way to stress my system at the moment, i just get a 90-93 constant fps range otherwise

woeful ember
#

i get down to 70 with the mirror turned on with only once instance

#

there might be some weird stuff going on with that world i'm not positive

marsh trail
#

Also for specs
Win 10 64bit (build 17763.678)
Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz
NVIDIA GeForce GTX 1060
16 GB RAM
Asus ROG GL702VM

#

Anyway, as it stands i sadly can't vouch for it working or not as the test seems rather inconclusive, but you may reach a reasonable conclusion at some point, going to wipe the dupes now

woeful ember
#

it's already a rather reasonable conclusion from what i've done
but perhaps a better way of stressing it to get a more accurate measurement of the cost might be in order for measuring the actual performance loss

woeful ember
#

alright so i did a simple setup in which i basically placed a whole bunch of mirrors within a world with some stuff in the background with post processing and i ended up with pretty much the same result

#

more mirrors seem to cause it to be calculated multiple times as expected
*Incase anybody is reading this i'm going to state that i did indeed encounter a change and what i previously stated seems to be somewhat incorrect
*it's super weird but i'm still trying to determine what exactly is making it tick so try taking what i've previously said with ALOT of skepticism

runic mist
#

I have an avatar that has opaque and transparent parts. Is it better to have 1 material that is rendered with a transparent shader on the entire model, or 2 materials: one for the opaque stuff and one for the transparent stuff?

proper grail
#

Cpu wise, yes. Gpu no. Bunch more reasons for no too. Transparency costs a bit more even at 0% and there are gonna be visual glitches like that weird you overlap people effect. And than there is still worrying about what shader itll fall back to when blocked.

weak path
#

I see alot of models with face emotes that are on desktop where they use. Shift and the f1 etc buttons is there a video that shows you how to do that?if so can somone share a link

pure bridge
#

how to create them? uhh id make a video rn if i was home

#

there's one on kareeda's channel

weak path
#

Ik how to make em dont you have to make an animation?

#

Like how you would make the blinking animations

shut sequoia
#

His video on it is more for props. you just record an animation on a duplicate, copy and paste the keyframes so they're the same, and then drag it into your animation override

weak path
#

Where on the override is it for the f keys sorry for all the questions

proper grail
#

Shift + F1Hand gesture - Idle
Shift + F2
Hand gesture - Fist
Shift + F3Hand gesture - Open Hand
Shift + F4
Hand gesture - Point
Shift + F5Hand gesture - Victory (Peace)
Shift + F6
Hand gesture - Rock 'n Roll
Shift + F7Hand gesture - Finger-gun
Shift + F8
Hand gesture - Thumbs up

weak path
#

@proper grail ayyy thank you so much!

amber hemlock
#

Also I believe left or right shift controls which hand does it (tho you trigger the same gesture regardless) this lets you do two at a time like vr users can

wet nest
#

Does the author of the Phoenix Wright PC avatars have plans to make them compatible with quest

carmine blaze
azure berry
#

Check your rig in unity and make sure everything is in its right place @carmine blaze

carmine blaze
#

would it be possible to get some vc assistance because I'm not sure I'm doing all of this the right way

#

actually I'll hold off on that for a minute

#

ok nevermind I got it

blissful garnet
#

Im trying to save to atlas and it keeps saying this could i get some help?

sudden zodiac
#

@vague hearth 👆

graceful vine
#

Examples are pointless, do some basic research and you'll discover how to optimise game assets @agile radish (moved to this channel because relevant)

#

Just because an avatar looks good does not mean it is good, or well made. Which is 99% of VRChats avatars

agile radish
#

@graceful vine I can optimise, I think you miss point of post

graceful vine
#

You dont need 50+ mats or even 300k tris to be a good avatar.

agile radish
#

I not say that

graceful vine
#

Articulate better then.

agile radish
#

Perhaps not make assumption would help

graceful vine
#

Regardless you said "all good avatar break rule" this is untrue

#

Sorry i put two and two together and assumed you were uninformed.

#

As an example, heres an avatar made by a user in here "UniformVixen#0094"

#

5300 poly's, one material

#

Breaking 0 rules and looking stylish as fuck.

agile radish
#

Yes, I agree that avatar very nice. If only more have same skill

shut sequoia
#

what rules? there's no more standards lol

#

they dont care about unoptimized avatars any more vrcZZZZ

graceful vine
#

😒

shut sequoia
#

if they did we'd at least see attempts to limit public-set avatars

#

its easier to just keep giving us tools to disable stuff

graceful vine
#

Its not easier, its almost the only viable solution right now - People kept and will keep bypassing stuff

#

Only so many checks you can do serverside, so why not just offload them to runtime (safety system)

shut sequoia
#

Well when we had limits very few bypassed since it meant world removal

#

and avatars forced private

graceful vine
#

And they still spread

#

I wish they were enforced, i do

shut sequoia
#

significantly slower

graceful vine
#

But its just not gonna work iguess

shut sequoia
#

i noticed a change once worlds got "rotated" out and favs did as well

#

3 fav slots helped a lot with rotating out the trash, but forcing avatars private wrks even better

lament garden
#

"Basic research" isn't a source of knowledge. In a game where a large portion of the game is user-made content "basic research" is a pretty poor piece of advice to give a new user @graceful vine
I don't frequent this channel very often, but i haven't seen another user even mention going to
https://docs.vrchat.com/docs/avatar-optimizing-tips.

graceful vine
#

Ofcourse its not i was just pointing out how flagrantly wrong the statement was.

lament garden
#

fair, i just get spicy when people don't bother to give them any direction and just point them to google

graceful vine
#

I always try to help when people are genuinely interested.

lament garden
#

I don't use cats blender, but does it have any issues with using it in blender 2.8? I've always done everything manually so I'm curious to hear what other people have to say about it

azure berry
#

Doesn't seem to have any issues so far that I'm aware of in 2.8

lament garden
#

I might have to give it a shot. I've heard there are some pretty cool things in 2.8, but it just looks a little odd at the moment.

candid sedge
#

Cats can do a lot for you

lethal quarry
#

But are they purr-fect?

candid sedge
#

On the manual optimization side is what i normally do

#

Not that bad tbh

lethal quarry
#

XD

candid sedge
#

Not really sure if people have made full videos about it tho

lethal quarry
#

I mean there a re lot of cat videos out there, being there since the early 2000s.

#

... Wait.

candid sedge
lethal quarry
#

I'm thinking of the wrong kind of cats, aren't I?

candid sedge
#

Wat cat

lethal quarry
#

X3

candid sedge
#

But anyway if they have not even put a drop of effort in it can feel pointless for other people unlike some one saying i tried this and i dont get it or what video would you recommend ya know

buoyant holly
#

there are optimization tips in the pinned messages

azure berry
#

yeah it takes a bit to get used to 2.8's layout but i like it now that ive learned more of how to work everything @lament garden

lament garden
#

i straight up bought a course just so i could learn the new UI the right way @azure berry

#

there's a lot of things i haven't put to use in blender so i figure why not

azure berry
#

lol yeah thats useful, sinces theres tons of features in blender that alot of ppl dont even know about or use properly

lament garden
#

right?

#

I'm already making some objects from scratch, but I want to make full models at some point

buoyant holly
#

then start brushing up on your blender tutorials so you can learn how to make stuff

lament garden
#

lol that's the idea

#

Oh, good luck finding blender tutorials on 2.8

graceful vine
#

There are some popping up

calm spade
#

There's literally tutorials for everything at this point lol

lament garden
#

challenge accepted

sudden zodiac
#

There are pretty much no avatar tutorials for Blender 2.80, that's a big niche right now

dense crane
#

why cant i get my atlas workin?

buoyant holly
#

what's currently wrong with it

dense crane
buoyant holly
#

pretty much our error message meant something gone wrong I don't know enough about pythons do you actually tell you why it's gone wrong you might try turning on and off your plugins a couple of times or reinstalling them

dense crane
#

fine...

buoyant holly
#

sorry I couldn't be more helpful there

proper grail
#

Could not identify file type .dds. My first guess would be to convert the textures to .png files

dense crane
#

ok

#

will it work now?

formal moss
#

@dense crane if you could, what's the name of that base avatar?

uncut valley
#

I need to get my avatar to not be so short. How the hell does one do that. These online tutorials suck. Dont mean to be a BUG

still perch
#

Well, scale factor in unity.

#

For a propper reference add a cube in unity. The default cube is 1x1x1 meter

#

Of use the example Avatar from the SDK

uncut valley
#

@still perch i figured it out.

#

So im adding my materials map which is in PNG format but why does it look like this? It takes so much just to upload avatars I swear. This is a custom one. Can anyone point in some type of direction???

still perch
#

Optimizing for a game engine is a little bit more, but for someone who knows how to create models from scratch it should be a finger snap.

split hound
#

@dense crane I happen to know the fix for that one

#

you have a material that has no mesh association

#

basically, there's a material that doesn't have a vertex group associated with it

#

or, you cannot access the image file the material is referencing

#

it's always one of the two with combiner, and yours seems to be the second case

#

find pc00201_body_col.dds, and, in blender, make sure it can find the file

#

easiest way is to select it in the dropdown on the uv mapping tab (the 2d grid) and on the right, expand the menu, click the file icon to open the reference image, and re-point it

#

alternately, delete the material from the list, save your .blend file, and close and reopen blender

dense crane
#

ok

#

thanks