#avatar-optimization

1 messages · Page 50 of 1

solid smelt
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Yeah it's different depending on the model of course. I usually don't think about the people that have things disabled. I have my optimized models and I have my unoptimized models

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I used to test myself apart trying to optimize stuff while keeping what I wanted but now I just optimize the loose ends usually

sand oak
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@clever swan yeah that's the goals I set for myself too, I know from personal experience how bad DB are for performance, I also have to have the limiter on all the time otherwise I always get sub 30fps in public worlds

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since I want as many people as possible to be able to actually see my crappy avatar 😄

clever swan
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Hair not moving is a minor issue, but long dynamic body parts look really stupid if they're static, so yeah.

sand oak
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like, I have a RTX2070 and a Ryzen 3600 and I still need to hide avatars above poor rating and disable DB to actually enjoy the game

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yeah, maybe that will also get fixed with the new update

clever swan
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I've noticed no difference in performance when enabling and disabling DB in busy worlds so I guess my bottleneck is elsewhere.

sand oak
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wasn't the biggest issue with DB that it's all done on the CPU and only using like 1 or 2 cores?

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I notice huge performance drops if I disable the DB limiter

calm spade
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The problem with db is people using too many lol

sand oak
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well that too

calm spade
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A few per people is totally fine

clever swan
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True, but 32 is a very low limit when you have no alternative.

calm spade
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30 per people is not fine

sand oak
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yeah, since my avatar has a tail I'll probably need at least 2 for that, and then probably 2 or 3 for the hair

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and if I'm feeling really bold I'll add 2 more for the ears

calm spade
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It also gets worse with colliders

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Which people also abuse

sand oak
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right

solid smelt
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I avoid colliders unless absolutely necessary, but even then it's gross to use imo

sand oak
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colliders really are only to... collide with other parts of your avatar, right?

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like being able to touch your tail or ears for instance

solid smelt
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The collider is a sphere, then you make it so dynamic bones can't go in that sphere

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So if on your hands you can move your hair around for example

sand oak
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those bones don't need to be DBs?

solid smelt
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The dynamic bone collider can be on anything, it is a standalone component in a sense

sand oak
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oh, okay

solid smelt
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You can only have 8ish collision checks to stay medium IIRC, I know it's low

sand oak
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yeah, but I feel like that's more of a nice to have than a must have

solid smelt
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Oh yeah of course, should be avoided usually unless your really want/need it

pine flame
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I’m on an 8 year old CPU and setting the limiter at 64 dyn bones and 32 collisions makes the cpu half run fine

hoary juniper
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I think with 2018 there's a real possibility dynamic bones might get cheaper

pine veldt
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vrc chairs don't work on avatars but my friend says there another way to put a chair on a avatar

solid smelt
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Its called a "VRC_Station" and yes you can put them on avatars, no workaround needed

normal verge
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Hello, I am trying to optimize my avatar down to two materials. One for alpha cutouts and one for transparency textures. I created two texture atlases for each of the respective UV Maps, but I am having trouble understanding how to make my models use both of those new UVMaps correctly. Does anyone have any ideas how to proceeded?

calm spade
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you made the texture atlases before moving the UVs ?

pine veldt
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@solid smelt so the people on it won't be floating off it or sitting in strange position?

storm ingot
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personally i say to not put chairs in any way on avatars ( still causes huge performance loss for others (it literally adds everything from one avatar to another but also adds extra calculations for every single frame)

clever swan
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Really? Does it not just reposition the avatar? Which would make the most sense.

smoky lantern
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I was under the impression all it did was reparent the entire avatar. Which is how the animator on the chair can affect the person sitting on it since the person would then be a child of the chair and animators can't animate upwards, only downwards.

solid smelt
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@pine veldt They won't float off but sitting in a strange position is all based on the person who's sittings avatar. Should just design the seats to work with a normal avatar and you'll be fine

pine flame
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This chairs on avatars affects performance thing seems a little far fetched to me

solid smelt
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Yeah I have never seen performance drops but the lag compounds. For example if you have 20 people sitting on one another (like a tower) movement gets more and more delayed the higher you go

pine flame
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Well from first person to last person yes there’s a delay but that’s network latency not lag. A long chain of people relying on each other for updates is going to experience latency no matter what, but that’s no reason to remove chairs on avatars.

sudden jewel
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Chairs simply root the transform of the sitter on the sit-ee. They do not replicate avatars or anything like that. They have essentially zero performance impact.

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For huge chains of person sitting on person sitting on person (sitting on person)^n, you'll notice movement lag as n gets really high, because the transform change has to propagate up. Expected, not really easily avoided, and a low-priority problem 😛 If you're doing silly stuff, expect silly behavior

solid smelt
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If anything the latency from many people sitting on one another is hilarious, wouldn't expect any work to be done on it besides "general network optimization"

sudden jewel
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Although technically i'd characterize it as a bug, it is a bug funny and low impact enough that the response is probably just ¯_(ツ)_/¯

solid smelt
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Bigger fish to fry is always a good mindset anyhow

quaint flume
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Every time I try to import a model that I converted from XPS to FBX format, parts of the model appear to go arse ways apart from the skeleton. Is there any way to fix this?

calm spade
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in blender, apply rotation to the armature and clear rolls in edit mode

quaint flume
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Any handy tutorials for this method? I'm kinda new to this sort of thing.

calm spade
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Do you have blender ?

quaint flume
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I do, yes. v2.80

calm spade
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Import your model in there

quaint flume
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Its imported now

calm spade
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select the armature

quaint flume
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armature is selected

calm spade
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do ctrl + a

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apply rotation

quaint flume
calm spade
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Try pressing enter

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Usually you get a dropdown menu

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after that press tab to enter edit mode, press a to select all bones

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and do Clear Rolls

quaint flume
storm ingot
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i would suggest using cats to import and use the fix model button instead of directly importing xps using a xps import add on

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fixes loads of weird import issues

calm spade
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@quaint flume Perfect ! Hopefully the rotation has been applied, should work now

heady smelt
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okay, so I'm doing something for a friend of mine, BENDY, and he has requested a custom rig of Fredtrap from FNAF (it's a fan-made model), and I have these results

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if there's any feedback and advice, please feel free to discuss it

solid smelt
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Where the hell is that warning even coming from? There is no "max poly limit" anymore (you'll just be set to very poor over 70k). Saying that though 500k is quite a lot and the materials are pretty high as well. You should look into retopoligizing and manual texture atlasing to cut down on the lag

heady smelt
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fair enough

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besides, BENDY knows how to combine the texture into 1

clever swan
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Yeah, over 70K and you're rated as very poor (which runs the risk of being hidden by people entirely). That warning is still hardcoded into CATS, as is the material warning, you can't turn them off.

heady smelt
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70,000 you mean?

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odd

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let me check real quick

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brb

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you might want to prepare yourselves, it's going to be a rather huge one

solid smelt
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70k = 70,000
32k = vrcPerfExcellent
more than 70k = vrcPerfVeryPoor
everything else = vrcPerfGood

heady smelt
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yeah, I know that

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I'm aware of that myself, but can any of you guys take a lot of these plolygons?

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just wait for it

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as long as I'm being honest here, I want to see what you guys think about this model

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one moment, please

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fasten your seatbelts everybody

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this is going to be a big one

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874,745 polygons and 17 materials

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is what I have for this one called Springtrap V9 by Failz

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a deviantartist

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I haven't attempted to export this to vrchat yet, and I probably won't

solid smelt
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Still sub 1mil. Walk around some publics and youll see millions walking around lol

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But yeah Id recommend not uploading that or at least not using it in a populated world

heady smelt
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which is why I'm keeping myself on the low ground

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I don't talk too often in public places because I do most of the stuff for only fun and personal reasons

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if I'm honest though; I'd agree it was a bit too much

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you see, I'm an artist who does VERY hyper realistic stuff that isn't supported in unity or vrchat

buoyant holly
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what the heck could you be possibly doing that wouldn't be supported by unity

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that's not just you being lazy and not making your low-poly for baking

heady smelt
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I didn't say anything about it not being supported by unity; I was talking about the realism

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some of the elements of Unity aren't used in programs like blender 2.8 since they have to keep things less laggy

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remember those movies with the high graphics?

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I was talking about that not being supported in unity, that's all

buoyant holly
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that's because that's not real time rendering

heady smelt
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exactly

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I know how unity and vrchat works

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and I've seen some pretty cool stuff there if I'm honest

solid smelt
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Main reason I don't care about blender 2.8 is a lot of the upgrades were in the renderer which doesn't do much for game making imo

buoyant holly
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like there's nothing stopping you from making an avatar that looks way more realistic than everybody else & probably having better performance than a lot of folks

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I would say having a real-time PBR engine is quite helpful for game making

heady smelt
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and guess what? I completely understand ya

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there are thousands of people that I've seen online make realistic renders on that Blender 2.8 game, and some of them are very great

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besides, a guy like you who understands my position of the matter should always be treated with respect and dignity

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you know a lot more about this than I do XD

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and I've been practicing

buoyant holly
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I mostly just stick my head in the polycount wiki a lot

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I could use a lot more practice actually doing stuff

heady smelt
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like I said, you're an understanding kind of guy

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I can teach you how to

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I've been helping people out with their models on vrchat ever since I came back, and guess what? I don't see why I shouldn't help you too

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and besides, we both share the blender server

buoyant holly
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no I think I'm good I just need to work on not being so gosh darn lazy

heady smelt
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that's fine too

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feel free to talk to me or give me advice on models anytime in my dms

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same goes for everyone in here too

buoyant holly
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will do

heady smelt
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good

buoyant holly
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I already accepted the friend request

heady smelt
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good for you!

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I just saw that before you commented too btw!

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anyway, I'll be doing some renders and making avatars

small dagger
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is lod a thing on vrchat? havent thought about making lod models in vrchat ever

buoyant holly
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it's technically not but effectively given the requirements for Quest avatars

solid smelt
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IIRC LOD works for worlds but not avatars

small dagger
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oh so i got a few lod's deep in my ._temporary folders of 3d modeling projects iirc.

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well i do characters

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and if you have a bigger group of people oculus quest could struggle yeah

solid smelt
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I've got my 10 foot pole ready for any quest content that comes my way

small dagger
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well

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what are the specs of quest

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dont relly know

solid smelt
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Less the specs that matter, more the limitations they gave for quest content

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Its practically a really strong phone, so big things like no custom shaders, no dynamic bones, enforced low poly, ect

small dagger
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well the quest should handle over 1.000.000 polys

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for the quest its good to see the worst case

solid smelt
calm spade
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Quest should not go over 50-100k per frame

solid smelt
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The idea is max 50k for the world and then 5k per player * 10 players = 100k max IIRC

small dagger
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idk why not more

solid smelt
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Cuz the headset takes a shit?

calm spade
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Because it's a Quest

solid smelt
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Gotta remember VRchat docs focus on getting the game to that sweet sweet 90fps. Just because Quest users can 'handle' more it goes below that target

calm spade
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Well, 72fps

solid smelt
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Is that a hard limit on quest?

calm spade
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Yep

solid smelt
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What a strange number to go to, usually 60

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Also the docs I linked are a little dated stating "A hard polygon limit will be established in the near future for VRChat Quest avatars. It will not be much higher than 5,000 triangles, hence our suggestion." @calm spade

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Not a big deal, but just noticed

calm spade
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Feel free to suggest edits on the doc website

solid smelt
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I didn't know that was a thing sorry

calm spade
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No prob !

small dagger
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ok im just saying judge me if you want.....the switch can have over 1.000.000 polys on screen on Mario Kart. The average mario Kart racetrack is 500k polygons and the characters and cars have even more polys wich are very detailed. And all that at 60fps. niw explain all im thinking wrong, please!

calm spade
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The switch is a much more powerful piece of hardware

small dagger
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no

calm spade
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And it's not rendered twice like everything in vr

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And it's only 60fps

small dagger
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The switch has vr

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but its still rendered once yea

zenith plaza
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Switch vr is a bit different than quest vr 🤔

small dagger
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oh no in switch vr is rendered twice

calm spade
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I wouldn't call cutting the screen in half as being vr

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But yeah it still proves that the switch is much more powerful than the quest

small dagger
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well ok

calm spade
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Quest is based off mobile hardware, switch is console

small dagger
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i thought the switch is about the same as the oculus quest in performance

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but hay

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now

solid smelt
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Just want to make sure I'm remembering correctly, avatars above 10k on the quest are hidden automatically and marked as vrcPerfVeryPoor But can be shown manually?

small dagger
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Are LoD character models a thing in the quest version of vrc or not

calm spade
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I don't know if they can be shown even

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@small dagger nope

small dagger
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ok then

calm spade
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Low poly is good enough

solid smelt
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I'll just state it as a hard limit then, bad for people to go above it anyways

small dagger
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i just stick to my standard 5k polys

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hardly ever have i done more

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since i started on weak hardware its kinda wierd to go up tooopo much and 5k is not that hard

buoyant holly
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so good for you your avatars will be Quest compatible Nicota_Sun

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and some comparisons of the switches processor and the quests

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they're both basically cell phone processors the difference graphics has to do mainly with the framerate Targets & rendering twice on the quest

ebon drum
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how can i optimice a 1000000K avatar? xD

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i dont know how i get to that number :c

pine flame
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Decimate model, or retopologize model by removing edge loops

elfin kindle
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first i would Tris to Quads -> un-subdivide

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it keeps shape keys, which is super useful

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do it as many cycles as it still looks good

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then separate the face mesh and decimate the rest

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either that or decimate down to 10k and re-create the visemes, which will probably look better

clever swan
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I assume they were kidding, that's a billion tris.

elfin kindle
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i think the k was just a typo

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idk, i wouldn't be surprised somebody made that

pine flame
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I think someone has actually

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Not going to mention names though

clever swan
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I have a screenshot of someone's avatar at 183M tris, so yeah, I guess possible.

ebon drum
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oh this one have more or less that much xD

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I made a record? 😄

elfin kindle
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: O

ebon drum
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xD

elfin kindle
ebon drum
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yes

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I

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KNOW

elfin kindle
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actually

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upload it

ebon drum
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but when i try to use mantis LOD

elfin kindle
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send a message

ebon drum
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it says that is only 4k

elfin kindle
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open it in blender and check the tri count

ebon drum
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I dont have blender :c

elfin kindle
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pm the model to me?

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and you should get on that, it's free

ebon drum
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Suere c:

normal fog
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that 2,147,483,647 poly count is an error, thats just the max number that a 32 bit integer can display

clever swan
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Yeah, it's caused by people using an old version of the SDK.

vital mist
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last time i saw it was bc they were on the wrong unity version, look at the pipeline manager

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this person is on 2019

small dagger
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hmmmm

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looks cool though

buoyant holly
still perch
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Uhm, this isn't an art channel cirPrise

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Let's keept it to the poly problem cirPrise

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Not having blender is easly solved by downloading Blender

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It's free.

vital mist
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it's showing that bc they're on unity 2019, it's probably much lower

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ive seen this before not that long ago

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@ebon drum ya gotta downgrade unity buddy

solid smelt
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No model is ever gonna be that exact number since it's the integer limit, always an error elsewhere

vital mist
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yeah pipeline manager says unity 2019

silent slate
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hi

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when i optimized my avatar (translate key, and texture atlas)

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look what it happened

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i get this on import warning

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any way to fix it?

vital mist
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did you try resetting the pose

ebon drum
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@vital mist how the hell i downgrade unity? xD

vital mist
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atleast for right now

silent slate
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@vital mist yes

vital mist
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hmm

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thats very odd

silent slate
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the main avatar look good the animation seem brokes

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i transalated visemes

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i just replaced the not optimized avatar folder with the new one

ebon drum
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thanks c:

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can i directly load the save data or should i remake it?

vital mist
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im not entirely sure you can downgrade a unity project, you can try duplicating it and loading the dupe, and if that doesnt work just make a new one

ebon drum
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sooo

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i downgrade it

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but now it does not read the textures

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i have a Blank Kabuterimon xD

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yaaaay

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i made it

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is 4k

clever swan
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You can't.

delicate turtle
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[Cries in vram]

heady smelt
novel grove
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@heady smelt if you want to swap textures with expressions, you can have a copy of the head with another texture inside main head but scaled down, and via shape keys scale down main head and scale up inner

small dagger
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thats a tutorial on how to waste your performance

fallow hearth
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I'm trying to combine materials in CATS using shotaryia's material combiner, but it keeps reverting to a solid white material. Any ideas?

still perch
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make sure you're in material render mode, or is the material it self white in the materials tab?

fallow hearth
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@still perch It looks like it's reverting to a previous atlas from another model that the original creator used to make this model.

still perch
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try using the combiner alone

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without the CATS ui for it

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(should have it's own tab like cats has its plugin tab)

fallow hearth
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Just tried that, no joy. After looking into it further, the only atlas it's generating is for one of the materials (which isn't rendering)

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Tryin to get that vrcPerfExcellent

white remnant
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Speaking of the combiner. I'm running blender under Debian, I've installed Pillow with pip3 but the combiner still says it's not installed.

heady smelt
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check if its on PYTHONPATH

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usually Python 3 has a problem with PYTHONPATH AFAIR

compact imp
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about the matcombiner on CAT, is there a step I'm missing if I want to arrange the texture in certain order or is it all random where the tool places each texture in the atlas?

rotund spire
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I believe it's alphabetical order?

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either material name or texture name, most likely material

compact imp
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to be honest, I've tried that before, ordered alphabetically both in the materials tab and at the matcombiner tab, different atlases everytime I generate one
I also doubt it's by texture name since I have those organized as well but they're still placed randomly in the atlas
one more detail I would add is that the textures are of the same resolutions, if that's something to consider

compact imp
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while I know how to manually atlas, I've had issues with my models not having textures in some parts because their UVs are so thin, baking doesn't register the textures so I'm resorting to auto-atlasing
it's not so much of a critical problem that I'm unable to upload avatars, I'm just wondering if there's a method to arrange the textures in the atlas so I know where specific parts are instead of it being random

storm ingot
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i believe it just follows the order in the materials list in blender (going from top to bottom) (the first material with texture it finds is placed in the top left @compact imp

heady smelt
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I've set up 3 gestures on my avatar, and I want to cycle between them, with each one playing the previous audios plus a new one. The animations work fine, my only issue is that sometimes the audio on the third one cuts out. Sometimes it's 100% fine, other times it doesn't play the specific audio cue (but does play the other two). It never flat out is silent, so I don't know where to begin in fixing this issue

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If anyone else has experienced this, it'd help out a ton

heady smelt
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I found some more info on it through trial and error. Basically, all the rest of the gestures work fine, and the third one as well, but when I have the first or second activated, and I switch to the third one, it has no audio. It has the audio it shares with the other two gestures, but the third, new audio is missing. I'm going to try to remove the other two and see if it's just too many different audio cues on a single gesture or not. If anyone has experienced this/knows what to do, it'd be appreciated, since I can't find any info on the issue on the internet

compact imp
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I've had something like that as well, a bunch of different audio sources attempting to play at the same time
I've read that in a setup like that, those audio sources are fighting over to get priority, loser doesn't get to play the audio
I've looked up workarounds but it's all script-based and I'm not sure how to implement something like that for VRChat
in the end, I mixed together the audio files myself to make it seem they're playing at the same time

heady smelt
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What do you mean by mixed them together? I don't know what else to do, so that might work

compact imp
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edited the audio files together using an audio editor app like Audacity

heady smelt
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Hmm

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I don't think that'd worked for me to be honest. It's worth a try though

solid smelt
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Your system can only have so many audio files playing at one time as they take slots in a sense.

heady smelt
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I think I could merge the final 3. Might work

pure bridge
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it feels good to make shitty UVs for models again

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trying to pay attention to my packing now that i know how to manual atlas in 2.8

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the two blank areas are going to be used for a watermark and a design for the avatar's shirt

calm spade
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are you not using the pack islands for a reason ?

pure bridge
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my head, really. i want a lot more control over where everything goes since i plan on taking this atlas into an image editor to prepare all of the different shader maps / masks and any future edits

calm spade
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fair enough !

heady smelt
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@solid smelt @compact imp It worked, thank you guys!

compact imp
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did you merge together the audio?

heady smelt
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Yeah, I merged the audio in the third and second ones so it's just 2, 2, 1 in terms of audio sources

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Works pretty well now. I'm debating whether to merge the other audio sources into 1, 1, 1, but I'd like the sound to come from each hand, so I doubt I will

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It really helped though. Thank you!

visual tinsel
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IIRC you're only allowed 3 audio sources playing at the same time, so keep that in mind.

silent slate
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how i optimize this avatar?

clever swan
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Picture of the armature in Blender please - side and front

pure bridge
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@silent slate im guessing something with that many bones has a ridiculous amount of hair, skirt, and/or chain + ribbon bones. Take it into blender and use CAT's bone merging to optimize

silent slate
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that will destroy dynamic bones i think

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sec doing the screen

clever swan
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Anything that changes the hierarchy or renames the bones that DB is attached to will cause the DB component to disappear.

silent slate
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using "fix avatar" will remove that

clever swan
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Don't use fix avatar on an avatar that is already fine.

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You use that button when you first import a broken model prior to working on it, don't use it after that stage else it's likely to change things or breaks things without you realising.

silent slate
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yeah only for importing mmd i have to use that

clever swan
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What even... where did this model come from in the first place?

silent slate
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from vm site

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i know is not optimized, i wanna fix it, yeah i have the surce of the mmd too

clever swan
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Hmm, possible CATS bug. It makes a complete mess of that MMD if you try and fix it.

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It actually looks a lot better after a straight import without running a fix on it.

silent slate
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i tried to import that mmd with cat

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that look good i think

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ok tried fix + atlas lets see on unity

clever swan
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It needs a VAST amount of bones merging, but should be fine after that...

silent slate
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is because the skirt?

clever swan
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No, the skirt is fine. There's like 5 bones for every actual bone, they all need merging into the parents.

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(my picture is AFTER I've cleaned it up)

silent slate
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oh is that why

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i tried the autocat and redo that from 0

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it look like your

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i need also to remove the jaw or not?

clever swan
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Remove it from the rig, but not from the model

silent slate
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yep

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i just need to know how add flappy hair

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like befoer

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yeah that one from VCM was horrible

clever swan
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Most stuff on VRCM is horrible, almost all of it is kitbashed by people that don't care about performance, optimisation or, well, anything.

still perch
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Can we stop mentioning that site please?
The bot might not trigger on the short Form but not mentioning it stays. cirBaka

silent slate
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look this

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rofl

clever swan
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Sounds about right.

silent slate
#

is one of epiletic avatars

#

another thing to ask

#

when i run a emote with audio the sound seem really low and sometimes high

#

is because i put min distance 1?

silent slate
#

anyway i recreate dynamic bones for the hair and work 🙂

#

4 dynamic bones, still in good status

#

for any reason the cat mustaches are grey on optimized avatar

#

(atlas)

clever swan
#

They're probably just a colour rather than a texture

silent slate
#

mm

#

so i have to keep that separate on atlas?

clever swan
#

Or find it in the atlas and correct the colour manually

silent slate
#

oh right

#

yeah was a color, no texture

#

i will keep like this, also grey is fine

signal hull
#

She bald but not and i have no clue what caused the hair to do that

storm ingot
#

What is better with a colored material ?
make the color as a texture image or just set the color in the shader?

clever swan
#

Just setting the colour as then there's no extra size from the texture and no time spent downloading, unpacking and mapping a texture.

#

It's just you're limited to a single flat colour is the main limitation.

storm ingot
#

Was thinking for atlas purposes it would be easier to make them a texture (current avatar has 20 materials using a color instead of texture and cats atlas option ruins it ) (5 textured materials too)

clever swan
#

Yeah, that's the downside, it would be a separate material. It really depends on the model and current setup.

solid smelt
#

If your model already has textures and you want to atlas them all together, make the colored part a texture before hand which is the color you want as a 1*1 pixel.

#

Then when you atlas it should work, or just color in the atlas after the fact

heady smelt
#

^You can use sometin

#

Something like GIMP to fix it up if necessary

odd sentinel
#

i need help with long fingers and legs clipping through skirt

pure bridge
#

optimization question

#

im back into the groove of manual atlasing

#

im currently following this guide:

#

i double checked to ensure that the image texture node exists in every texture and that it is selected

#

however it seems like only a few things are getting baked

calm spade
#

All pieces have the same texture output node image ?

pure bridge
#

mhm

#

guide literally just said to make the nodes and...leave them there

#

pointing towards the texture atlas image

#

update: i fixed it, turns out i just needed to delete all MMD nodes

storm ingot
#

@solid smelt making 1x1 pixels did not work ..doing 32x32 seems to work

solid smelt
#

Same concept, sorry. Thats why I mentioned fixing afterwards since the atlas can have a weird time trying to get things that are too small

buoyant holly
#

that's a very nice KO and quite efficient

amber hemlock
#

OK KO <3

#

It surprised me that color tint is more intensive than textured color

#

Never knew that

#

and cutting holes in mesh vs cutout shader

novel grove
#

does vrchat support 2D Texture Arrays and them will work fine for all PCs?

vital mist
#

im pretty sure that's shader dependant

calm spade
#

@heady smelt Very nice !

worthy hinge
#

@novel grove Yes but you need to write a custom shader. It even works on Quest

buoyant holly
#

you cannot use custom shaders on Quest avatars

graceful vine
#

@heady smelt looks fantastic

heady smelt
#

is anyone able to give me a couple minutes and show me how to get the textures from my model in blender so i can transfer them to unity

solemn oracle
#

could use some help with textures in unity for my model, if anyone's available

safe swift
#

ask your question and some1 eventually will

solemn oracle
#

cant seem to figure out how to create proper materials from my textures. The autogenerated ones dont really seem to cut it

solemn oracle
#

These are the options for the maps i can implement for my material, thing is my textures are named "Alpha, Diffuse, Emissive, Normal, and Specular

#

not sure where the different textures should go and havent had any luck with google so far

clever swan
#

Change to the Standard Specular shader, then put the textures in the relevant boxes.

#

Diffuse = Albedo btw and the emission box will show up after you tick the option.

solemn oracle
#

what about the Alpha one?

clever swan
#

Not sure about that one, alpha should be part of the albedo texture normally.

solemn oracle
#

perhaps the Detail Albedo x2 under Secondary Maps then?

clever swan
#

Perhaps, but that's normally an overlay so I doubt that would work.

solemn oracle
#

i see

#

thanks though, very appreciated 🙂

#

..another issue coming up.. xD I've implemented one of my textures, and this texture is the combination of two textures that has been layered and then joined together. However, when i upload the texture to unity, the texture's color distorts to blue, and this is not its supposed color. Been trying many different things like changing the format and the allowed size of the texture but to no avail, kinda am at a loss

storm ingot
#

might be a normal map

solemn oracle
#

tried that too, no luck

solemn oracle
#

also another problem i just noticed. So when i upload a hair model into blender, blender turns the ends of the hairs into rectangles, like paper sheets, instead of its original shape with pointy triangle shapes. Any clue as to how to fix this?

graceful vine
#

Switch the shader to a cutout one

#

@solemn oracle

solemn oracle
#

hmm, at the material right?

graceful vine
#

Yep

solemn oracle
#

any specific shader i should look for?

#

cant seem to spot anyone that specifies that theyre cutout

graceful vine
#

Standard has a cutout option

solemn oracle
#

oh the rendering mode

graceful vine
#

No

solemn oracle
#

hold up

graceful vine
#

Just in the material option

#

At the top of standard

#

You specific that it’s cutout rather than opaque

solemn oracle
#

yes thats rendering mode

graceful vine
#

Ah yea rendering mode

solemn oracle
#

changed that to cutout nothing happens

graceful vine
#

There will be a new slider now

solemn oracle
#

yes

graceful vine
#

Play with that until it looks correct

#

If that doesn’t work then your matierial is incorrect

solemn oracle
#

its the material then

graceful vine
#

Perhaps the material is a jpg instead of a png

solemn oracle
#

nothing happens

graceful vine
#

Or you have alpha disabled

solemn oracle
#

where do i check that

#

and the textures ive used for the material were BMP files

graceful vine
#

Click the texture

#

Make sure it has alpha enabled

#

I’m not sure what specifications bmp have

solemn oracle
#

"Alpha is transparency"

graceful vine
#

So either switch them to png or mess around

solemn oracle
#

that box?

graceful vine
#

Sure

solemn oracle
#

nope, ah well

graceful vine
#

Use png

solemn oracle
#

so change my texture file type to png instead and remake a material with those instead?

graceful vine
#

Sure

#

I’m not versed with bmp so I personally cannot help if you stay on that path

solemn oracle
#

alright ill give it a go

#

did it with png textures instead, still the same result

calm spade
#

changing file type won't matter if the transparency layer has been lost previously

solemn oracle
#

what's the approach then?

calm spade
#

fix them manually in gimp

#

not very difficult

solemn oracle
#

i still dont think that the textures are the issue here

#

its the very model from blender

calm spade
#

does your shader support cutout ?

solemn oracle
#

ive selected cutout

#

whether it supports it i have no idea

#

i am quite new to this so i apologize for that

calm spade
#

can you post the texture here ?

#

as an imgur link

solemn oracle
#

well its several, but yes sure

#

not for me lol

#

i uploaded the BMP ones but it mightve converted them when i uploaded it on imgur

#

🤷‍♂️

calm spade
#

Here you go, with transparency

solemn oracle
#

ok will try this out

#

it works! 😄

#

a little rough around the edges but it works 😄

calm spade
#

cutout should be adjustable

solemn oracle
#

thanks ❤️

calm spade
#

you can also bring the texture in gimp to clean it up further

solemn oracle
#

seems like the cutout will do the trick

#

i would hate to bother you again, but seeing as ive no one else to turn to, i might as well try

#

i have another problem with one of my textures as well. It is the result of joining 2 textures in gimp as one and then uploading it as 1 texture in unity. When i do this, the color distorts and becomes blue

calm spade
#

the color on the image or the color on the model ?

solemn oracle
#

on the image

#

and well, when the image is blue, so is the model when its applied

#

read that unity does this when the format is too small? something with the file being compressed and not allowed to be its original size. Tried changing those but to no avail

#

yes

#

its clearly set to Default

#

ok i will try in snippets

#

so i have the texture thats encircled, which is a combination of 1 and 2.

#

combined 1 and 2 in GIMP

#

i drag the encircled picture into my textures folder in my unity project

#

the moment i do that, the texture turns blue

#

lemme confirm

#

yes

novel grove
#

does this texture marked as sRGB(Color Texture)? inside Inspector after you select that image (it should be marked)
hm ,then maybe something with comprssions / format

solemn oracle
#

will do, and ill check that now

#

the sRGB Color Texture Box is checked

#

unchecking makes the color light blue instead

#

and tried that ampli, played around quite alot with those to no avail

heady smelt
#

So i have no idea in hell why is it doing this but literally resavng same exact texture with paint makes it work

solemn oracle
#

lol

#

maybe paint changes it from BMP into something else?

#

yep

#

thats it

#

i tried exporting it from GIMP as a PNG file instead

#

works it seems

#

weird lol

solemn oracle
#

back again with 2 new issues lol

#

so first off the texture i use for my character face is a texture made from combinging two identical textures of different tones together. The top layer had a tan tone to it,whilst the bottom one was white. This was done so parts of the top layers could be erased (the teeth and eye area) so that they would not appear tanned as well. When applying it to my model however, the eyeballs are still tanned and not white as they are supposed to be

sacred wasp
#

Are the eyes separate from the head in any way?

#

For example, the model I'm using has separate eyes so that they can move on their own. For the eyes I use a separate texture set.

solemn oracle
#

the head model came complete with eyes

#

joined that together with the rest of the model in blender

#

this is the material with the textures for the head skin applied to it

#

if you look at the top the teeth and whites of the eyes are white as theyre supposed to be

#

that doesnt display in unity when applied tho

#

the iris however has its own material i think

sacred wasp
#

you'll probably just have to play around with blenders and such. If the iris is in fact different material, see what you can do about colourisation/textures for that.

#

I'm not sure if I can be much help from here -- I'm still pretty new to the avatar creating thing. I wish you the best of luck, though.

solemn oracle
#

i see, thanks for trying anyhow 🙂

sacred wasp
#

you're welcome, mate.

solemn oracle
#

cannot figure out why my model has this diamond shaped black spot around the blue cross on its chest. Definitely something about the texture gone wrong

buoyant holly
#

that's because the transparency is currently turned off

solemn oracle
#

where do i turn the transparency for my material on

buoyant holly
solemn oracle
#

ive set rendering mode to transparent, yet no changes

#

its the last texture problem i have

buoyant holly
#

is the texture a PNG

solemn oracle
#

its BMP

novel grove
#

@solemn oracle you better just save it as a png with transparency and make sure that this image Has transparency around, and change your shader on material to something with Cutout rather then transparent, i think, to cut this thing

solemn oracle
#

take my bmp file, copy it into an editor program like GIMP, make the background transparent there, export as png, upload to the project and use cutout to soothe the edges

#

?

buoyant holly
#

yes

jovial grail
#

also in unity on the texture tick "alpha is transparency"

solemn oracle
#

its kinda hard to make it transparent background when there's so many elements on the texture map

#

having some trouble doing it in GIMP

jovial grail
#

is this the only texture that came with the model

solemn oracle
#

no

#

want them all?

jovial grail
#

there might be one with transparency

solemn oracle
#

there is an alpha one

#

i think its supposed to be there instead of transparency

jovial grail
#

alpha is transparency

#

but you'd probably need to combine it into a different type of texture as bmp doesn't support transparency as far as I know

#

give me the alpha

solemn oracle
jovial grail
#

Actually in this case the alpha might be used for something other than transparency

#

Some games could use it as a mask to tint certain parts

buoyant holly
solemn oracle
#

hmm

jovial grail
#

Might be it but it looks like random parts would be cutout in that case

solemn oracle
#

i have other textures belonging to the material too

jovial grail
#

Just upload all the textures

solemn oracle
#

kay

buoyant holly
#

yeah looking at the texture it's just the alpha channel in a separate texture

#

so yeah that one I just uploaded should work correctly

solemn oracle
#

woops

jovial grail
#

Could zip them up, but I think he's right

solemn oracle
#

gonna zip em xD

jovial grail
#

I think you could just use that and set it to cutout

buoyant holly
#

yup

jovial grail
#

Just remember to tick alpha is transparency on the texture

#

I'd put it in the alpha channel and save it as a tga myself but a png with it cut should work fine too i suppose

solemn oracle
#

lessee what happens

jovial grail
#

Also set it to cutout not transparent

#

If transparent has issues

solemn oracle
#

didnt fix it

#

i can see some of the parts reacting to the cutout slider

#

but the black spot in the middle, that is the issue, does not change

#

want the zip?

jovial grail
#

That part might be on another texture, though not sure

solemn oracle
jovial grail
#

do you have the avatar in blender

#

ah nevermind, i found the part

solemn oracle
#

oh

jovial grail
#

Weird, it is transparent

#

Should have worked

#

Did you tick alpha is transparency as I said

solemn oracle
#

yes

#

i did

jovial grail
#

is alpha source set to input texture alpha?

#

on the texture

solemn oracle
#

yes

jovial grail
#

hmm

solemn oracle
#

u want the blender model?

jovial grail
#

sure

solemn oracle
#

so the .fbx or .dae file?

jovial grail
#

You could also just export it as a unity package in unity

solemn oracle
#

ive found that importing the .fbx back into blender gives some issues with the bone size lol

#

well sure i guess

#

do tell when youve fetched it

#

dont want everyone to get a piece of it lol :p

jovial grail
#

it uh only exported the texture

#

but i think it's okay, hold on

solemn oracle
#

oh .__.

#

weird

#

ahh

jovial grail
#

works for me

solemn oracle
#

right, figured what i did wrong when exporting xD just tell me if u need it

#

really?

jovial grail
solemn oracle
#

so

jovial grail
#

how does your material look like

solemn oracle
jovial grail
#

The settings I mean

solemn oracle
jovial grail
#

upload the fbx and let me check

#

on my end because the settings look the same, it's weird

solemn oracle
#

tell me when youve fetched it

jovial grail
#

got it

#

The bit that's giving you issues is a different material slot

solemn oracle
#

wtf

jovial grail
#

Drag the material onto it

#

The new one

#

With the right settings and stuff

solemn oracle
#

can u try sending me the material you use?

#

because im sure ive done everything youve told me to

jovial grail
#

I'm not sure what's up

#

Some stray setting somewhere that we're completely missing

#

Maybe on the texture, maybe on the mesh renderer even but I have no idea

solemn oracle
#

create new material, apply the textures, where the diffusion top texture is a png file. The texture 's Alpha source is Input Texture Alpha and the Alpha is Transparency is also checked

jovial grail
#

Just import this package I guess and replace it

#

Don't think emission is necessary considering it's full black

solemn oracle
#

figured it out

#

im so dumb lol

jovial grail
#

Since you didn't take it through cats, as it seems

solemn oracle
#

fuck me xD

jovial grail
#

It's not going to have visemes or eyetracking

#

There's more materials for the same thing?

solemn oracle
#

so

jovial grail
#

And you were changing a different one?

solemn oracle
#

the upper body

#

is separated in different pieces

#

u have to apply the texture to 2 areas

#

the chest area

#

where u get most of the texture applied

#

and then the wrists, just short of reaching the hands

#

thats where the issue was

#

shouldve used the material fix on the wrist area

jovial grail
#

Yes, the chest cross and the cape are a different material

solemn oracle
#

feel dumb now lol 😐

jovial grail
#

It's fine, a learning experience

#

But you might want to combine some of those materials in blender if you have it imported already

solemn oracle
#

not sure how to properly work with materials in blender

#

mostly used blender to piece together my model

#

and add bone structure ofc

#

i am quite new to this, which is probably obvious xD

jovial grail
#

It's fine

#

You need to rename the bones to what unity expects

#

And use CATS to combine same materials, it does that with a button

solemn oracle
#

there's issues with my model

#

?

#

been watching some vids on these things and they didnt mention that you need renaming of bones

#

the next step for me according to what ive read up on should be rigging

jovial grail
#

Well it depends on if you want eyes and mouth to move @solemn oracle

solemn oracle
#

would be cool

jovial grail
#

Might require some work depending on if it comes with blendshapes in blender or not

solemn oracle
#

my bones becomes of a ridiculous proportion if i import my .fbx file

#

into blender

#

and why wont my eyes and mouth move? i have bones implemented there

jovial grail
#

I mean, if you use the jaw flap bone it will move

#

But most vrc models use blendshapes to move the mouth

#

So there's more shapes the mouth makes rather than just bouncing up and down

#

And as for the eyes, I guess they should work, but for that you need the names of your bones to be a certain way

#

You can rename in unity i'm pretty sure

#

Armature > Hips > Chest > Neck > Head > Eye_L & Eye_R i think

solemn oracle
#

yeah

jovial grail
#

And so on for the arms and legs

solemn oracle
#

the blender names them in japanese i think

jovial grail
#

There's also a bunch of game objects with no meshes you can delete in unity

#

And rename the one with a mesh to Body

solemn oracle
#

yes ive done that in blender

#

uv maps renamed to the same name

#

then u join it all together

jovial grail
#

Yes

solemn oracle
#

yeah taken care of that already

#

deleted excess bones

#

etc

#

havent renamed

jovial grail
#

Those should have been the most obvious

solemn oracle
#

ah

jovial grail
#

Since those seem empty

#

And the top just renamed to Body

solemn oracle
#

can i do that in unity?

jovial grail
#

Yes

solemn oracle
#

noice

jovial grail
#

It will complain your prefab will be broken, but that doesn't matter, just drag it back into assets to create a new prefab

solemn oracle
#

drag the model back into assets or?

#

nvm figured it out

#

do i have to remove the current character model standing there and drag the renamed version out?

jovial grail
#

No, the one you dragged in you basically just saved

#

But they're the same one

#

Rename it on the one that's already out

solemn oracle
#

i renamed and deleted at 1 and the 2 shows where i dragged the finishedchar1

jovial grail
#

Yeah that's fine

solemn oracle
#

is there a list somewhere of what i should rename my bones to?

#

should it be all of them or only certain ones?

jovial grail
#

For eyetracking specifically uhh

#

maybe this i dunno

solemn oracle
#

ty

#

seems kinda hard to change at this point

#

everything has been autonamed in japanese abbreviations

jovial grail
#

Well

#

You can compare with another avatar

#

I think there's an example on in the sdk you can find

#

Just look at where the bones are and rename accordingly

#

It's really just a matter of making it

#

Armature > Hips > Chest > Neck > Head

#

and so on

#

The extra bones don't matter that much i think

solemn oracle
#

what about the children of the Hips and Chest and Neck etc

#

do they need to be renamed too

#

or is it only the parent bones

jovial grail
#

Not sure

#

But I'd rename them for consistency's sake

storm ingot
#

Bone names are not that important (except for LeftEye and RightEye (for eyetracking and blinking purposes )
Naming them correctly just makes it easier for the auto mapping of unity

heady smelt
#

Just a small issue. My audio source is a bit low when I play it. Not by that much, but I'd like it higher. I've tried amplyfying it in Audacity, and it sounds fine in Unity, but in VRChat its low

#

Anyone else experienced this?

wet hornet
#

VRChat automatically lowers the volume of audio on avatars, and I believe it also overrides the falloff curve as well

random flare
#

Its way too agressive tho. I stand right next to my audio sources and I can barely hear them

urban ermine
#

I know for a fact that isn't the number of polygons but the sdk believes it is

random flare
#

Your sdk is not working correctly

#

Are you using the right unity version?

#

@urban ermine

urban ermine
#

probably not

#

is there a build for the newer unity versions?

random flare
#

Are you on 2017.4.28f1??

urban ermine
#

no

random flare
#

Than no wonder it doesnt work

urban ermine
#

that's why I'm asking if there's a newer build for the sdk but I assume not

jovial grail
#

Yeah you need to be on the exact version

urban ermine
#

dang

jovial grail
#

Since avatars get uploaded per version, in a way

urban ermine
#

will 2017 unity be able to load my 2019 file?

#

if I export it

jovial grail
#

I think so but it might have errors

#

But you can just copy over the avatars alone

random flare
#

I wouldnt count on it but it could work

urban ermine
#

that would suck

random flare
#

Well you should have read the official guide

urban ermine
#

I did, it's the only reason I was able to get as far as I did, I just didn't expect the problem to be that large or unavoidable

#

also, although it's not quite optimization, would anyone have a replacement for a script that causes a texture to scroll?

jovial grail
#

you can't have scripts on avatars

#

you need a shader that has that functionality instead

urban ermine
#

hm

jovial grail
#

bunch of shaders have that tho so it's not hard to find

#

you can grab poiyomi's toon shader or something

random flare
#

I have one that reads spritesheets if thats what you want

urban ermine
#

like it just says "spritesheets" or what do you mean

#

oh wait nevermind

#

I guess I'll just do this tomrrow

#

4 am might be pushing it

jovial grail
#

spritesheets are used for 2d frame animation, not as much texture scrolling

random flare
#

Spritesheets are pictures that have all frames of an animation layed next to each other. Think of it as a gif on a single image

urban ermine
#

it's not a gif

#

it's a solid texture that I have moving one direction

#

also can 2017 unity use blend files

jovial grail
#

yes

urban ermine
#

then why isn't it letting me

#

hm

jovial grail
#

not sure but i'd export to fbx anyway

#

it's better suppored

urban ermine
#

anyone I could ask about how to implement my scroll script into a shader? I can't fine much online that isn't someone's completely custom shader

jovial grail
#

better show what you're trying to do and someone could help you

#

using a custom shader would be the easiest option tho

random flare
#

The guys over at #shaders could help you write one

urban ermine
#

alright

compact imp
#

so I have two avatars set up with xiexie's inventory system, both have roughly the same hierarchy of objects but one enables their inventory at the start of the emote while the other enables their inventory at the end of the emote
I made sure I did the same modifications to their toggle animations in case I did something different than the other in the first pass
ideally, the inventory is enabled at the start of the emote because I have audio accompanying particles that cover up the standing still-pose during the emote
and so, I'm asking if there's something I can do to fix the delayed activation of objects or is it just a vrchat thing?

compact imp
#

Update
Welp, I just got a better understanding of how the animation editor works and thus I've fixed my issue
I've been modifying the global toggles for the inventory so I can have control on all inventory objects in one emote
simply switching any 1/0 value on inventory properties will "break" the animation and put NaN values on all keyframes and make the object toggle at the end of the emote
the solution to this was to give the start and end nodes a straight curve between them so there are no gaps of NaN values between them
this is applicable only if you modify the generated inventory animations themselves for your setup

vagrant sable
#

I make a new avatar and when i select it im stuck in some void like a skybox and i cant see my menu or anything. how do i change my avatar from there or anything to help like tutorial again or something

heady smelt
#

Removing the avatar should make it so you're set as one of the default avatars iirc.

fathom furnace
#

Anyone have any advice on lowering the poly count on a High Poly Model?

cerulean holly
#

@fathom furnace Untriangulate and remove edge loops. It's hard tell which ones not knowing how model looks like but in general you can remove every second loop, preferably from places where it won't cause drastic changes in geometry. You could also use decimate modifier for quick results but this method isn't good for avatars as it absolutely butchers mesh topology. Another way to lower poly count may be just removing some of the parts altogether like accessories if there are any or remove faces that are completely hidden behind others and won't be visible anyway

fathom furnace
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Here was a comparison. The one on the right has a really high poly count. The one on the left was the original model.

cerulean holly
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Right one looks like it just have subdivision surface applied to it and the textures are sharper. I assume you want it to look like the one on the right but have less poly?

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I would make a copy of the high poly one, apply the subsurf and delete the edge loops that will affect the shape the least

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Although you cant do that if you want to preserve textures cos each deleted edge loop will make a mess on UV map

fathom furnace
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Alright.

cerulean holly
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Is it gonna be Quest avatar?

fathom furnace
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No, why?

cerulean holly
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PC avatar can have up to 70k tris and still have good rating, no point going below that

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Well not far below, cos it needs to be below or exacly 70k

fathom furnace
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Ah.

cerulean holly
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You can still aim for very good rating with up to 32k tris but you also can't use dynamic bones

fathom furnace
#

Alright.

amber hemlock
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clamp texture vs repeat texture when they look exactly the same: any meaningful preference?

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texture would repeat a lot but it's a solid color so you can't tell

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(it's a ramp)

calm spade
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No need to repeat if it looks the same imo

novel grove
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@amber hemlock sometimes, when marked repeat image, but UVs aren't go outside of 0-1 box, model can display seams if UV loop at the intersection of textures, and changing to clamp fixes that problem, so, i think, clamp was better if texture no need to repeat, maybe there's something more..

solemn oracle
#

dynamicbone asset costs $20 RIP

clever swan
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It was in the humble Bundle the other day for $12 with a bunch of other stuff, it's why we all advertised it here so much the other week.

#

I bet the author of that absolutely loves VRChat though, it's generated so much traffic for his product.

solemn oracle
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yeah mustve made a mint from all the commotion caused by vrchat

buoyant holly
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yup

solemn oracle
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im a bit confused as to how im going to manage figuring out the right bone names for my character now

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thanks to blender, theyre all called some weird abbrevations in japanese(...?)

solid smelt
#

Cats has an auto translate

solemn oracle
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where is it?

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the option to translate

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pretty sure i got cats

shut sequoia
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it's under Model Options

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Just Translate>All unless you've got a specific reason to leave something in japanese

solemn oracle
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i dont, it was just automatically named in japanese

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trying to locate the model options as we speak

shut sequoia
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if you've got the CATS tab open, just hit Model Options

solemn oracle
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yeah

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found it

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but

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nothing happens

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lol

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just says in the top "translated 0 bones"

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when i say "translate everything" it says "everything translated"

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but bones still named their weird japanese abbreviations

shut sequoia
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Weird, haven't had that not translate for me before.

solemn oracle
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yeah.. just want to get this done so i can continue rigging properly in unity

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rigging and adding dynamic bones are the last steps ive got left

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anyone with suggestions?

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heard that naming is pretty important when it comes to dynamicbones and rigging

heady smelt
solemn oracle
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does it have to be in that exact order?

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arggghhh im on the brink of giving up, if anyone feels like helping me sorting out this mess please tag me or write me a pm

compact imp
#

how do I rearrange materials so they can appear in the atlas how I want them to appear? I already renamed the materials in numerical order but blender/cats doesn't seem to reorder them no matter how much I press update material list

still perch
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why does it matter to you?

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it shouldnt be important

compact imp
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it's important to me so I know where to look for parts I want to modify in the atlas, these are armor parts and it's not exactly obvious which part is which since they're mostly colored and shaped similarly
I at least want the option; I know this was possible in some previous versions, because I've always had the helmet part on the upper left corner of the atlas on my previous models' atlas

still perch
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you could place a marker on the original textures

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there should always be a free spot somewhere

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then you can identify them in the atlas.

heady smelt
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It's not possible really.
You can use something like the picture attached to get a general idea of where parts of the UV map are.

Or you can select specific parts of the mesh and check the uvs in what's active.

Or you can manually atlas things yourself.

amber hemlock
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why aren't total max visible particle tris just added to the total tri total instead of being counted separatly? i have a low poly avatar with 3000 tris set aside for particles which is considered very poor

solemn oracle
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should i fix these issues or should i try to go ahead and publish it and try it out in game?

heady smelt
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Seems like it'll be fine.
It's just if you want to be a bit anal about optimization if you want to change anything.

solemn oracle
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ah well

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lets see how it'll turn out in game xD

clever swan
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Keep in mind that if you're above 32 dynamic bones, most people won't see your dynamic bones at all.

solemn oracle
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oh 😐

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i might wanna have a look at that at some point lol

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well

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2 issues atm xD

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so my fringes are fckin up for some reason

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kinda floating in front in a weird way and obscuring my view partly

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thats the biggest issue

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the other is that when i speak only my upper lip moves

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and it moves downwards

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might have a fix for the 2nd issue but not quite sure about the 1st?

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is it due to the dynamic bones?

clever swan
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Depends where you put the bones and what you excluded.

solemn oracle
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well

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ive been looking a bit closer now in vrchat

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so apparently only 1 or 2 of my dynamic bones are active

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rest of them dont move at all

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in unity however, they moved just fine in a much more controlled matter

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whereas now, those that are active are just floating around on the top of my head like some sticky gloop

solemn oracle
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how do i make dynamic bones move the opposite direction?

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got this cape and when i walk forward it moves inwards towards my heels instead of moving backwards

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need to create the effect of wind resistance

clever swan
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That's... weird. That's how it should work

solemn oracle
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idk

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am confused, alot of weird problems that i cant explain

sweet mason
#

Why so much particle i can do good looking fire with less then 100 why go so hight

solemn oracle
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someone help me fix this hair problem so i can go to sleep 😐

solemn oracle
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so i think i might have narrowed down the issue somewhat

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turns out it has nothing to do with dynamic bones

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either a bone for a part of the hair is missing, or a hairbone simply isnt attached to the head properly, making that 1 part float around annoyingly

solemn oracle
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still looking for help btw, issue above is not resolved yet

solid smelt
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Probably just missing weight painting or as you said a misparent easy to check both in blender

solemn oracle
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weight painting?

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not familiar with that term

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all of the hair bones parent are set to the Head, so that shouldnt be the issue

solid smelt
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You should look up basic blender videos on weight painting so you can at least check it, its the most important part of rigging

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Weight painting is basically the bones influence on the mesh, even if a mesh is a child of a bone in a sense the bone could still have no influence

solemn oracle
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oh

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yeah that might sound like a possible culprit

leaden hamlet
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anyone know why just atlasing two low res textures can make the imported size incredibly larger than just the two alone? and what i can do about it, i would lower the resolution but i dont want to be able to count the pixels on one hand.

still perch
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this channel is for optimization related questions and help. cirThink

night ledge
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@still perch so where shall thy recommend i go?

still perch
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normal avatar channel cirLaugh

night ledge
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@still perch Danke

fallow hearth
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For some reason, VRC SDK is showing 17 materials, when im only using 6. I converted everything to standard shaders. Any ideas?

heady smelt
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okay, I have 43 dynamic bones and I don't know what to do. they won't show up on my DMC3 Dante Model

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oh wait......I forgot to disable it

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nvm

solemn oracle
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how to make dynamic bones less sensitive?

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whenever i move in VRChat, they kinda flop around just by the slightest movement

calm spade
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@solemn oracle Adjust the values and test in play mode

solemn oracle
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ive done that

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they react differently in unity and in VRChat

calm spade
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@fallow hearth Select the model in your asset and change the material tab to use external materials only

solemn oracle
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whats seen as a slight movement in unity becomes something crazy in VRChat

calm spade
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collider issue then ?

solemn oracle
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shouldnt be

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the dynamic bones are in my hair

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colliders for the hair are my hands

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and i havent touched my hair with my hands

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its just by moving

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as far as in know its the inert value that should control how much the dynamic bones move back and forth

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the higher the value, the less sensitive it should be, thus also moving less, no?

calm spade
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yep, but there should be no difference in unity from VRC afaik

solemn oracle
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well in unity it barely shows any sensitivity

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which is kinda what i want

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just isnt the same in VRC 🤷‍♂️

storm ingot
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try messing with the update rate @solemn oracle (default in unity is 60 but in VR it is usually 90+ average)

solemn oracle
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so change it in unity to 90?

still perch
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no

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only use as much as needed, the lower the better... and i think it's capped at 60 anyway. (db update rate in game)

solemn oracle
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so try and lower the update rate in unity to see if it helps

storm ingot
solemn oracle
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guess i can try it out

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should i change the update mode too

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?

storm ingot
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doesn't seem to affect anything

solemn oracle
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alright

solemn oracle
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tried to make a video/gif to show the problem

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the update rate didnt affect anything sadly

marsh trail
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The updaterate is capped at 60, it can however, be set lower
Anything above 60 just defaults to it

jovial grail
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as far as i know it gets forced to 60 even if you set it lower lol

marsh trail
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Nah that i'm sure isn't right as i've tested a general 30 updaterate on a few models to get a bit of a slower effect without further edits, unless of course, the 60 rate is identical in that aspect

jovial grail
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hm

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no clue, i just remember someone mentioning it

marsh trail
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I mean, that one should be fairly notaceable, lowering the rate is far more drastic than increasing it, appearance-wise

jovial grail
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That's true

prime beacon
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Not going to post what i wrote in #avatars-2-general here but just in general, whats the connection between blendshapes - and them causing heavy fps drops? why does that happen

heady smelt
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I see no reason why that would be happening.
Do you have an example to show

marsh trail
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Shapekey lag is directly proportional to the amount of polygons on the mesh the shapekeys affect, i think such is fixed in unity 2018, but it's been a thing from even before 5.6.3p1 if i recall correctly

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And if i also do recall correctly, this lag doubles when you look at a mirror (unsure if different mirror types alter this in some way) as the shapekeys' influence is now doubled itself, so you'll likely notice far steeper drops when you do so

clever swan
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Yup, so those 300,000 tris eboys become a real issue.

marsh trail
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Only way found to mitigate such is to (counter-intuitively due to popular belief) use a second mesh that is far smaller in polycount to contain said shapekeys

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Or, of course, decimate your mesh to oblivion

solid smelt
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But there's no point in that if it's fixed in 2018, do unused blendshapes cause lag issues?

marsh trail
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I think they do, supposedly the more shapekeys present the larger the effect, but i can't recall if such is the case for certain

solid smelt
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Shapekeys causes file size bloat on .blends but this isn't evident on fbx files

marsh trail
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Not load lag, general lag in-use, file bloat has nothing to do with it afaik

solid smelt
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That canny specifically states active shapekeys. I would assume inactive ones do not cause performance loss

empty pier
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@solid smelt You can avoid the shape key bloat by checking the "Legacy Blendshapes" box on the mesh's import settings.

shut sequoia
#

What's that do vrcTrollThinking

solid smelt
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Importing what file type into where? Exporting as an fbx from a .blend reduces file size to normal levels (a couple mb)

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.blends with dozens of blendshapes can reach up towards 100mb

marsh trail
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At point 7.

7.the quantity of shapekeys and vertex groups seem to make a negligible difference "if any"

And i did mention if i recall correctly, that's why i looked up the canny anyway, don't want to be spreading misinformation, it may be that it's only active shapekey quantity but given the fact that they lob vertex groups into the same argument, one could assume it could go either way, regardless, it seems to be negligible at worse so that's out of the way

dense bone
#

Anyone know how to make their avatar for the pc and quest?

clever swan
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Same as doing it for one platform, but you switch the platform after you've done the one and then upload it on the second.

dense bone
#

aaah k

buoyant holly
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and you make sure you make the Avatar to the limits of the quest

regal drift
#

Alright, so I'm currently trying to upload my avatar to some place to share for public use, but I dunno where, as the file SIZE IS HUUUUGE. As you can see, this is just one emote out of many in it, and I already removed some parts and textures from it to accomadate

marsh trail
#

@regal drift Are the animations baked into it?
Models with baked animations tend to be massive depending on how many there are, or how complex each one is

regal drift
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baked into it? WDYM? I created them and attatched them into the VRCAnimation file

wet hornet
#

Did you create them in Blender or Unity

regal drift
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Unity

wet hornet
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Then I wouldn't think they were baked. Honestly from looking though, you do seem to have a space shuttle taking off, and those meshes all have to be uploaded with the model even if they are an animation that isn't getting played at that moment. How many more emotes do you have?

regal drift
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about 6 or 7

wet hornet
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Are they all about as grand as that one?

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With lots of meshes or moving parts I mean

regal drift
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Nope! Closest one is of the character leaning on a tank while it's turret moves

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Rest are still being worked on and are very primitive or placeholders