#avatar-optimization
1 messages · Page 51 of 1
Yes, most definitely, there is one of a submarine but it's currently a placeholder and the submarine just float spast
I'm going to use a 3d Reconstruction software to make a model submarine I'm going to create IRL of a K 278 to replace the Akula one I have rn
Already ordered the set haha
Nice, nice. Ok, for making the actual file size smaller, select all of the textures that your avatar uses for animations, body, etc... and on the import settings near the bottom, make sure that the compression quality is set to normal and then enable crunch compression and keep them at 50, then hit apply. Might take a second for them to go through, but it'll greatly help the size of it. If there's any textures that just look horribly bad because of this, just up the compression on those ones to like 75 or something. Any compression is better than none
You can do them all individually or try to select them all at once whatever's easiest
Thank you! ^_^
If that doesn't help that much in regards to file-size, then it goes beyond my realm of help
But hell I used this method on a world of mine and almost halved the download size and made uploading my avatars a lot faster, so if anything it'll help a little
Yeah, thank you! ^_^ And may I ask, what websites would be good to upload it too? And how would I go about doing it? Deviantart maybe?
Uploading straight into VRChat marking the avatar as public is the easiest. Making a simple world with an avatar pedestal, tagging it as an avatar world is probably the easiest way to get people to use it. I don't know of any websites specifically where it would be good to upload a VRChat-specific avatar, but DeviantArt would definitely be one of the first places I thought about.
Out of curiosity, how much does Audio affect avatar optimization?
Like do too many audio sources make it go into the orange?
@supple reef if you have more than 4 audio sources you go to medium performance 
Ah, thanks for the heads-up.
do normal maps work for avatars? do they work WELL?
Depends on a world, on some you can't really see normal map details but with right lighting it looks good
so if the world is made properly it looks good. but other than that it will look like garbage?
Depends on the shader
And how it uses the normal maps
Normal maps affect how light appears to bounce off surfaces afaik so if there's no lights or shadows it won't do anything
I understand that. If my environment is dark I want my avatar to reflect that. but sometimes with normal maps it just looks freakin weird.
Yup, normal maps don't look so good in dark environments
That's not how it works
Not sure how other shaders look like with normal map but if you try to put normal map with standard shader* from object that is much higher poly (like after subdivision) it may look like it is inside of a glass
Dark or light doesn't affect the normal map
It's the normal map that affects the lighting
The normal map shifts the lighting one way or the other, so if you see weird artifacts, that means your normal map is going too far
ok im trying to make a 70k avatar look like a 21k avatar using a normal map to add sculpted details. can I do that in vrchat and not have it look like crap? yes or no
If geometry isn't much different then yes. Actually scratch that. I haven't sculpt anything so I shouldn't be answering that
I only had some engravings and extrusions added to armor and I removed some edge loops for clothing and only got it on normal map so I could save on poly count
You probably want to sculpt a face with lots of details on high poly and have pretty basic low poly face mesh
Maybe they got the polygon count backwards?
Sound like it
i just optimized a TDA bse 🤡
one material, one texture, eye tracking and visemes set up, full body ready-ish
cool
Does anyone happen to have a female elf tda model resource?
you could always find some elf ears and add them
@thin trail consider not using TDA. https://booth.pm/en/items/1197108 is CC:BY 4.0 (meaning completely free to use) and has two kinds of elf ears, and normal ears too.
★★★ 2A-7用アイテム ★★★ ■ VRC用メカ外装「NK-2(ニクツ)」(われもの注意 様の作成) https://booth.pm/ja/items/1570497 ■ 2a7s用着せ替えメイド服(えくれあ 様の作成) https://booth.pm/ja/items/1437043 ■ ビ...
@thin trail if u have to use TDA, dm me cuz i have an optimized base ready for vrchat if you really need / want it. ready-ish for full body and already has eye tracking / visemes set up. that being said, i still highly implore that you listen to Lhun and try out the base above
there's also Shapell on booth if i can find the link
Are you using an add-on ?
noooope
also just learned that i need to be following the shapes of the mesh so i can use less quads instead of trying to grid everything resulting in high and low detail areas (aaaaa) so i need tto re-do the chest and shoulder tomorrow to try and curb those..triangle snakes..or whatever that is
basically i made / shrinkwrapped a really basic sweater, set up snapping, mirror, and shrinkwrap on a plane and just started from there
shader issue. Why does my shader look like this. Im using a TF2 shader
@lament garden hello o/ I just read your manual texture atlas tutorial on VRcat, thanks for a great write-up! A couple of weeks ago I started played around with baking texture atlas' in 2.8 using the same technique, but I ran into an issue where, if any of the textures use alpha transparency, the alpha is instead written as black when baking the diffuse map. This makes the transparent parts look terrible if actually used as such. Did you encounter this issue, or do you know if there's a way to fix it?
@teal knot Im glad i could be of some help! For transparent objects the current solution is to bake those items onto a separate texture!
^ this is your answer here
Hm, right, converting the pure black to fully transparent in an image editor. But what about partially transparent pixels? I can't remember quite what the diffuse bake does to those...
so for things like that i'd recommend editing the transparency post bake
otherwise you're probably going to have to know a little bit more about the nodes that are in play here
I guess there's not much choice :( oh well, thanks for the help! One would think that Blender would want to support transparency in diffuse baking to appeal to games developers. I read some reports that it's possible when baking with the old internal renderer in Blender 2.79 and older instead of cycles...
oh baking with transparency was much easier in 2.79
You think there's another way? I've been trying to learn more about the baking process and how the node setup affects it, but it's hard to find resources on it honestly
texture atlas add on just covered it all
i'll have to do some research i've been meaning to do it just haven't gotten around to it
Plus i was expecting Shanie to release a video on the same topic XD
i guess it is also still in the works!
I searched the Blender issue tracker to see if someone had reported it as a bug, and while I found some tickets that seemed like they could be relevant, I didn't find anything that was spot on. So my guess is... either 1) it is possible somehow, or 2) Blender considers it an enhancement and not a bug, so it's not appropriate for the issue tracker, or 3) it's a bug and no-one reported it yet
You think it would be much easier to find solution but literally everything you don't want pops up when you search for it
yeah :(
first genuine attempt
meh
okay ish ig except for my triangle cheating
now to end my life and make a mobile version
if you're not planning to use the subdivision modifier on it there's nothing wrong with triangle cheating
yay that's a lot less triangles
i just wanna know if anyone can add bones to this avatar for me just the normal bones nothing big pm or dm me please
You can commission someone to weight paint/rig the model for you in vrctraders.
i finished my avatar all i need to do is publish it. but i can't can someone help me?
check if you have Chest and Neck mapped in humanoid rig
is it called "Upper Chest"
@pale tide You need to have the Chest object assigned to the Chest bone. Same for Spine, Neck and Head. Leave Upper Chest empty!
like this? i believe it's wrong
spine in spine, chest in chest
ok
@heady smelt A tf2 shader as in ripped from tf2 and put in unity, or a ported shader?
I found this but i'm unsure if it's what's being used
https://wiki.unity3d.com/index.php/TeamFortress2Shader
The issue is so general it might even be working correctly for all we know
Was the shader made for vrchat? If not it might have scripts running in tha back which is not possible in vrc
@graceful vine
Shader header says it was made with shaderforge, so i suppose it's an attempted recreation
yes its a recreation.
How does the lighting gradient look like?
So when i run my model through the VR SDK in unity, it claims my model has 2,147,483,647 polys (Max INT) value, which is completely wrong as Unity itself will say that the model only has 1800~ polys. Has anyone encountered this issue before? Have tried reinstalling both Unity and the SDK, as well as reimporting the model.
Are you on the right version of unity, I hear thats usually the issue
is it OK like have 9 or 10 materials in my avatar?
Yup, not ideal but it is ok
Aight so my situation is that I have literally no experience with 3D animation and model editing or creation. I know that a furret model exists somewhere in game, but none of them work with quest. My theory is that if you replaced the model with the furret from Pokemon Go, instead of wherever the other model was pulled/created, and kept all the same animations, it would work. I need someone to do that, if that's possible
If you want something commissioned try vrctraders
And if I'm broke? Lol
learn how to use blender
Welp
The furret would need to be uploaded for quest, as far as i recall its polycount is low so switching it out for the GO counterpart won't be useful
If it's not on Quest, it simply wasn't uploaded for it
do I must create Atlas for combine all the meterials in avatar? or is ok to have 10~12 meterials
General thing, it's "ok" to have virtually anything, but if you want to optimize an avatar or perhaps your avatar is lagging other users, you should atleast consider doing such
@cursive nebula
I haven't seen anyone saying my avatar is lagging but I hate the error messages warnning me every time upload new.:(
and I when I trying to create meme avatar, it get me start with warning...
You can optimize it if the warnings bother you aswell, it's all about what you want to do at the end of the day
but if I optimize it I can't apply shades or props what I wants
looping Dilemma...
")
If you are worried about being optimized and also having all your stuff then its probably best to have two versions
yes that way you can save the unoptimized version for dinner parties with couple of friends
@solid smelt Serious question. Ever heard of IK driven chains for dynamic hair?
A single dynamic bone with gravity at the end of your hair chain and then use some IK script on the chain targeting that single dynamic bone.
Wonder if that's cheaper than having an entire chain as dynamic bones.
yeah but no scripting so we couldn't do that if we wanted to
@buoyant holly Lol Silly, Final IK is whitelisted.
okay good to know
I doubt it is cheaper if you actually care about optimization @smoky lantern. However youll be able to "cheat" around the performance blocking stuff
For example the performance blocker doesn't care about my Final IK on the spider but it still takes 1-0.8ms in the editor to run everything
so the performance hit is there its just not seen by VRC. If youre really interested I would do a profiler comparison between the two set ups
@solid smelt lol Your entire spider versus a single aim IK chain though?
Well it depends on how many chains you do. You could easily match how many components im using
which is technically around 10 or so
But 4 VR IK versus 4 aim IK even. 🤔
😂
I have my current project at around .4-.6, for now.
Well I dont know how much each component eats up ms wise so its all guess work. My VRIK is on LOD 1 and grounder is using fastest so its as good as it gets for me
Using tricky aim IK with DB. Not in the way I described though. An example is the last gif I posted in #development-advanced.
Halp, btw.
It broked.
Back to work though!
lol let me read up
4 materials to one
still unsatisfied with shadows
dunno if i should start testing a load of things amongst a shitload of shaders or if i should sit my head down and mess around with normals more
try other ramps ?
no the colors and raamps are good
i just dont like the shape of the shadows
im still learning how to git better at shadows
but like
at least im okayish at 3d modeli ng and sculpting enough to start fucking with normal maps and vertex normals to manipulate the shadows
the idea is to make pretty low poly meshes and then i might just make normal maps every time i want them to have better shadows, for toon shading
my end result is nice, curvy, cylindrical shadows like this:
is what i wanna aim for
yeah, that'd require a smooth mesh as well then
well i am gonna make it somewhat smooth so it looks convincing ^ ^`
wouldnt wanna paint shadows on like 6 quads with no edge loops
my first sweater model was 2.5k tris, i wanna see if i can make my next below 1.5k
for reference
next one i work on will look somewhat like that, less folds and more defined, "inflated" or slim curves
where i see fit
then a high detail, really smooth and
ehhhh
idk, cylindrical? bubbly? inflated?
im basically gonna make like a ballon-puppet version of any mesh i work on to get the look i desire
and see how that works
does higher poly make much od a difference in preformance?
yes
yes. for whatever reason there's a meme amongst vrchatters that high tri counts dont matter but its pretty 🤡 🤡 🤡
if youre really unsure then run the unity profiler for your content
triangles, drawcalls, materials and meshes will readily bite your system in the ass if youre not careful
yeah as you have to consider the effects of okay what if all the avatars in the room are equally as bad with all that
Even looking at the profiler, tricount's effect is laughably negligible
Tri count only matters in regards to constantly active shapekeys once your tris pass a certain threshold, and that's only a bug.
Unless you're an absolute ass about it. Pardon the language.
yeah the being an absolute ass about it is why I find folk saying it doesn't matter to be a bit of a problem
like sure I can put a million triangles on an avatar if you take Triangle doesn't matter to literally
I think my absolute hard cut-off is probably a couple hundred K. And it's always been there for me. My perf isn't hurt by rendering a few million. It's literally everything else that's added to that tri count.
Like an unoptimized light for example.
yeah but you're probably going to be in a world of hurt if everyone has a million tri Avatar
lol I've shared an instance full of excessively detailed android girls and I'm fine.
question 2D or VR
Like over a dozen avatars over 200k. It's a matter of other aspects.
VR. Index. A bit more demanding than most headsets.
glad that worked well for you
Before stats, it worked well for more than realized it.
Glad DB limiter exists now. Oh wait, that's actually expensive for performance to have on anyway.
But yeah, majority of the time it was things like materials or DB.
Because before the public world shaming and avatar stats, people had 0 reasons to be forced to be considerate regarding those.
@pale tide I got the exactly same problem have you figured out how to fix it yet?
anyone got any advice for how to make sure that the avatars feet arent clipping through the ground completely
https://youtu.be/td3JXwlnww0 just learn to do it yourself, that's also not an optimization question but here ya go anyway
This Tutorial with teach you how to create face gestures using MMDs pre made blendshapes. This also goes over the Custom Override Feature.
https://www.twitch.tv/kareeda
https://www.patreon.com/Kareeda
https://twitter.com/TheKareeda
Join My Community Discord @ http://discord....
what if your avatar doent have fingers
Then you make fake fingers, otherwise you won't be allowed to use the humanoid rig and animations
If you have fake fingers (finger bones) then you can just ignore the part about fingers
and just do the gesture and place them under the corresponding emote slot
Or have Index and never animate fingers agaaain.
I lied. I still have to do it for public avatars.
what is the biggest recromended size for a single texture material?
U can go as high as 8k
ty
Oh looky who here
make sure to set high quality and crunch compress it to 100
i'll keep that in mind
for most avatars, though, 2k is a comfortable size
for quest, drop it to less than 1k
if your avatar is flat colored, take advantage of UV "palette" textures like this:
my example doewsnt exist nooo
so i cant find the texture for this anymore but this avatar's texture is literally 8px by 4px or something like that
each pixel is a different color
UVs are selectively placed over the relevant pixel that is needed
if your emaking really toonish quest avatars or toonish avatars in general, that technique can be pretty handy for ultimate memory optimization
since textures are often heavy-hitters in avatar size
Is it more optimized to make weapons small shape key bones in the body or separate models in unity that’s stacked in the armature?
It's better for it to be part of the main model and hidden through an animation rather than its own object
Was hopping so, I could atlas the weapon as well
Well if you atlas it then you can't unhide it
If it's the same material
Unless you make your UVs in a way that lets you animate it, but that's a lot more complicated
The material and Uv shouldn’t change? All it is moving bones and resizing bones right?
If you make the weapon geometry a part of your main mesh in blender then add its atlas to the atlas of the main mesh, it should be fine to make a shapekey that hides it so long as the mesh is under 65k tris.
Could also be a blendshape i think ?
goof
oh you suggested shapekey, yeah i think it's a good option
Even if it's over 65k tris, if you set the default state of the shapekey to hidden and the active state to show, it'll be fine. There's just a bug that affects performance if you have active shapekeys on a mesh that's over 65k tris.
@random sparrow
Didn’t know you could set a shapekey as hidden and active
@random sparrow Ah, I just mean hidden as in the shapekey being 0 and active as the shapekey being 100.
But if you want the prop hidden by default, that should be it's 0 state, not it's 100 state.
That type of hidden
If you have the shapekey set to any value other than 0 by default it's considered an active shapekey. It's been known to affect performance if the model is over 65k to have a shapekey active at all times.
If it's not over 65k, don't worry about it too much.
Interesting and informative
Does anyone know how to make it so my swords are equipped
Can someone help me?
How I can make this avatar for both plateforms?
@vocal carbon Basically you upload the quest version of your avatar, and the pc version of your avatar, to the same avatar id. That’ll make it so quest users see the version you uploaded for quest when you are in the avatar, and pc users see the version you uploaded for pc when ur in the avatar.
does the quest show avatars that has more than 5k polys?
or they all automatically blocked?
I can decimate my model to 7-8k but 5k is impossible
over 7.5k is blocked by performance blocker, but can be changed to be shown by default. 10k or higher must be manually shown each time.
oh so 7.5k still shows for quests?
Yup
if you haven't look into retopogizing your models. Just decimation will make it look and bend badly.
as the decimate tool doesn't take into consideration Edge loops
^^^ exactly.
I have no idea what that is
edge loops loops are extra polys that allow pivots to pivot without looking bad.
basically the decimate tool turns it into a random pile of triangles instead of nice squares that go left to right
oh ok this English I can understand 😄
welcome to the rabbit hole
stuff doesn't Bend good if it's a random pile of triangles
also makes the mesh more difficult to modify as a bonus
like for example with that tube I could just dissolve that Loop. Selected and make it have less polygons
so honestly you might be better off to make the polygon count Lower dissolving those Edge loops
rather than trying to use the decimate tool
oh dang this is nice
and you're able to select multiple edges with the edge Loop tool so you should be able to like delete every other loop on the leg for example
I'm unable to select the loops for some reason
maybe Blender doesn't see them as loops
even though they look like loops
mind if I see a screenshot
It is because it has been already triangulated
You can untriangulate it with alt+J but mind that it may not do very good job everywhere
yep as they need to be squares for the tool to work and those squares have been converted into triangles
Funfact for those that might not know:
you can decimate meshes without removing shapekeys by selecting the part you want to decimate in edit mode, then clicking Mesh>Clean Up>Decimate Geometry
ty I definitely did not know this
can someone help me with this
everytime I try combining materials with the atlas tool it messes up the materials that I don't want to merge
Did you uncheck materials that you want to exclude from merging?
You late,sorry
hello im trying to set up my dynamic bones but when i try to test nothing work
how are you testing ?
via the play button from the scene
you may have too much damping and stiffness ?
damping and stiffness ?
sorry i just understand what you meant by damping and stiffness i lowered both of those setting but nothing
then maybe there's no weight paint on those bones
ok thanks for the help
before decimating, make a vert group that contains the entire model except for verts you don't want to decimate. then add that that vert group to the decimator and it will only decimate verts in that vert group. it's very easy to conserve detail where you want it
then you can go in and remove/add verts to that vert group and exit edit mode for a live preview, then apply the decimator when you're happy
There's a lot of alternatve ways to simply models, and people trash on the default decimator modifier a lot but it's honestly the best way to simply models if you know how to mark areas as important
is there a way to import an avatar in .fbx into blender without breaking it?
Look at the import settings and chose ones that don't break
didn't even realize there were import settings for cats lol. selected fbx and it worked like a charm! thanks 😛
Is there a way to take your vrc avatars that you've upload and put them in gta 5?
you would need the model files for the Avatar to do that
I'm not quite sure as I haven't done Grand Theft Auto modding
yep
why is it saying that my avatar has 12k polys when i decimated it already down to 8k?
i'm guessing its only reading faces? not verts?
it say 12k tris right there in blender
because it's counting the triangles not the vertices

ohhhh
so all this time i have been reading it wrong
it doesn't count face or verts, but only tris
yes
thats funny cuz in maya they did it differently
i didn't know the word tris is another word for polygon
thanks!~
technically a polygon can be made out of multiple triangles but as far as the rendering engines concerned it's all triangles
the measurement of faces is probably what you were expecting on polygons
yeah
as a face can have more than 3 vertices
but yeah you need to bring the triangle/face countdown
i need someone to make me a avatar
Ask in VRCTraders in #community-servers-old
ok
I recently uploaded a Quest version of my avatar using the technique from the cross-platform doc page (two projects, upload to same avatar ID).
I went back to my PC project afterwards to upload an update for the PC version, but I keep getting this error. (Unpublished because I tried deleting the avatar, didn't fix it)
Even if you have separate project for PC version of your avatar and another for Quest they will both change platforms so you have to change build back to PC
Really? Even if it says PC/Mac/Linux in the titlebar?
I'll see what I can do about changing it back then, thank you.
Nah, if it says it is for PC already then something is wrong I guess
Before learning I needed 2 projects, I switched the first project to Android but cancelled it mid-conversion. That might have done it - I'm switching to Android then switching back to PC now
Thanks for the help ^^
Thanks not deserved cos I actually didn't help you but ok 😄
Hi, can I add only music without animation as emote to the avatar?
p sure you can add music and animation together
I have a question about dynamic bones physics. I'm sure this question was already questioned but i cannot find it ...
I want to add gravity/force to my avatar, so when i lead forward, my hair does not point to horizon.
This works well with bones which are straight to the ground like on the sleeves but when i add it to my hair which has some angle, the hair is pulled downward.
Does anyone knows a sollution how to fix it? (I'm new at creating ...)
Thank you very much :3
Well its pulled downward because it has the force applied. You should mess with inert and elasticity to get your parts to act realistically or point the bones downward in blender edit mode so the force only acts on them when you move.
The second point doesn't work very well if you have a long bone chain though. I'd recommend messing the the settings and possibly creating graphs to have more advanced control
@solid smelt Thank you :3
@distant osprey Can also give gravity a try instead. It surprises me the number of people that avoid it. You just need low values. Gravity will only kick in if you rotate the root bone of the script past a certain threshold.
Force will always be active. Gravity is only active when it passes a certain point. Very useful.
how do i keep my models texture colours when merging the textures into one, because i have parts different colours but when i merge them together it just goes bauge.
for some reason the vrchat sdk control panel wont come up so i cant upload a new avatar can someone help me with this
Reinstall the sdk and be sure to use the right one
Also be sure to check your console for errors to see the actual problem
after texture atlassing a model, how do I use a toon shader on it?
Click the material and change the shader.
thx
It wont let me lol even though im on PC
im clicking it option not avaliable
I can delete my own messages so 🤷♀️
@heady smelt you can't edit the message?
If you can edit it, you can erase the whole message whilst editing and hit enter, it will prompt to delete it
Could also be because ||attention|| 
why would I want attention from not being able to delete a message XD
anyways I see you later
also I just had to reload Discord :3 it was bugged
You never know 🤷🏻♂️
anyone know how to fix this?
Fox what ?
?
the um origin point is behind the model and it makes it warped and not work properly...
I have the same issue with my knee and leg bones
Like the clothes are in the right position but the torso is all stringy and broke
Ow
ya it happened when i added a lightning effect
it moves the bone around in play
and the cherry on the cake
Try to reset the components used for position/rotation/scaling
You can also drag a new model into the scene and check if he got the same issue
I haven't played VRChat for a short while
Suddenly my avatar polys on the performance display spiked
I used to have around 35K polys
However, this is the thing. I made a second body for my avatar which can only be toggled from my inventory system (emotes tab)
that also counts
you can probably decimate the second copy to try and stay below the 70k limit
is there a way to do this without requiring a second body?
Rollthered's fire
well, you could enable the material on you with a gesture ?
I could just axe the feature from my avatar considering I don't use it as often
Yeah but when I move around the gesture would disable, right?
emotes from the inventory system stay active
until i disable it
but finger poses, if i turn around using the artificial rotation (WMR controller)
the gesture would be interrupted
or perhaps, is there a way to use gestures to toggle it without it disappearing once I stop the gesture?
if you toggle the gesture mode off while one is active, it'll remain on yes
ohhh
good idea
Removed the second body itself, not like I'm gonna use it much anyways. Hopefully can save a couple frames
from 86K to 63K, hopefully better :)
you don't need 2nd body, can add an extra material slot and drop it there
So I’m needing to compress my texture files into smaller numbers but when i do it they all seem to take over the entire models example: if i made an atlas for my shirt it would the take over the texture of the ski, glasses , boots, jacket and leg warmers.
Any advice how to avoid this
You can try attlasing manually
thats what i did but it still applys the texture to every part/
Have more than one material lol
i do
That it cant take up two materials
fixed nvm
Nothing to do with with optimization really but I just got called pretentious by a friend of a friend for suggesting that people try to optimize
Woooooo
does he also blame the developers for shitty vrc performance?
They all do
yeah so do i lol but thats like. 10% of the problem
all the stuff we can do now is like. 80% of optimization
which is to not have a lot of shit you dont need
buut what can you do?
thats what the safety system is for lmao
Yeah I'm working on my first right now and I'm aiming for medium
Maybe I should hit then with a 500k tri avatar with "beautiful" hair bones and show them how annoying they are
I actually want people to see my stuff though!
ikr
really just
most of the lag in this game can be solved by hitting "combine materials" in cats
and then fucking around with alpha settings in unity
Mats hardly do anything -same guy
mats >>>> triangles
i learned a funny funny thing a week ago
i thought that in all cases one material was one drawcall
turns out its not all
if you have real time lights
its 6 drawcalls per material
at least one drawcall
rip everyone in pretty worlds
If the world is pretty and optimized, that's alright 
yeah but like 20 people with 20 materials each hop in, "wah why does it run like shit"
I guess I just needed to vent about trying to keep myself in the constraints of "medium" when everyone I know is just beyond very poor
Once you involve dynamic bones, it's the best you can do
trying to optimise the mats with Matcombiner and getting a tracebacke error
if it is the utf-8 error .. keep trying and it will work after a bunch of times
@dark crow
go over each material and reselect the textures (try having the images in folders with regular letters (no japanese symbols etc)
having the textures in the same place as the model instead of in a separate folder also helps.
with the current system even hidden objects and bones count towards the overall score so it's kinda meh and i feel needs work
cus lets be honest those hidden objects don't even count if your settings stop them from appearing in the first place
😔
Yup, entire system needs an overhaul
hidden does not mean it is not loaded into the whole scene (watch boundary break and you see that every single object and character is loaded in a scene/world but just out of sight)
Yeah but while a hidden mesh takes memory to remember its there or load it in at first, it does not take frames as you dont render it
I feel like hidden items should be listed, but performance should be measured by an actual estimate based upon what the avatar has instead of a gate on every item that when passed sets the entire performance rating of that avatar in the garbage bin, regardless of the rest of the items present
That and avatars could have a dynamic performance system (granted this would need a massive overhaul and could make it easier to make absurd public avatars or even incur a performance hit in it of itself) in which the avatars' performance would changed based upon its currently displayed items, these could be set as "flags" on runtime that would shift based upon what items are present, and if the system does indeed shift to a weighted value rather than gating, it could give rather accurate estimates of said avatars rating and would in a sense nullify avatars made to annoy others
Just an idea in the sea of many comments past
I think though in the context of performance blocking that'd be an issue
cuz if u can only load up to excellent to idk medium models for whatever reason, and someone turns into a very poor, the stuff is already being rendered, so ur comp is already taking the performance hit, and on top of that has to try and actively block out that avatar
if an avatar can suddenly load an addition 20k polys on me for some animation than id rather know about it beforehand instead of it being hidden because weeeell its not activated all the time
That is where the performance hit i'd imagine'd come from, though you wouldn't incur the lag of an overwhelming avatar if the system properly blocked/unblocked it accordingly, since things going over the treshold would be blocked and vice-versa
I think that'd also take vrchat understanding what exactly is being activated or unactivated at anytime
That's why i mentioned sort of a "flag" system, as the server'd get a input stating X is on, send request to other user, if threshold over Y then = hide
That would avoid suddenly loading something crazy to block, but it would require more server activity, which would likely cause issues, man it's though gettin' an idea that just sticks
itd also probably take longer to upload avatars and get into avatars cuz it has to take all these extra details into consideration
That depends actually
If it's checked on upload, it wouldn't need further inspection unless updated, but it would likely increase server load and upload times, or if it's read on runtime (on avatar load), it'd have less server impact, no upload impact, but more detrimental avatar loadings due to checkup (which could be cache'd aswell i imagine)
This is of course assuming a flag system like that is possible
I think the check on upload could take longer, cuz my assumption is that as of current, the way they check performance is basically to ask "whats under the avatar root?" and thas it
so it might need an extra step or two to go "whats here and activated and whats here and not activated"
I don't think that's the case actually, unless they changed the system more than i imagined
You see, before hidden items were being read by the system, enabled items would show up on it, enabling items (if i recall correctly) would display said enabled items, i think it's, or was, a constantly checking system
so like if u had a gun and it was disabled, it wouldnt read like the polys it has?
Though i may be misremembering, but yes, that was the case
If i am incorrect in that assesment i'd like to be corrected of course, i can't recall the old system too well myself
I think they implemented the checker before the performance rankings
So likely prior
It was just a way to checkup some basic avatar stats
gotcha
Then came performance ratings and then safety menus iirc
There was a huge shitstorm over the naming of the highest tier trust level aswell, can't recall its name even now, it was an orange color i think, right above purple in trust
Veteran?
Yep
Gotcha!
ive heard about that but i never understood how it was different than trusted the sequel
I honestly don't know why it happened, i was never fond of the trust level myself as i feel like it's not a good way to gate out users like that, even though it does detriment evil intent users that like making alts and don't know how to abuse it
There's certain variables that i feel weigh a little bloody much, let's just put it that way, since i'm taking this to #general-media levels of derailing
Ah gotcha!
That meaning that i'm ceasing to speak about it as my walls of text need not flood this channel, which has better uses than my usual ranting
Ok!!
I think on the optimization thing, as long as theres some level of protection so a seemingly excellent avatar cant spawn in a gajillion particles and ten meshes or anything with 0 warnin or safety, we'll be gucci
either via ur flaggin idea or how its done now or what have u
Yeah i'm hoping it gets both overhauled and refined in some manner, many users have requested a weighted system already, though i imagine it'd be difficult
So my avatar has his eyes on his feet, and i don'T think he can crouch, how can i fix that?
Its just a small dot
where should i put it, in front of the eyes?
Between the eyes
alright attempt #2
Also you didnt answer my second question
well it's kermit, hes a two legged frog
Is the rig of the fbx file set to humanoid in unity?
how do i check
humanoid
idk, should be?
Than upload
seems to be, i think i did the right thing
All the bones are assigned correctly I am assuming
yeah
Also wrong channel
Well anywho it hink i got it now, so thanks xD
What's probably the best ways of lowering file sizes? The file size started from 40mb and I was able to drop it down to 11mb by making the textures 1024p PNG files, but the file needs to be lower than 10mb for it to upload
Not sure what else I can do to lower it aside from take out things I mostly need
Not yet, I might try it. How much would it bring down file size, say if I crunch compressed a png that's 2 mb?
And yes, Quest uploading
There's 8 for the body, then a few more if you wanna count the textures for other game objects
that is way to many for quest. You should try atlasing those textures into ideally 1 texture.
but yeah, crunch compress then set quality to 100 will solve the file size issue.
I know I could, but I never done it before so I wanted to try other methods of lowering it first
How many polys is too many polys?
Better would be to have 1 texture, set it atac (I think that is what it is called) 4x4 compression and get a high quality vibrant texture on quest
@modest nebula for pc <70,000 is the limit before getting the very poor avatar, on quest <10,000
Most avatars for Quest can do fine when they're over 10,000, but be sure it doesn't go WAY over limit, or use particles that are too demanding
its nice when they are bellow that limit because users don't have to show your avatar.
Okay, I got it low enough
Most avatars cannot do fine above 10000 lol, that's why there is limits
Someone was using an avatar ON QUEST with 100,000 tris. They had the visitor rank though so they couldn't do much.
report those people then, impacting user's performance like that is malicious
It was blocked by performance settings.
Hmm
okay I was going to go ahead and just atlas but the video I followed combined here first
so I think I do need the combination prior to atlas
I've got way too many material slots... rather not do stuff by hand
I think I just didn't import it correctly
i already tried asking in the cats discord but still havent gotten a response. im not sure if the most recent update broke it or something but the atlas feature doesnt work anymore. all it does it put on texture and then a small white square for everything else. it didnt do this a day ago. the textures arent even that big.
it does it no matter what combination of materials i try.
Recent update ? You're on Blender 2.79
Yeah, which is meant for the newest blender versions
It's pret much the same
You can also change the key mapping configuration to be the same as 2.79
The only big difference is that the N menu changed side, and remove doubles is called merge by distance
Aside from that, it's all the same
guess ill go do that then
Yeah I had the same issue a few weeks ago, update blender is the fix. Layout is the same
it really isnt
a lot of things were renamed and repositioned in the menus
so pretty much get ready to google how to find everything again
also I wanted to ask
how does one delete hierarchy in 2.8?
just like we used to be able to do in 2.7
this isn't supposed to be just 1 flat color. how do I color specific faces without coloring the entire thing?
for example, coloring just this panel
You need to select another material and hit "Apply" @soft trellis
create a new one then ?
so, I've made the material. and it just colors the entire mask that 1 color.
create two then
you'd need at least one for the mask, and another for the pieces you wanna change
ok
done that
I got the colors I wanted. I just don't know how to apply them to specific areas
CATS in 2.81 when atlas
Hey, I have an avatar that looks normal in unity but when i put it in the world ppl say i have no eyes and things like that... I wonder if there is somthing with the shaders, im not sure. Any reason for this or can i Get some help please
@ me if you can help
@modest marsh depending on the shader you use you could turn backface culling OFF (sometimes turning Z-write off also works)
you dont have to use cats to combine materials @undone kernel
better results not directly
if you manually do it you can more optimal place stuff and downscale things that dont need to be as big and thus maybe get it on a smaller texture size then tiling, which would be better. 
I do it just because it looks cleaner
on the texture image you mean?
cus on the model it shouldn't look any different since it just tiles the textures into one bigger one. 
But that means you gotta keep all the wasted "dead zones" 
How would I make a cape/skirt not look awful in Quest version? Like make the cloth stay vertical to the floor when bending forward.
This channel here is for optimizing avatar (mainly for the pc version) you propably want to ask in #avatar-quest
my bad
The face on my avatar glows in the dark, should I make the entire body glow in the dark or would it look weird
Should I get rid of the face glow in the dark
Why did I write this here
aesthetic choices are in your hands. typically people opt for certain "materials" in the aesthetic rather than technical sense (skin, metal, fabric) to be glow in the dark only
most people opt for emissive eyes and sometimes hair
Yeah the eyes and hair are but idk if I should make the body or not
This is probably a really simple solution but with the material combiner in blender, when I generate my atlas, several parts of my avatar lose their textures / materials
Any known fixes?
@torn schooner could be an issues that it adds diffuse colour, select your mesh and run this script
import bpy
r,g,b = (1, 1, 1) # Set color RGB value
for o in bpy.context.selected_objects:
for slot in o.material_slots:
slot.material.diffuse_color = (r,g,b)
it will set diffuse for all materials to 1 1 1, with material combiner the diffuse gets added to texture
Just copy and paste that in the scipting area?
create new text document in blender and then rightclick and Run
be sure your mesh is selected
if this doesn't fix it, then make a screenshot of your problem
so in the performance doc, when it says "dynamic bone components", does that mean the number of bones that are using the DB script?
that means dynamic bone scripts attached
okay, so in laymans terms how many dynamic bones I use?
how many scripts you attach, i guess
if that's what you mean by dynamic bones
because dynamic bones could also imply bones, that are made dynamic..
you can attach as many script as you want
as many as you need
try to keep the bone counts as low as possible
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what i...
and try to avoid colliders if possible
"Dynamic Bone Components"
I don't speak unity so I'm not sure what a component is per se
dynamic bone component is the actual script that you use
and can one script affect more than one bone? like a whole hierarchy of bones?
the Dynamic Bone script affect all Child of the parent bone (the one with the actual script on it)
All the things a game object has in the inspector are components
A transform component, a skinned mesh renderer component, a avatar descriptor component, etc
components are just how you add functionnality to a GameObject
yeah, I just didn't know if you needed one DB script per bone that should be dynamic or if they can affect childbones
oof, that'd be hell
they affect children yes
you can see lines and spheres for each db chain
You basically add the component to the parent bone that you are going to use as the Root bone
aight
that's why it's a good idea to make "root" bones
thanks for explaining
for example
you would make a "root hair bone" that's parented to the head bone
and all the hair bones are parented to that Root bone
it's easier to set up and faster
you don't have to play around with exclusions
would you then need a collider in the head so the hair can't clip into it as easily?
you can use a collider but they are extremely janky and perform very badly
so it's best to avoid them
okay
you usually avoid clipping by using proper settings on the dyn bone component
kay, guess it'll be fun when I get to play around with that
also, if I wanted to give my breasts some jiggle
would one bone be enough then?
better to have 2 in my experience
or would you do 2 bones in the breasts and then one root?
2 bones and 1 root yeah
and I guess you'd have to adjust the settings so they don't just sag down
they won't sag down if you don't use the force or gravity settings so you are good to go there
gravity / force is a bit weird to use
but you'll see for yourself when you test it out
Mess with curves until it looks right
but it's hell
and never use colliders to stop stuff, they're super janky
i forgot which one is which but one require super high values to do anything and one require extremely low value to affect the bones
I am trying to optimize materials in CATS for a quest avatar can someone help me?
Just run everything tru matcombiner?
I tried that
you can def report the avatar, if it impacts performance that much then it's malicious
You report the creator yes
ty I definitely will
Or you could hide very poor avatars
Can someone help me with my issue with optimizing my avatar in Blender? Something keeps messing up for me in blender when I try to optimize it to create a texture atlas.
This is before creating the atlas https://gyazo.com/179b01e23f6a460c335f3217b5d04e61
VS after optimization. https://gyazo.com/abb227567e575694f7e39fb07bd39a70
I am under the 70k poly limit at just slightly above 50k, so I'm really not sure how to fix this from happening
You can't atlas something completely if parts are using opaque and parts are using transparent (like blush) you can atlas them but would need to seperate them afterwards.
Looks like you have the faces of your meshes flipped as well, you can select faces in edit mode and flip their normals to fix that
you can use cutout tho
If I have 6 materials as opposed to the recommended 4 from CATS, will this make a huge difference for others and myself in game?
Not really no. Obviously the less materials the better but 6 isn't that much.
It really depends on the world and how many other people you're hanging with.
In a world with realtime directional light and shadows, you'll be rendered 6 times, and then if you open up a mirror, you'll be rendered 12 more times...
and parts are using transparent (like blush)
You use a separate mesh for blush? 😮
Seperate submesh/material for blush. Parts as a word was probably too vauge but jargon confuses people more often than not
IIRC a sub-mesh is equivalent to a mesh when talking skinned meshes, performance wise. So that does not change anything about my reaction.
It's more optimized to have a single skinned mesh with multiple materials than multiple 1 material skinned meshes. If anything there is no choice as you can't have a single material be transparent and opaque at the same time without doing something overly complicated.
with various in-game tests 15 materials is about the max before the game starts affecting low end system performance (tested in black cat /great pug and mmd dance world)( 12 avatars tested with poiyomi toon shaders and silent’s cell shader) (avatars ranging from 1 atlas’d to 25 materials)
no dyn bones or particles
Rather than having it be part of the skinned mesh renderer, you're arguably better off putting the blush on a seperate mesh renderer that you toggle on and off with an animation.
You save on performance because it's not a skinned mesh, and because a blush should never cast shadows or write to depth, it's only one extra draw call
Simply attach it to your head bone and you're good to go.
Incidentally, it seems like a popular strategy in Unity mobile development is to have a face mesh without any skinned bones and only shapekeys that just gets attached to the head bone. Though, I'd like to know the specifics of how that works out for VRC optimisation...
I got the Unity 2017.4.28f1, and dont really know what Vrchat SDK but i have a problem with some 20K plygon-limit. How do i get rid of it, other Unity or SDK?
the 20k limit was removed a long time ago
if you still have that limit then you are using the wrong sdk
okok, so just updating the sdk will fix it?
yeah, download the new one through the website
thx dude :]
is there any way to combine materials but still be able to edit individual parts of a model?
Blender 🙂
Yes but how would I be able to edit specific parts of the model, when you combine materials and apply a shader, the shader will edit all the materials that were combined.
Yeah, you're supposed to combine the parts that use the same shader
Some shaders come with a mask option to let you use two shaders in one. But yeah, the idea is to use the least amount of shaders
that's probably way more expensive than just to have 2 materials
hello i need help i cant upload my charecter to VRChat but my trust level is user
Do you have a vrc avatar descriptor component on your avatar
kinda deleted my old sdk from unity and then imorted the new-er one, all my dynamicBones kida got "errored". Is there something i can do to restor them?
hmm... cant even get the control ---- thingy (where you upload), the only thing that shows up is clear cache and playerpref
some people told me the mirror in my world was a bit lower resolution than like 1:1 reflection, but it's just the normal mirror asset from the sdk. Is there a higher resolution version of the standard mirror asset? For me it looks fine
I feel like you got the wrong channel but the mirror script includes a resolution setting @novel perch
@dawn elm there is a error in your project stopping scripts from running correctly you need to check your console and fix the issue.
oh ok thanks
thx 👌
im having treble uploading an avatar can anyone help
so in blender i have 29.5k tris, but the vrc sdk says its like over 2 bil
any idea how to fix this?
You most likely have a model that has been set to read only either the main mesh or some smaller object you've added in unity
If the sdk can't read the file properly it just goes to the max integer value possible and that happens
i just loaded it in, model only
If you upload it and check the performance rating ingame what does it say
im not good with unity though. the only thing i did was make materials to replace the broken ones
ignore the polygon warning
Something in the file is stopping unity from reading it fully
it will likely be interpreted correctly by the client performance thing
that number means that something went deathly wrong in the editor performance interpreter thingy (read 1's message)
one sec im gonna try to redo this and only use things i defienitely need
but i thought i did it all right
unless me loading the sdk after the model is ok
Try finding the fbx inside your assets folder right click on it then "Show in Explorer" and then right click the file in your file explorer and check whether the read only is checked at the bottom
You should also set the fbx as humanoid in import settings otherwise it won't be animated as stated in the sdk
it isnt
That's what it usually has been in the past but there's plenty reason what could stop unity from being able to read the file so it's a bit of a 🤷♂️ problem without seeing the project properly
Yeah that's plenty errors to cause problems
Are you on the latest sdk and correct version of unity?
latest sdk and unity 2019.2.19f1
Oh yeah that's the wrong version of unity then
what version do i need?
2017.4.28f1 currently
thanks, i hope this works
Should work a lot better at least, uploading an avatar in 2019 you wouldn't be able to use it even if you managed to upload from that version
man the future sounds rough
well i uploaded it and now im floating and t posing
"You should also set the fbx as humanoid in import settings otherwise it won't be animated as stated in the sdk" as I mentioned above ^^
wait wheres import settings?
Select the model in your assets in unity
For some reason I can't combine materials on an object I imported to blender
Like I can't generate a material list.
Anyone know how to fix?
through the mats combiner ?
Yea
is it a single object ? As all parts joined
It's not an avatar mind you, it's just a separate part of the avatar that has too many materials.
Yeah it's a single object and all parts are joined.
It's just a mesh
What happens when you click the generate list ?
Nothing
try to open the blender console and check there
How can I do that?
Ah okay I figured it out.
Gimme a sec.
Yeah nothing happens in the console either.
also make sure you got the correct version of the addon for your blender version
Yep just checked, I got the latest version.
worth asking there then https://discord.gg/cRDuWA
okay
Is there any real way to see how many Mb an avatar is before uploading?
Best thing to do IIRC is to export it all into a unity package without dependencies like shaders and see the size of that
Honestly they should implement a way to see when exporting, the size of an avatar could literally cause people to crash.
I accidently crashed a friend of mine last night when loading into one of my avatars just because (I'm guessing) the size of it was insane.
Probably over 140mb.
That shouldnt be that bad, just a long load. Only time I crashed someone with an avatar was with 6ish uncompressed 8K texture sheets. You can throw your avatar suggestion on the pile though, doubt anything will happen anytime soon.
Maybe theyll eventually add avatar file size to the performance settings ((((:
It's apparently really bad for people with bad computers. Specifically people who have non-dedicated GPUs and are running off of a really old GPU, or even a CPU-based gpu. My friend crashes every time I load in with that avatar.
Other people have no issues at all with the avatar too, so it's GOTTA be the sheer size of the avatar.
He can't even load into a world that's over 150mb anyways, so I'm almost positive it's because of the file size.
You can check the Avatar size before uploading btw
How?
Go through the upload process
But don't upload
It's going to write the info in the unity log
oh hmm okay
You can check it in the console or open the log file
😔
@empty geyser Looking through the console after upload under the PutSimpleFileToURL message has an aws link for where the avatar is stored. I put in the link up to "...vrca?" and it downloaded a .vrca file of what Im assuming is my avatar. The file size is just a bit smaller than what it is if I package it up into a .unitypackage
After upload?
I thought it was before.
Okay I'll try that.
But either way, I just tested my avatar with a crappy laptop I own, and it nearly crashed my laptop, and took forever to load in. So either way I'm going to have to optimize it a bit.
Yeah the link only showed up after upload because thats when it gets put into AWS
@empty geyser If you build the avatar, the VRCA file is located in %LOCALAPPDATA%\Temp\DefaultCompany\[ProjectName] before uploading
Thanks
Oh my god, I just got around to checking and my avatar, before compressing it a bit, was 141mb!
remember to compress!
Even with compression that's way too much
agreed
yeah how tje hell did you come up to 141mb avatar?
8k textures
that is bigger than the great pug and the black cat combined
they would have to manually set import setting to be 8k, maybe too many textures and long audio sources.

I compressed the gifs though, it's around 50 now.
@calm spade suprisingly enough, it's actually just poor.
Still 50mb 
Yeah it's a lottt still but it's still a really cool avatar too so I'm okay with that.
It's not crashing anyone anymore and it loads in within seconds now so it's much better.
I think I hit 300mb on one of my avatars with the gif setup but I never checked the vrca file
Compressing massive texture sheets makes them look so bad
yeah exactly
Nothing you can do. Definitely painful to turn a 5mb mp4 into 4 25mb texture sheets cuz video players are banned lol
Yep lol
Actually I just found out that it's not the gif size, but the amount of frames in the gif. @solid smelt
Late response but I just thought you should know.
The amount of frames in a gif is its size though? I meant size as in length or number of frames
So like a "large" gif is also a long gif as it has a lot of frames
Not from my experience actually.
The actual size of the gif was only 9mb
but it had over 150 frames
this can cause major lag when spawning in from my experience
It's possible to have the same amount of frames with a low file size when you compress.
Well its exponential with the frames and file size, I would gauge size of the final texture sheet instead of the gif size
To be honest I stopped doing the gif/texture sheet thing because its unbelievable that we have to do it that way when the video player is staring me in the face
I don't use texture sheets, I just import the gifs and they work without any issues.
Also in my case, gifs do work better and are much smaller in size.
I wonder if anyone here know of this free plugin for Blender 2.8+? https://github.com/SavMartin/TexTools-Blender/releases
Heya, I'm having some trouble using atlassing for material optimization
I'm having to apply the textures to the components of the item individually instead of just applying it to the whole object
Are all your meshes joined in blender ?
@calm spade It doesn't appear so. Do I have to join them all manually into one mesh?
Yep
Gotcha. Fixed it by selecting everything and using the Join button. Just imported it into Unity and it worked like a charm, thanks!
how do i search all the dynamic bone colliders in the search bar in hierachy?
t:dynamicbonecollider
Can you help me? I can't build the avatar. avatar creator status not yet allowed.
No one can help you with that, you need to spend more time on VRChat 
so I assume that if my model has for instance 4 material slots, but I put the same material in all 4 slots in unity, it will still count as 4 slots in the performance stats?
Yes
dang
so I can't skip the step of having to collapse all materials I previously made for each part of clothing etc for easier texturing in substance 😐
It's easy to combine the slots
I think cats can combine same materials with a button (not the material combiner, simpler)
yep
Otherwise just go to edit mode, face select mode and click on one face, it will select the material that face uses (or select the material manually), then click select in the materials panel and it will select all faces with that material, then click on another material and press assign, it will add those faces to that material and the other one will remain empty
Only do that if they're using the same texture
yeah I know it's easy to do, but it's annoying
cause it's basically a destructive process
so I guess that should be done as the very last step when I want to push the final version of the avatar and I know I'm not going to make any big changes, and before that I'll just upload it with all the material slots still in to test it in game
nah, I care about the performance ranking
poi shaders usually have masks for things so you can often cut down the number of textures and materials you need for things with different settings alone
yeah, that's what I'm using
Huh. Came back to VRChat after some time, and apparently my avatar's stats have changed? Did they change it to include disabled/toggleable items, at some point?
Disabled stuff's always counted yeah
Geez, I must have missed that change. It tanked almost all of my avatars' performance grades.
It's a shame. The weights were already lopsided enough to deal with. x.x
Definitely think something else has happened, though. I know for a fact that I've never uploaded an avatar with 129 materials.
Maybe I need to reupload or something.
Do you have any particle systems? @warped sparrow
Each particle system is counted as a material slot
Even if the renderer is turned off
Can be two with trails
Yeah
I know that my avatars read at like 40 materials because of my complicated particle systems
Even though my mesh will only have 1 to 6 materials
Honestly it's annoying having to tell people every time somebody comes up to me and starts shouting "atlas your sh*t"
just atlas then ¯_(ツ)_/¯
If only that was possible, even if you use a texture sheet for all your particles it still counts as seperate materials
no excuses
It's not an excuse when it's impossible lmao
You can't atlas particle systems
My avatars textures are already atlased
Pay attention please
Oh, wow, really? For the avatar in question, that probably is it, yeah. Man, seems like it just gets worse and worse, sometimes.
Yeah, I atlas every one of my avatar's textures. I only have more than one material for metal, so I can make it shine.
Yeah, makes sense
I use standard roughness, so I can make it all one material
Because you can assign both metallic maps and roughness maps which can make cloth and shiny metal both work on the same material
A lot of people don't use PBR though, so for that, it's kind of necessary to split materials for different effects
Mm. I don't know. This whole ordeal has kind of taken the wind out of my sails for getting back to work in VRChat.
Understandable
Its hard to be motivated when it feels like the system is fighting you
Honestly, I've given up on caring about the avatar performance rating. I make my stuff as performant as possible, but it can't always be trusted as the final word
People still should, mind you
Especially if they don't know what's what
I appreciate the system's existence, but it hinders people who try to find creative workarounds for vrchats limited avatar functionality.
Until Avatars2.0 comes out, there's not much we can do
Avatar performance should always be second to what you want to do. Even if you can't get under the arbitrary limits you should optimize as much as you can.
Exactly
I have 170mb big avatars and everyones fine with it lol
...
I know I wuldn't be
would take like over a minute for me to download your avatar in game
if it doesn't get blocked by the performance limiter
I mean thats the kindof avatar I show for a few minutes and never use again
Like if you REALLY want to do something dont let it hold you back
That would take me several minutes to download
At that point you're best off making a world
Showing people worlds is really disjointed, better to show them in the heat of the moment on an avatar
Heat of the moment, downloading 180mb?
Faster than dropping a portal and separating everyone
Even if it takes a while to load at least you load it while talking instead of the brutal load screens
At least a portal is consensual
I wouldn't be against having avatar file size be in the performance settings but I would doubt their arbitrary limits would be well placed.
A good limit would be hard to find but a 150mb avatar is definitely ridiculous
It's heavier than the pug
I wanted to check how big my largest avatar was but all my old projects refuse to open anymore. It was probably just shy of 100mb
Just some specific things take a lot of space since we have to do them in backwards ways to workaround the blacklist
Well it was an avatar with s 6 minute spritesheet
People still find it entertainig. Making it a world would defeat the purpose
I'm curios how big my ava is if I enable future proofing
I cant even upload with future proofing on lmao
What were the proper settings on the Material Combiner to avoid lossy Atlasing?
Note the arch above the lashes.
You can see it in her Blush too.
Left is After, Right is Before.
I'm kind of new to trails. I've got a really simple effect that uses three trails, but I'd like to combine it into one, if possible, in order to optimize. It's three trails, each with a specific color, no bells or whistles. Anyone have any ideas?
Showing what it is, if that helps.
@smoky lantern What does the final texture map look like?
I think I figured something out with a fancy material combination.
Now... the really troublesome one.
6 Total Materials, unfortunately, but because of how VRC counts materials, that is somehow 129.
And I'm not really sure I can combine them, since these are rigidbodies and separate meshes that operate using Final IK's Aim At Script.
Might be 7 Materials, counting the particle systems.
Why are they separate meshes?
You can use final IK and VRC IK Followers on orphan bones all in the same rig
For some reason, when I go and try to save a material atlas in blender, the model loses all the materials and it's completely white.
@warped sparrow When VRC says materials, it's counting each material slot on each mesh, separately. This isn't a bug. If a material is on two meshes, Unity has to render the two seperate. If a material is on two slots, Unity has to render them separately.
If you want to see your true cost, point the camera at your avatar and check the draw call count in Stats
Hey
I got a model from Sketchfab designed for use with VRChat
so a lot of the rigging and stuff is already done, but i'm unable to get it in game as there's too many Rigidbodies
I don't fully understand it but from what I can see every arm, leg and hand joint is a rigidbody
there's 111 of them
