#avatar-optimization

1 messages · Page 53 of 1

meager oak
#

chugnus

#

its like 25 feet tall

calm spade
#

Then you need to optimize it a ton

meager oak
#

how so

calm spade
#

That is awful performance

#

Blender, reduce the vertex count, merge meshes, atlas materials

#

There video tutorials for that everywhere, there's stuff pinged in this channel

meager oak
#

it even has an interior but i dont think there's even a seat in there

#

would it be possible to make the inside of the cockpit transparent, so people inside could see out, like the game?

calm spade
#

Sure, but that should be the last thing you try to do, lots of stuff to fix before that

meager oak
#

yea

#

how many hours do i need to upload an avatar though?

lime perch
#

Just the upload? Entirely dependent on your network. I have 300Mbps down, takes a minute or two for a 70k poly avatar

meager oak
lime perch
#

Oh I played for a few days before I got to user. Just run around, have fun, make some friends, don't do weird shit, you'll get it within a week or so

meager oak
#

could i just idle in desktop mode

#

i am not trying to play 20 more hours in vr, that shit sucks

lime perch
#

Ok 2 things:

  1. The trust system is based on more than hours played. It weighs friends made, avatars blocked, content created, worlds visited, etc. You can find out more here https://docs.vrchat.com/docs/vrchat-safety-and-trust-system
  2. Not sure why you are creating content for a game you don't enjoy vrcThinking
leaden hamlet
#

just idling wont do it, go out and make friends spend time actually playing in worlds, just play and youll be able to upload in time

meager oak
#

no just spending more than two or three hours in vr is not pleasant

lime perch
#

It doesn't have to be in VR, you can run around in desktop

heady smelt
#

yep

median marsh
mighty crypt
#

xD

leaden hamlet
#

christ, is one of your textures tiling a bunch or something?

lone tiger
#

bruh, I thought 8k was overkill

#

So 2k square texture takes up 12MB of memory, 32k would be... 256x as much

#

3GB

still perch
#

Not to mention that 8k is max anyway 😛

lime perch
#

That's entirely dependent on your machine. Sounds good though

slim beacon
#

Why does atlasing my textures make stuff that was visible dissapear?

#

And what can I do to fix it

floral kayak
#

@slim beacon you can turn the material double sided in blender to "fix" that problem, but the back end of of a face tends to not show texture.
In unity you can use some shaders to change the culling so you can see it

cobalt condor
#

Alternatively, you can always duplicate that part of the mesh and flip the normal, too, depending on how many polys you have.

amber hemlock
#

Is there a way to auto-pack UV islands but not separate ones that were already stacked on top of each other?

#

I have a lot of hair strips that are stacked on each other and island packing makes them all unique locations on the texture

calm spade
#

aside from pinning specific islands, unwrapping and then moving stuff manually, i don't think so

amber hemlock
#

oof. I ended up finding a paid gumroad plugin that did it. saved me a day at least, worth

calm spade
#

what's the name Intensifies

zenith plaza
#

UVPackmaster 2 Pro?

#

That one is 👌 atleast

amber hemlock
#

The one I grabbed was called Shotpacker. Worked good

heady smelt
#

What do you mean save as png? When you originally made the atlas you should have selected a folder for the source file for the atlas to go, which should be a png

#

And if the model came with that atlas, it should be a texture file associated with the model.

#

You're wrong, making an atlas makes a png.

#

The default place for me was the documents folder.
But just look for anything that says atlas or combined material

#

Then do a file search as said

#

This is why I don't like new blender, you can't find the filepath for files easily in it.

#

What's not normal?

#

In what, blender or unity?
And when did this not normal happen

#

You probably have to mess with your material settings I guess.
What does the texture look like?

#

Probably could try to edit your texture import settings and enable input alpha as transparency, that might fix some issues.
I see no green though so hair being black makes sense, the shirt not saying xbox is weird but probably fixable

#

No this is fine.

#

If the UV's for the hair are all on that single pixel, then it should be green.

#

Did you apply it?

#

Hm, I'd like to examine the model more closely to see exactly what is wrong

#

Yeah, shoot it to me and any source files

tender sundial
#

is "Update when Offscreen" something I shouldn't be checking? it sounds bad but it seems to be the only workaround for an issue I'm having with Cloth...

agile radish
#

@tender sundial i'm not entirely sure but i think this effects only you in game -

tender sundial
#

rats, that's cloth out of the question

agile radish
#

your cloth mesh has problems deforming incorrectly with colliders / try lowing the poly count

tender sundial
#

nah I haven't even gotten to colliders yet 😦

agile radish
#

cloth is a bit of dark art -

tender sundial
#

even at step one, just adding the cloth component, suddenly the bounds on the mesh are

#

sounds like a unity bug, the workaround works but is not advised lol

agile radish
#

when you add cloth component you avatar is at 0,0,0

tender sundial
#

yeah

agile radish
#

you follow this tut ?

tender sundial
#

yeah have seen that one

agile radish
#

if you have 2017.4.28 still try with that

tender sundial
#

and a few others w

#

ah it used to crash in 2017

#

like it would take the editor out every time I put it on

#

so I shelved trying to use it for ages

#

figured I'd try again with 2018

#

should probably try some different 2018 versions

agile radish
#

only time i use was with 5.6.3p1 years ago 🙂 - worked fine

tender sundial
#

the graphics this guy gets also don't match what I see in my view when I'm using it

#

:/

#

superficially it works, but because the bounds are wrong the dress disappears

#

lol

agile radish
#

you use same version as tut ?

#

you can edit bound box

tender sundial
#

ah, no I can't because having the Cloth component enabled sets all the settings back again 🙂

#

if I disable it I can set the bounds again

agile radish
#

rly ooh thats a nightmare

tender sundial
#

as soon as I enable it, bam, back to that position

#

unless I check that checkbox I'm not supposed to check lol

#

but oh well, this skirt isn't well suited to cloth anyway

agile radish
#

you can try a 2 bone skirt - have you seen that

tender sundial
#

yeah

agile radish
#

i use many times with excellent results

tender sundial
#

I don't enjoy weight painting so the previous time I was using final IK to get something similar

#

now I can probably use constraints to get something similar

#

luckily it's a fairly short skirt anyway so it should be easier than the last one

#

but will it be optimised .. probably not w

distant forge
#

Not sure there's anything you can do about that.

You can try update when offscreen. I think the bounds will be updated correctly when in play mode / ingame. Can you reproduce the disappearing behavior then?

#

I think if you export the model such that it has scale 1 and 0,0,0 rotation in unity (-90 x axis in blender), it won't be sideways like that

#

But it doesn't matter afaik

tender sundial
#

that's what I thought I had done too

distant forge
#

Update when offscreen is forced off for other avatars but it remains on for your own avatar. However the idea is just to get the cloth bounds to be initially correct on upload.

#

Still not sure if it matters. I've never seen cloth flicker when out of bounds like other meshes tend to do

tender sundial
#

well, scale 1 is definitely set because I was investigating that to see if it was the cause of my giant selection dots

distant forge
#

Giant dots be giant

tender sundial
#

and I had a memory of it being 0.01 at some point

#

and yeah if I revert it back to what I have checked in, that one was imported at 0.01

#

but the new one is 1.0

#

what's funny is, at no point did I ask for 0.01 lol

#

it exported at 1.0 since that has been the CATS default for ages

distant forge
#

So I never touch the freaking unity cloth ui ever again

tender sundial
#

yeah it may come to that. well

#

if I can't avoid cloth entirely

distant forge
#

I always set FBX All on export

#

Blender forgets every freaking time

tender sundial
#

yes

#

actually the cats export button seems to make it manually set all the values to what they think is correct

#

vs. using the export from the menu

distant forge
#

*they - used to not have fbx all

tender sundial
#

so what I think I broke some time in the first export was that I used the menu one

#

what they currently set

#

now, I look at that forward and it feels backwards to me

distant forge
#

Seems good

tender sundial
#

but I realise it's because "forwards" is an ambiguous concept

distant forge
#

I think that's the default. Just the blender y/z shenanigans

tender sundial
#

to me forwards is the way the model is facing, which in unity is +Z

#

to some people forwards is into the screen with the model facing out

#

vague wording kills kittens

#

but yeah when I leave it alone like this it imports without funny rotation shenanigans and without weird scaling

#

but I think I'm throwing away my unity settings again here because the scaling changed

#

only this time I will check in this version

#

so at least next time will suck less

#

actually no it still is fucky, because Armature has rotation X -90

distant forge
#

the "solution" for mesh and armature rotation is go in blender and use . -> 3d cursor and Shift-S ->cursor to origin then edit mode on armature rotate by x -90. Go to edit mode in mesh and again rotate all by x -90. Then go to object mode and rotate both mesh and armature x 90

#

Not sure if it has negative consequences but that will get things into unity at 0 rotation. Honestly though most of my avatars gave x -90 and cloth works fine as well as just about everything else.

#

Just the stupid cloth weight UI is rotated and default bounds

tender sundial
#

I'm sure 100% of MMD imports must be like this since they're all coming from models in the same coordinate system

#

for now I'm just redoing the last few fixes I did last time and committing I think

#

I'm reluctant to mess too much in blender in case I have to redo that side later as well

#

I should be writing a script to redo all my operations in there

solid smelt
#

There is no negative to flipping the model in blender like that to fix the unity transforms to be 0. Have to do it for every spider

lone tiger
jovial grail
#

it's some log option in the console i think

#

last build

still perch
#

This channel here is for optimization cirThink

#

But check it a jaw is configured in the rig. I think that was related to that. cirThink

safe swift
#

@honest solar remake eye tracking in blender, issue is the lowerlid keys do not move any mesh and so they don't get imported/exported and next two keys are used (which are from visemes)

amber hemlock
#

Pro life tip: don’t use UV packers that mirror or rotate UV islands if you use normal maps. It will entirely ruin the normalmaps. Now I’ve got it open in gimp and am flipping and inverting parts of images for the last two days because I really like the packing. :I

amber hemlock
#

Wait, my lower lids are always blank, I guess cats does something to allow that ?

#

Yeah I think it just grabs the first four slots

past pine
#

I think this is the right section for this, so i'm trying to understand what does the blenders error: "Circular dependency for image “image_name” from object “object_name” exactly means and how to fix it so that i can actually bake my final atlas version without any hick-ups. i've searched up several discussions online regarding this issue, but I guess i'm too dumb to understand vrcCrying

proper grail
#

The bake button will write ALL materials to the selected UV to the last selected texture node

#

If theres a texture node that is connected to a material output, thats where your error is

#

Shift+D to duplicate your mesh and delete all unused/unbaking materials and bake that or make a dummy texture target just to throw away

amber hemlock
#

Have the model in edit mode with the faces you want to bake selected. Have the shader and image you want to have as a source set up going into material output, if you want to bake without any shading connect the image directly to material output with no shader in between. Highlight an image node that you want to bake to. Finally have the UV you want to bake FROM marked with the camera icon, and the UV to bake TO highlighted. With all that done pick your bake type (usually diffuse), pick your sample amount, then hit bake

#

@past pine

#

Lots of things set across many panels

#

It’s picky

past pine
#

Finally have the UV you want to bake with marked with the camera icon.
This was the crucial issue for me, thanks, i've been bashing my head against a wall for far too long for such a trivial issue.
@amber hemlock 😘

rose berry
#

some optimization related question.
if there are 2 pieces of mesh, they use 2 different materials,

is it more optimized to use a 2 separate textures or to use an atlas that combines the 2 textures?

i.e will unity load the same texture atlas twice in memory?

#

because if i use 2 textures means i can use 2 smaller resolution pngs without the reduction in detail

solid smelt
#

With multiple materials it's better to just have one atlas, pretty sure unity will reference the same image for all materials

south grove
#

any recommendations for guides on texture atlasing in blender 2.8+? the stickies seem to be 2.79

heady smelt
#

The automatic method is to just do it in CATS

south grove
#

doesnt work

heady smelt
#

What do you mean doesn't work?

south grove
#

all the textures are jumbled up

#

so looking to manually do it

heady smelt
#

Yeah, that happens sometimes, just fix your UV's.
If you wanna do it yourself just combine all your textures in an image editing program, select each individual mat and their vertices and then assign them to the new atlas material and fix the UV's. You're gonna get weird UV's and odd scaling all over the place like this

south grove
#

I had a slight meme moment he other day when I tried it, this is what it looks like

heady smelt
#

Seems fixable to me

south grove
#

not sure what you mean by fix the UVs though, as in the texture gets moved around when its baked into the atlas?

sweet mason
south grove
#

guess I have to move the UVs over the correct region of the atlas again

#

ah thanks

#

makes sense the way its linked through shader editor with the additional image node

sleek pine
opal palm
#

Morning I'm having a little issue with getting my new avatar feet correctly on the ground. anyone got advice?

meager ether
#

Hi

amber hemlock
#

@rose berry slow response but if two materials use the same texture the texture is only loaded once. It’s still better if they are the same material slot because then they get drawn in the same pass, but if they at least use the same texture you have saved on file size

warped pilot
#

would someone be able to tell me why my avatar messes with other peopls dynamic bones? idk why

leaden hamlet
#

that shouldnt happen without mods afaik

warped pilot
#

yeah but like

#

I walked into a friends room and they told me all the dynamic bones just went like wonky

#

like straight up and such

heady smelt
#

That's expected behavior. If they don't have your avatar in their culling range when they look at you they'll see your avatar in it's default rest state. Which is why when you turn around and look at someone quickly their avatar has a bunch of straight/sticking out parts and then goes back into the idle state.
You can't do anything about that.

warped pilot
#

well I looked at them, didn't see anything wrong

heady smelt
#

Probably because their bones aren't sticking out by default like yours are.

warped pilot
#

but they told me when I was near them or something, theirs freaked out

#

oh ok

#

can I fix that?

heady smelt
#

You can change the rest pose of your model in blender but otherwise not really.
I don't know why your bones would affect someone else's though.

warped pilot
#

like for example

#

they had a tail

#

I didn't see anything wrong but they told me with the avatar I had, the trail was like straight af instead of normal

heady smelt
#

Huh, there's no legitimate way for a model to affect another model's dynamic bones or colliders. So I don't imagine it's something on your side if you aren't doing anything sketchy.

warped pilot
#

someone else told me its bc I had colliders but I don't

#

so I was confused af

heady smelt
#

It's most likely something on their side, especially if they're the only one that sees it.

solid smelt
#

There is no way for your own model to change the dynamic bones of other models. However, using large colliders or inverse colliders will break the dynamic bones of client users. It's their problem, not yours

amber hemlock
#

All clients, or just illegitimate ones?

solid smelt
#

Well seeing as there is no such thing as a legitimate client then all of them lol. At least the ones with global dynamics

jovial grail
#

There was a pretty elaborate workaround a while back that allowed you to use a collider to affect a dbone collider to kinda get global dbones but it got broken by network ik

#

I wonder if constraints somehow allow it again

amber hemlock
#

You can download a legitimate client from steam or oculus home @solid smelt

#

Otherwise playing VRChat at all would be Bannable

jovial grail
#

If you want to get pedantic, you're always using a legitimate client

#

You just inject mods into it

#

Using a modloader

amber hemlock
#

If we are being pendentic, legitimate means unmodified.

#

And you know it. ;)

jovial grail
#

well it's still the legitimate client you get off steam or oculus

#

process memory gets modified, not the client itself :)

amber hemlock
#

Which is why the client is it’s behavior, not it’s binary. Modify the behavior and you have broken ToS. The technical details of how are irrelevant.

solid smelt
#

Yeah sorry I meant "client" as the illegitimate clients, as to me the base game is just vanilla and "client" refers to the client side mods people get.

#

Regardless the elaborate method might still work, but both users have to be in on it where with mods thats not the case

amber hemlock
#

Yeah there is a tendency to use “client” as shorthand for “modified client” which causes issues when you refer to the steam client vs oculus home client.

#

“Client users” being the ultimate term to make nerds twitch at the inaccuracy.

heady smelt
#

using the term nerds in 2020

wintry crag
#

yeah i need to optimize my mesh because apparently it hit the int32 limit on polygons...

#

somehow

heady smelt
#

Most likely it's because you have mesh read/write disabled on the fbx import settings if you're getting a number like 2 billion (or trillion I forgot tbh)

wintry crag
#

where would i configure the import settings?

heady smelt
#

On the fbx import settings. Click on the model in the assets and go to the model options

wintry crag
#

thanks, that fixed that.

drowsy skiff
#

Yo does anyone have any idea why i cant have my armature in pose mode while i weight paint? for some reason its just not permitting me to select bones at all while in weight mode

calm spade
#

Go in weight paint mode by clicking the armature in object mode then shift select the mesh and Ctrl + tab

drowsy skiff
#

30 minutes of malding solved in a few seconds

#

Thanks mate

amber hemlock
#

In weight paint mode I usually just select vert groups to control which bone / weights I’m viewing / editing

#

Clicking a bone knocks me out of weight paint mode

#

Annoying for fast previewing though

drowsy skiff
#

ok so i have two meshes on top of one another....

#

Should i mirror weight for the top to the one thats under it or do you guys have a better idea

#

Shoulder btw

heady smelt
#

I'm making an avatar with the VRC SDK 2019.2.4 right now, and I have a model that Unity is reporting has around 2700 verts and 4000 tris, yet the Builder is complaining to me that the model has 2 billion (the int32 limit to be exact) polygons. The model is one skinned mesh renderer, a reasonable skeleton (it's not even done yet), with one material. Nothing special.

#

Is that just a bug or is there something actually wrong with the model? (I haven't tested it in VRC itself yet)

calm spade
#

@heady smelt you're not using the correct version

heady smelt
#

I did originally create the project in a newer version, but the Builder reminded me that was wrong so I opened up the project in the right version and it's not complaining anymore

#

Is that just left over?

#

Sorry, to be clear

leaden hamlet
#

the sdk version

heady smelt
#

I just downloaded it half an hour ago... Should I not be using the latest?

leaden hamlet
#

half an hour ago? where from?

heady smelt
#

The VRChat website.

leaden hamlet
#

something def bugged out, you should have gotten VRCSDK2-2020.05.12.10.37_Public

heady smelt
leaden hamlet
#

oh

heady smelt
#

I looked at the changelog and assumed that was correct.

leaden hamlet
#

oh well nvm then, you are on the right version.

#

oh i see, do you have mesh read/writing disabled on your model?

heady smelt
#

Ah wait you're right, yeah, haha

#

I'm kinda disappointed in myself because I work in Unity as my job 😅 I have no idea how I didn't think of that.

leaden hamlet
#

i always wonder why thats a problem, isnt it enabled by default?

heady smelt
#

Nope, uh

#

It's a performance/memory saving thing for Unity, since the mesh actually exists twice if you have read/write enabled. Once on the C# side, and once on the C++ side, so they have it set to off by default

#

It's also rare that you'd want to read/write from a disk mesh.

leaden hamlet
#

hmm, ive never ran into the problem before where i had to enable it

heady smelt
#

It may be because I imported the asset on a newer version of Unity

leaden hamlet
#

ah maybe

heady smelt
#

So it's disabled by default in new versions

#

Something like that

#

Thank you, though.

leaden hamlet
#

no prob

calm spade
#

Do you have read/write enabled on the mesh ? @heady smelt

heady smelt
#

I do now, Spy already helped me

leaden hamlet
#

oh also i wanted to mention ruuubick, who should i tell about the fact that the update check in the sdk is broken

calm spade
#

I don't think it's ever been working correctly, at less not for a while, but yeah I'll bring it up again internally

leaden hamlet
#

ah ok, just confused me a bit earlier

earnest dome
#

I decided to use the quad mesh option in unity to help with optimization. However I noticed that I get a two extra materials added to my mesh. Does anyone know why this is?

amber hemlock
#

VRChat does not support quads, I wouldn’t bother bother with it

#

As to the extra two materials, no idea. How many materials do you normally have?

earnest dome
#

@amber hemlock I'm not well versed in Unity or even VRchat for that manner. The polys do appear as quads in the avatar testing world not triangles. My perceived poly count dropped a considerable amount. I originally have four materials.

amber hemlock
#

That shader will do that regardless if you triangulated the avatar or not, and your triangle count did not change. VRChat says polygon, but they actually count triangles. You will see this on the uploaded. The number will not change.

#

@earnest dome

#

The only thing keep quads does it’s up your material count for some inexplicable reason there’s no benefit for vrchat

plush spire
#

Hopefully this is the right channel for this, but I've gotten this message on models multiple of times, and I'm kinda sick and tired of ignoring it since it slows down performance. So would anybody be able to guide me through this, or show me the easiest way of going with this?

amber hemlock
#

I don’t know if it’s the same for old blender but you can run a texture atlas to combine all the textures into one material. It will look the same, it will just use a giant texture

#

MMD style avatars are for pre-rendered movies, so they aren’t optimized for games which minimize texture count by putting them all in one image

#

I have no idea how to do it in old blender. If you have cats though it’s probably the same plugin for both

plush spire
#

Hm, I don't know why but it's refusing to combine the textures. Though I'm wondering if that's because Material Combiner isn't installed

small dagger
#

17 materials wth I don't see it slowing down a vr ready machine that much

#

Lmao

urban oasis
#

@plush spire the material count isnt great but you could just leave it as is

small dagger
#

It's not optimal tho

urban oasis
#

but since you dont intend to edit it you might as well use teh atlasing tool

#

bigger concern in this one is probably bone amount tbh

small dagger
#

Combine materials or don't use materials at all

urban oasis
#

use the material atlas tool included in cats id say

small dagger
#

Oh what I didn't see he used so many bones for his clothes

#

Wtf

urban oasis
#

its mando from danganronpa, he has a this coat and well xD

#

a lot of bones there

small dagger
#

Isn't there just normal physics simulation for stuff like that in vrchat?

urban oasis
#

i mean its dynamic bones and a lot of em, if i were to edit it id reduce the amount by half at least

upper yacht
#

@amber hemlock "Unity creates two submeshes to separate quads and triangles. Each submesh contains either triangles only or quads only." -Documentation on Unity's FBX import

It means that if you got both tris and quads on a mesh you get two submeshes. These submeshes require duplicates of any materials since they're not topologically or physically the same submesh anymore. It does however get batched. This is to optimize for tesselation shaders as stated earlier in the documentation. DO NOTE, N-gons always go triangles.

Besides, keeping stuff as quads is technically worse for performance than letting them become tris. Since GPUs are good at tris, but, not as good (still better than a CPU) on more complex shapes like Quads and N-gons. (Just sharing this since you didn't know why it added materials.)

A completely quad mesh shouldn't get extra materials. Which one can check by making a cube in blender and chucking it in unity and selecting keep quad.

small dagger
#

Bruh

#

Isn't that blender

upper yacht
#

I'm responding to something he said it Irix

small dagger
#

Oh

#

OK sorry

amber hemlock
#

Ah thanks. Makes sense. I don’t think any model I’ve made has ever been exclusively quads, but since it doesn’t benefit vrchat I don’t keep quads anyway

#

I don’t triangulate, I just export the quads and let unity triangulate it

fleet steppe
#

Are there any hard limits that prevent avatar publishing?

heady smelt
#

Other than errors, not really no.
Unless you're uploading for quest possibly.

amber hemlock
#

Quest has a 10 mb total file limit.

#

Pc has no limit to avatar quality, but depending on various specs, different amounts of people have have chosen to auto-hide your avatar

#

They ask to keep it under 70000 triangles and under 4 materials

coarse valley
#

@fleet steppe While there are no hard limits to prevent you from uploading, there are limits on what can be attached to an avatar and those non whitelisted features will be removed upon upload

solemn radish
#

How do you go about comparing shaders to determine which is more optimized?

sick timber
#

Go into unity play mode, open the stats window, and check the fps.

solemn radish
#

@sick timber Perfect thanks

worn tree
#

hi, where exactly do i want my viewpoint on an avatar

tight dome
#

between the eyes generally (stuck on the front of the face)

worn tree
#

ty!

amber hemlock
#

you do need a compromise. As a ballpark put it between the eyes, but really what you want is you want your shoulders to line up with your real shoulders so your arms match up correctly, so if the avatar has a giant head you actually want to position the view position lower so that you can touch your own shoulders in vr correctly

odd shard
amber hemlock
#

Me when I got down to a 5000 quad avatar on quest

crisp prawn
#

Idk if this is the right channel, but does anybody anywhere have any info on making avatars for bHaptics tactile vest

still perch
#

This is definitely not the right channel...
And wouldn't that require vrchat to support that vest first? cirBaka

amber hemlock
#

To my knowledge it is compatable with vrchat. There are a number of videos testing it and explaining how to set them up.

#

Looks like it was working until the Unity 2018 update.

#

But yeah wrong channel

waxen vigil
#

Hey so I need some help. I added dynamic bones in Unity to parts of an Avatar, but they aren't showing when the model is uploaded to VRChat? Any tips? It animates fine in Unity

#

Just to show it works in Unity

heady smelt
#

Pearl, you most likely still have the dynamic bone limiter on in your settings

waxen vigil
#

Pearl, you most likely still have the dynamic bone limiter on in your settings
@heady smelt where do I go to fix it?

#

You are right I did. 😊

#

Found it

odd shard
#

60 dynamic bones tho. Calm your jiggle

waxen vigil
#

Anyone know how to make an avatar self illuminate / glow in the dark?

odd shard
#

@waxen vigil well first thing to do would be to go to avatar shaders and set up emission. You may set number or characters color texture into emission slot.

#

After that you might add light source to one of the bones but idk if that would work

patent mauve
#

how do I decrease. it went up that high, cuz I have dublicated my model for anims. would like to know if you can put the animations like dances or partical effects on 1 armature

#

is there a good video to help me?

calm spade
#

Did you duplicate 70 times ?

#

you can't optimize that

patent mauve
#

4 times and in every dub I have my model twice in there

calm spade
#

what is the base model poly ?

patent mauve
#

lemme check give me a sec

#

50,000

#

oh wait

#

if I remove everything except my model i have 780,000 polys. let me see how much I have without the guns

dire slate
#

780k?

#

The hell

leaden hamlet
#

Jeez

patent mauve
#

the model alone is 684,967 poly

dire slate
#

You should decimate that

patent mauve
#

I know it'a alot

leaden hamlet
#

That's already a problem on its own

patent mauve
#

let me see what I can do in blender

#

will take a while

#

ngl I was impressed by myself when I reached over 2 millions

leaden hamlet
#

I'm impressed too but that's just not good

dire slate
#

Not an achievement to be proud of, but alright
But you should absolutely decimate that to a more reasonable level and get the poly count for your avatar vrcPerfGood before you dupe it around a bunch of times for animations

patent mauve
#

what is poly from these?

dire slate
#

That'd be Tris AFAIK

patent mauve
#

afaik?

sweet mason
#

tris

dire slate
#

As far as I know

patent mauve
#

ah

dire slate
#

But that's very far away from the number that you posted

patent mauve
#

yes i know its weird

#

maybe cuz of the mats?

dire slate
#

No

#

Materials =/= Poly count

sweet mason
#

that is cause by blendshape

#

most of the time

dire slate
#

Blendshapes don't increase the polycount either

fickle atlas
#

maybe they didnt check the read/write option

sweet mason
#

it make the vrc get confuse with you have corrup

fickle atlas
#

in the fbx import settings

dire slate
#

Then it wouldn't give them any number at all

fickle atlas
#

ah

leaden hamlet
#

No it would be the 32 bit integer

patent mauve
#

so I'm importing wrong in unity?

dire slate
#

I think there might be something else on that avatar with high polys that you don't know about

patent mauve
#

must be, cuz when I make a new scene with the same model only it says 54k poly

dire slate
#

Yeah
Check absolutely everything on your avatar

patent mauve
#

a clock on my left arm was 200k poly still at 400k

dire slate
#

Jesus

patent mauve
#

jep every ring had the huge amount of poly

#

4 rings together 350k

dire slate
#

Boi

#

So first things first, decimate absolutely every model that you have in use in Blender

patent mauve
#

but they look sick and cool

#

and they are a prefab

#

on really on the model

dire slate
#

So?

patent mauve
#

ehm yea not sure how much it will kill the ring since they have a lot of detail

dire slate
#

This is a game and not a render image for a photo, models should be optimized and I doubt that you can even see most of the detail ingame

patent mauve
#

true but most decimation arent possible for every object, right? if so I might just remove the ring. don't want to wait 3 minutes for my model to load for everyone

calm spade
#

this could be 1000 polys

patent mauve
#

could?... be decimated to 1000 polys?

#

or wdym by that

leaden hamlet
#

it could be decimated so darn much, i heavily doubt anyone would be able to notice the difference

heady smelt
#

a tiny object on the wrist or fingers having that much polys is honestly ridiculous

#

you can barely notice it

patent mauve
#

this is what's inside. anyway I'm unable to decimate it with cats cuz its an object only and not an armature

leaden hamlet
#

where did you get the watch from? if it was a game ready model details like this would have been textured

dire slate
#

You don't need CATS to decimate

leaden hamlet
#

and to solve something like that, you could render out an above image in blender and make that a texture that you would apply to that space, a little complex but it would fix the issue of that

patent mauve
#

I only deciamted with cats, not sure if there were other ways

calm spade
#

it can be a texture atlased on the main one and 1000 poly

patent mauve
#

whoops

#

i got it from a forbidden site

leaden hamlet
#

sounds about right

#

people there usually couldnt care about optimization

dire slate
#

Yes, Blender has built in ways to decimate
CATS is just for the ease of automation

patent mauve
#

I doubt the author from the clock made that

#

since almost everything on there is stolen

#

or ripped

dire slate
#

But you could also put the watch on the avatar in Blender, merge the meshes, decimate it, and create a texture atlas so you don't use too many materials and done

leaden hamlet
#

to me this model sounds like a random model you could find online thats usually made for renders

dire slate
#

^

patent mauve
#

could be true ya

#

But you could also put the watch on the avatar in Blender, merge the meshes, decimate it, and create a texture atlas so you don't use too many materials and done
I'll try that

dire slate
#

Oh and weight paint it

patent mauve
#

I know, thanks for reminding me

dire slate
#

That's the ideal way of doing it as opposed to just slapping things onto it via Unity

patent mauve
#

not worth it, i was only able to get down to 140k from 250k and it already looks blocky. I'll just find another glock from left arm. that is like 1k poly only and rings too.

amber hemlock
#

Decimation tends to make models look lumpy. Highly recommend learning how to select edges and pick dissolve. Simplifies models in a much more controlled and organized way.

fickle atlas
#

is pick dissolve limited dissolve?
maybe im stupid, but like... googling "pick dissolve blender" doesnt do anything
unless you meant it as in "picking the dissolve option and using it"

odd shard
#

^ cringe. Its probably unintentional but man this comment hurts reading so much.

#

@fickle atlas working on 3d models is an actual work, you usually wont get a magic button that gets job done. So what Adeon tells you is to select edges of the model that need to be removed and use dissolve function to merge them into other edges, thus reducing triangle count. It is a long process that might take hours of work (depending on what you work on) but its the way to do it if you want a good model.

#

And stay faaar away from limited dissolve, that thing is not suitable for characters.

heady smelt
#

Normally when I think about dissolving in an optimization sense, it's most likely dissolve edges/dissolve edge loops.
The work flow is pretty simple if you have a mesh with quads (if not just convert tris to quads), select an edge loop you no longer want (alt+click in 2.8), and dissolve the edges (hit delete and dissolve edges).

You're also able to dissolve verts and faces but that tends to really change the mesh

fickle atlas
#

okay, that’s what i thought he meant, but i have no idea what features are packed into blender, so sorry for being a total novice and being “cringe”?

#

thank you for explaining further

amber hemlock
#

Yeah his post was pretty toxic not going to lie

#

And I could’ve explained the name of the tool better

#

On the top left of the 3-D view of blender there should be three buttons that let you choose between selecting Verts (dots), edges (lines) or faces (triangles)

#

Select edges will let you select individual lines on the mesh. Then you can press the letter x to open the delete menu and pick “dissolve edges” which will delete the edges but keep everything else, simplifying the model

#

It’s definitely more advanced than simply using decimation, and yes it will take longer to go over the whole model, but you get to specifically pick which details you don’t want

#

If your model is made of quads, you can also hold alt while you click an edge to select an entire edge string / edge loop at once

fickle atlas
#

ah, that’s SUPER helpful for reducing tris!

#

i remember a younger me wondering if that was something you could do

#

thank you!
i was well aware of there being no “magic button”, i do 2D art so i’m very much familiar with people thinking it’s easier than it looks

calm spade
#

Most available options are magic buttons, just need to have specific setups !

fickle atlas
#

vrcThinking noted!

heady smelt
#

Yeah, the tris to quads command you can search up is very useful

#

Makes working 100 times easier if you're used to manipulating edge loops

#

#BridgeEdgeLoops

calm spade
#

tris to quad is destructive so be careful

amber hemlock
#

Hm, I believe you, though whenever I run Triangulate I seem to get the exact same mesh back.

#

I guess that's because my model was quads to begin with

calm spade
#

yeah, i worry that blender > unity won't be as nice

silent slate
#

hi

#

when i try to merge materials using CATS, some stuff will become white

#

example

#

after using atlas

visual marsh
#

it's probably because you didn't use textures to color the stuff in, if you just use material properties to change the color, cats sees it as no texture, and therefore white

past pine
#

Also your skirt is bright pink, which indicates you've moved the texture location to another directory, and when you've opened the project Blender didn't find that texture in the place it was expecting to find it, so it screws the material properties, re apply the texture to your skirt material if that's the case.

stuck matrix
#

I'm having issues with Material Combiner in Blender 2.83 - I'm attempting to make an atlas of Base Color materials, but when combined the resulting material defaults to one of the initial materials. In addition, there wasn't a pop-up for saving the atlas, which is odd..

Has anyone else encountered this after updating Blender?

crisp temple
#

i was wondering if i should make this part of the skirt a cloth component or use dynamic bones since with dynamic bones there are 10 going round the waist and then 5 down the skirt. but i was wondering if the number of vertices and poly's were too high and not worth for using cloth component

stuck matrix
#

I'll give that a go, thanks @remote hazel 😄

odd shard
#

@crisp temple this is fairly small number of triangles, it will be trivial for most users to handle so id say go with cloth.

crisp temple
#

ah okok tyty

junior fable
agile radish
#

the problem is with body2.png - when i get this atlas problem i open file in gimp - then export it with same name selecting "Load Defaults" before export - do that with all reported files and you should be fine

junior fable
#

@agile radish that solved th eproblem ;w; thank you!!! whyyyyyyy is this a fix aosidaosidj

median valley
#

is there a way to redeuce the mb size of a avatar? mine is currently at 150mb and i do not know why D:

lone tiger
median valley
#

thx ill check it out

amber hemlock
#

I want to modify that image to say “never use calculate. Only villains do that”

lone tiger
#

Or you want to have an avatar like that exploding Pikachu.

fleet warren
#

How would I condense bones on avatars

pale meteor
#

i dont know how to uploud and no yt vid is showing me what i need can someone help me ;w;

spice sinew
#

In blender it says that I've got <30k Tris but in Unity it says 2147483647 Polygons. I don't know how to fix this. Does anyone else?

leaden hamlet
#

turn on read/write mesh on your models import settings

#

also you need to make avatars in unity 2018.4.20f1

spice sinew
#

I tried that but I didn't have VRChat SDK > Control Panel

#

But I'll try it again

#

turn on read/write mesh on your models import settings
@leaden hamlet Can you try to explain how I can do that?

leaden hamlet
#

click on your model in the assets and click on "read/write enabled"

spice sinew
#

found it! But still no Show control panel. But thank you so far

#

I managed to published it. You've saved my work. Thank you! ❤️

pale meteor
#

can someone help me upload my avatar i looked up a lot of vids but non of them heled me out?

#

i have same problem i cant find the controll panel

calm spade
#

You have console errors

pale meteor
#

where can i get this free muscel animation for the fingers to move and stuff?

#

because im watching a tutorial and he has them and i dont so im kinda stuck XD

heady smelt
#

you can buy it on the unity store

pale meteor
#

is this the only way? or is there a free one?

heady smelt
#

you can get a free one, not really legal tho

tough wave
#

So having one texture atlas and a single mesh helps optimization, right? What about shaders that ask for masks and maps and all these other texture files. Are those like separate atlases? how does that factor into avatar complexity? if each atlas is one call to the gpu would a texture with a depth map and an emission mask count as 3+ calls to the gpu?

heady smelt
#

Generally it's considered fine to have those maps. Don't worry about them.

upper yacht
#

It's one call to the GPU

#

The GPU then goes through the Shader code that references these masks and maps.

tough wave
#

interesting. Ok. So adding an extra mask for some small details isnt a big cost low gain scenario. Thanks. Is it still set up where each atlas is its own call? I'm not very up n up on how a gpu works at that level

upper yacht
#

Depends on how the shader is setup I guess... But, logically it should be...

CPU: "Draw this thing with this shader and these settings."
GPU: "Ok, can do."

The masks and the textures are stored in GPU memory with low latency

proper grail
#

Cpu usage is mesh+materials, with each material being multiplied by how many passes it takes. Textures take up VRAM. Total tris and post processing take up gpu usage. yes yes

upper yacht
#

The biggest cost is to VRAM.

mellow fern
#

When I use the CATS plugin in Blender to turn three separate materials into a single Atlas, it creates an 18,000x8,000 px image which is almost all empty space. Anyone know why that is?

The atlas is on the top and an example 4k texture for the body is on the bottom

sick timber
#

It gives you space to add more if you want

calm spade
#

@mellow fern Worth asking on the Cats discord itself

mellow fern
#

Isn't that image prohibitively large? And when I add it into Unity it looks like there's something wrong with the resolution. I see weird seams, as if it's blurring

#

Isn't that image prohibitively large? And when I add it into Unity it looks like there's something wrong with the resolution. I see weird seams, as if it's blurring ^

#

@calm spade damn, there's a Discord for everything

calm spade
#

Most likely due to your UVs

mellow fern
#

It has the same UV map, but what else can be wrong?

calm spade
#

Why do you need a texture anyway ?

#

Looks like you're using solid colors

mellow fern
#

The tail definitely needs one, as the geometry is weird and it's a gradient, but I'll be texturing it more later

sick timber
#

could be the inport settings in unity

calm spade
#

You have a ton of UV islands too for no good reason

#

just looks like a bad unwrap

#

or poor seams

#

the main body could use a 256x256 color texture

mellow fern
#

I've marked decent seams, maybe not perfect. But I've been able to isolate areas and scale them up that'll require larger texture space.

But even if I hadn't done this, you're saying that every seam would simply need to have blurry black areas in Unity?

#

There must be a scaling or resolution issue where it's doing interpolation

calm spade
#

No, the seams are completely wrong

sweet mason
#

you dont have enought pixel bleeding past the uv.

mellow fern
#

So then the seams are also completely wrong on the model that I mostly copied the seam design from, where it works

#

@sweet mason That sounds possible, hmm

calm spade
#

Did you bake it in blender ?

mellow fern
#

@calm spade The purpose of a seam is to make an unwrap hide the area where it peels away, to better hide imperfections or areas where the texture doesn't map up. A solid color with black bleeding through in a blurry pattern surely indicatees some kind of interpolation or scaling issue, and wouldn't cause this. Changing my seams, which I may do anyway, would just move those black areas to other parts of the texture

#

I baked the tail but the main body is just a painted texture at the moment, no lighting effects or anything

calm spade
#

In that case you could just have a very small square of that color and unwrap your model on top of that and leave enough space around for the color bleeding

#

Everything could and should fit on a 2048x2048

mellow fern
#

VRChat avatars use 2k for the whole thing? Or you're saying just for this

#

When I used a smaller texture and painted it in substance painter, then brought it back into Unity, there were areas that didn't have enough resolution for what I wanted. Hence why I'm keeping the face and such big at the moment

calm spade
#

Well 16k isn't possible on unity, and 8k is ludicrous, if you want to make a 4k atlas sure, but there's no detail so i'm not sure what the point of that is

mellow fern
#

Yeah, that's why I first asked why it's creating an 8k texture. Actulaly 16k by 8k. I wanted to stick everything in a 4k and just scale important areas up for when I add detail

calm spade
#

Sure, you can definitely export 4k from substance

mellow fern
#

So perhaps that aspect is a CATS issue

calm spade
#

most likely

mellow fern
#

Thanks

analog vale
#

i would just cube projection the intier body and have a small cube in the uvs hehe

rough vortex
#

This is a certified hood classic

leaden hamlet
#

mmkay then

glass ibex
#

Hello everyone how are you?
I have a question on optimizing my avatar.
my main avatar is about 7-8mb, and was looking to make new clothes for her. The new clothes made the avatar jump to 62mb even though it doesn't have crazy polygon count, effects or anything that may clearly increase it's size.
One small problem is that the clothes itself has 11 Materials with 12 of my main model, all same shaders.
Texture quality is 512x512 and smaller, pics are in KBs.
Anyway to fix the size of it to make it as small as main one?
Don't want to fill people's storages just to see me. xD

upper yacht
#

Texture atlas. Check Editor log to know what is actually taking up that space.

#

How big the picture file size is compressed into Xformat has very little to do with uncompressed textures.

#

Realized it didn't exactly sound good to type it like that.

glass ibex
#

bmp textures.

#

So, is it really just the material problem that increased it?

upper yacht
#

That's why I asked you about the editor log.

glass ibex
#

How can I check that, sry? x)

upper yacht
#

I assume windows, so, C:\Users\username\AppData\Local\Unity\Editor and then the editor log

#

Just posting both 😛

glass ibex
#

send the note?

upper yacht
#

Go into the editor log and search for "Uncompressed usage by category" and you'll see a bundle name of your avatar's blueprint ID. Look there. I assume you only have uncompressed textures so you'll see whether textures are causing it, or if its the mesh.

#

Though, ngl. I assume it'll be the mesh or some other factor other than the textures. Even though you could easily make that 1 atlas to increase performance.

glass ibex
#

I'll look into it.
The editor log is 1gb, and I can't open it..

#

wait. I did

#

"Total compressed size 63.2 MB. Total uncompressed size 135.4 MB."

upper yacht
#

And what's the %s?

glass ibex
#

Meshes ar 116. :/

upper yacht
#

And now... I can (which I already guessed it was at the start) direct you to... let me find it

glass ibex
#

Meshes 116.3 mb 85.9%
So this is the problem. :<

upper yacht
#

And I assume textures are ~12mb to 14mb?

glass ibex
#

16mb

upper yacht
#

Ah, yea. Makes sense. Are those textures solid colors btw?

glass ibex
#

Okay, that should help, my main one is already checked, this one wasn't checked.

#

Not really, but I'm planning to recolor it to make it more anime-like than 3d messed up pixels. xD

#

I'll re-upload and see if that fixed the issue.
Thanks for the help. ^^

#

YESSSS, it's 4.1mb now! Thanks a lot!!!

#

Atlas stops me from going back to Blender and change few stuff in the avatar. idk what I did wrong before, but I'll think of using it later. x)

upper yacht
#

Keep the original version and make an atlased version

#

Original version -> Edit
Atlas -> Upload

pale meteor
#

i cant uploud my avatar it dosent let me use the controll panel it only says utilitis

solid smelt
#

Your SDK is broken, check for relevant console errors and/or get a new SDK from the website.

pale meteor
#

can u link it for me pls?

#

ive deleted all my progress by exident so now i have to do everything again ;-;

#

but this is on the consol

pale meteor
#

but on my older projekts like my main avatar without any props it works

gritty bane
#

hey i need help i cant upload anything even though it says i can it always messes up if i use the regular sdk or odds sdk nothing works

radiant shadow
#

Did you update to newest unity and sdk2 , odds sdk is dirt old now, no reason to use it anymore either

left berry
#

Does anyone know why my view camera in vrchat is half working and half curving like a ball, I can't take a picture because it just shows it normally in the desktop view and steam VR view

#

Hm or its at 2 places at the same time

#

I can't tell

solemn radish
#

How do you check the file size for an avatar? I want to know how many MBs my avatar is with its mesh, dynamic bones, particles, ect.

upper yacht
#

editor log

#

search for "Uncompressed usage by category" after building an avatar for VRC (don't need to press upload, just need to press build)

solemn radish
#

Thank you

upper yacht
#

If you want to know the download size it's "compressed size" the actual memory usage is "uncompressed size"

#

Of course, some is RAM and some is VRAM.

solemn radish
#

Which number do I look at to determine what other people need to download to see my avatar in game?

upper yacht
#

That'd be compressed size

#

The %s are for the uncompressed size.

severe summit
#

I was wondering if anyone could help me upload a avatar.
recently been struggling alot to upload some.

#

If you could dm me.

heady smelt
#

wrong channel
also almost no one will bother to dm you just to help
just explain what you are trying to do and what's your problem

severe summit
#

What would be the right channel?

heady smelt
severe summit
#

Oh ok.

waxen meteor
#

how can I make the props on my avatar move, or how can i move them?

#

in unity

vast cloak
#

Whats the recommended polygons/verticies per avatar and what is the recommended texture size

visual marsh
#

the lower it is, the faster it loads

#

so in reality, it’s just trying to minimize the performance impact of an avatar

solid smelt
#

Yeah "recommended" is as low as possible or as low as you want to go. You can refer to https://docs.vrchat.com/docs/avatar-performance-ranking-system for specific limits on the upper end

unkempt python
#

New to all this... is 7 materials low enough or do i need to do atlasing?

patent mauve
sweet mason
#

why you need 18 material in the first place

patent mauve
#

emissions

#

nails, hair and horns

#

the rest "could" be in one

calm spade
#

That could just be part of one texture as well

#

So you could have two, or one

patent mauve
#

yea but I would have to retexture the emission map again

calm spade
#

that's the optimization part yea

patent mauve
#

or add the E maps all together in photoshop

#

not a professional but lets see what I can do

sweet mason
#

you are in the optimization channel so that s a start

patent mauve
#

yes but my question above hasn't really been answered

sweet mason
#

if you want to be medium its below 16

patent mauve
#

so i could have the 3 E's separate and the rest together

sweet mason
#

that the only poor rating you have?

patent mauve
#

how did I went to 22

sweet mason
#

you dont need another material for emmission. most shader already have option to have that

patent mauve
#

I know I use poi

sweet mason
#

how many different texture you have

patent mauve
#

13 I think

#

I'm having trouble in blender to add texture to my clothings, since it's needed to be in blender for atlasing. I normally add the tex in unity

stray crown
#

Been looking around on the web, but have failed to get a straightforward answer - is LoD possible for avatars?

sweet mason
#

No

leaden hamlet
#

man that would be sick but i know alot of creators wouldnt be willing to take the time to make the LoD's for all of their avatars

stray crown
#

Well, I dunno about those lazy sons of... yeah... but I know that I'd do it for the sake of performance.

leaden hamlet
#

yeah well some people think quest is a waste of time and this wouldnt be much difference but i would be willing to do it too

calm spade
#

no that's actually worse

leaden hamlet
#

nice to know

calm spade
#

If you make the other half transparent, maybe yeah

leaden hamlet
#

oh crap forgot there was a worlds optim channel

amber hemlock
#

@remote hazel one 2048x4096 (rectangle) is better than two 2048x2048, but a 4096x4096 (huge square) is actually made of four 2048x2048, that’s why you were told it’s worse

#

There is no need for the textures to be square. Only that x and y both be powers of two

cobalt current
#

so I'm uploading an avatar through the SDK, and when I do so it says that the performance is "good", but when I check the avatar stats ingame it says "poor", why is this?

amber hemlock
#

If you have a pirated copy of dynamic bones, the uploader will ignore them and pretend they don’t exist but of course the game will use the real thing and rate it poorly

stuck cobalt
#

Pog

sick timber
#

Noice

sweet mason
#

You can export the uv as a png

upper yacht
#

Do you have legacy blend shapes ticked?

sullen carbon
#

What's the best way to go about redoing my textures/uv map? My model currently has 4 or 5 texture files, but a bunch of clothes and such have been removed so I don't see a need for more than 1 texture file

sweet mason
#

Bake

heady smelt
#

can someone help me with downloading blender material combiner for mac blender? (yes, i know, i have bootcamp windows, but i use macos for blender stuff.)

#

the installation keeps being repeated and idk how the manual install works

patent mauve
#

I don't know what I'm doing wrong, but I'm unable to atlas all my clothings into on atlas

marsh token
amber hemlock
#

By pressing the printscreen button on your keyboard and then paste here

sturdy socket
#

Oof, got em

manic zodiac
#

@marsh token from what i can see you need to configure your avatar by selecting the avatar and mapping the chest

#

very easy

fickle atlas
#

also that’s not optimized at all

#

81k poly, 25 mats

gilded elm
#

How do I merge materials together for optimization?

supple reef
#

Do rotation constraints affect the performance ranking?

calm spade
#

Not currently

exotic dome
#

@gilded elm I'd recommend checking out Kattsune's Guide to Manual Texture Atlasing if you want super optimized atlases. Or, use the automatic atlaser included with CATS plugin. Either way the atlas will be done in Blender. There is an atlasing tool for Unity, but it doesn't preserve shapekeys.

gilded elm
#

@exotic dome aight, thanks bro

grave mountain
#

Hey guys, Im trying to bring my skinned mesh renderers down to 1 and i don't know how. Could anyone point me in the right direction?

proper grail
#

When you get to it, orange highlighted is selected and yellow highlighted is active. Be sure the main "Body" mesh is active before joining

grave mountain
#

Thanks my guy

proper grail
#

When using poiyomi, save 0.1mb by removing the reference to the distortion map under the uv distortion tab when not using it. hmm

marsh token
sick timber
#

Which one?

marsh token
green vortex
#

how do i make my own avatar

sick timber
#

@marsh token what are you specifically trying to do?

#

@green vortex youtube tutorials

marsh token
#

get it to upload but it wont cause of the problem in that screenshot the red one

#

better question how do i turn of a prive seen

#

preview

green vortex
#

thank you

calm spade
#

@marsh token click the < top left corner of the hierarchy

marsh token
#

the small arrow?

nimble ingot
#

When working with particle systems, are there any workarounds or helpful tips to cut down on material slots?

For an easy example, a friend of mine made a jet flame particle using 1 particle system, and wanted to parent it on an exhaust pipe. The prefab he made uses 1 material, but because he had to use it 6 times, one for each pipe, he has 6 material slots when the system is active. Is there an easy way to reduce material slot usage on effects like these that are entirely identical save for their position in space?

Somewhat related, I have a particle prefab that I hold in my avatar's hands, but have to use 2 of them, one for each hand. Then, a different animation, using the same material is used on my avatar's feet. Is there a practical way to reduce the use of material slots in the cases of particle systems that reuse the same material, even if parented to different parts of the armature, or even different settings for the particle system?

#

I've basically done all that I reasonably can do to optimize my main model, I just wanna know if there's a reasonable way for me to make particle systems more optimized beyond getting the model as good as I can get it then setting a 'lag budget' for all the effects I wanna throw on it after the fact. One of my gestures only uses 4 unique materials, including the single texture for the main model itself, but 9 material slots due to a need to re-use a material for a different particle system.

proper grail
#

Best there is to do is enable gpu instancing on particle systems, if theyre compatible itll be one material performance wise, but it wont reflect on the avatar rating system

amber hemlock
#

I believe particle systems use an entire material slot no matter what

nimble ingot
#

Eh, kinda figured that was the case, just wanted to make sure. Some of my more intense systems have somewhere around 30+ material slots, just because it counts all the unique gestures, and I kinda wanted to reduce that when possible. Is there any downside to enabling GPU instancing?

proper grail
#

Just the big list of things it doesnt work with adding the overhead for no benefit. Skinned meshes, lit materials affected by a light, multi pass shaders, meshes over some small number of tris i cant quite remember. Last time I looked it up the info was on unity 2016 so the above list mightve changed since than

amber hemlock
#

At the end of the day, if the particle system is hidden by default, it's only intensive while actually being used, even if your avatar rank says otherwise. Don't optimize or not optimize based on if the rank will improve, just optimize in general. Rank isn't a perfect metric

#

Sadly there's some things that will just very-poor you no matter what, so some throw up their hands and say no point in optimizing at all, I wish the system were a bit better ._.

nimble ingot
#

Oh, yeah, I totally agree. I just operate based on the metric I'd actually USE the avatar on. 9 concurrent materials on one gesture with the use of particles is acceptable to me, even though the ranking system will never agree.

I just wish Vrchat would publish 2 numbers for each avatar stat. One for how the avatar is at runtime, and one for the worst possible scenario. I kinda hate looking at some rando's avatar with a huge amount of materials and wondering if they just don't care or if they have hidden stuff that actually counts for those numbers.

fringe wigeon
#

how do i fix it

sick timber
#

click 'auto fix'

lofty bear
#

what happened to the color on my avatar, i saved it as an fbx with CATS blender plugin it was originally a vrm file, but now it has no color

rare trout
#

:v This happens when trying to add an item to my inventory system on my avatar

sturdy socket
#

ok.. thats new

lofty bear
#

that's a lot of errors

rare trout
#

@lofty bear all the same error ;w;

lofty bear
#

i've had unity scream at me but, not that much

sturdy socket
#

wow, not having this in your editor must be nice

#

hold on a sec, unity is starting...

heady smelt
#

yo!

#

could anyone help me pls

winged glen
#

I'm still new to making avatars and I'm trying to optimise an avatar. I noticed it had 11k non-manifold vertices. I merged them, but I wonder if it even makes a difference in performance, since the number of polygons is still the same.

amber hemlock
#

Do not merge non-manifold verts. There is nothing wrong with them and many times they are intentional

#

Non-manifold just means they are on an edge

#

Deleting non-manifold verts will make the next row of verts non-manifold

#

Keep doing it and the whole model gets deleted lol

#

Delete loose verts and loose edges if you want, those are just wasteful. But non-manifold geometry is important

heady smelt
#

whats it mean when cats decimate tells you its already that amount of tris?

#

trying to get from good to very good

#

i think its confusing faces for tris

calm spade
#

How many faces do you have ?

#

There can be more than 2 triangles in a face

amber hemlock
#

If you have any modifiers that increase triangle count, cats will se the original lower poly model before the modifier

remote edge
#

How much does particle systems tank performance? And do they affect performance even when theyre disabled?

#

I have 3 different duel wield daggers on an avatar. One gesture for just grabbing, one of a spinning animation, and another extra

#

I wanted to put the same particle system on each

dire slate
#

Disabled things don't really affect performance because those particle systems aren't actually spawning any particles, but they will still count towards the performance ranking of your avatar

remote edge
#

hm dang. It might push my avatar from being poor to being very poor. Ah well.

heady smelt
#

@calm spade @amber hemlock figured it out I just used manual decimation

#

How bad is it to use a 4k atlas (set to 4k in unity as well)

#

Tho

#

Got her down to excellent

#

Btw anyone study weight painting to bypass need to dynamic bones and colliders?

sturdy socket
#

4k is a bit high, but for an atlas its ok

heady smelt
#

Gotcha

#

Skirts are a huge pain

amber hemlock
#

I doubt anything needs 4k by 4k, is your atlas mostly unused space? I try to get it to 4k by 2k at most

heady smelt
#

It's filled all the way up

amber hemlock
#

I mean if you need it sure. At least it's one material. Consider a UV packer to get the same resolution fit in a smaller texture

heady smelt
#

The Avatar has hair details that look really jenk if I don't eat up 1/4 if it

#

Hm good idea

#

Trailer just got loaded time to get back on the road UwU

#

I might just bite the bullet and set the atlas to 2k but it's leeme and she has alooot of texture details

sturdy socket
#

wait, can you set the non 1:1 resolution for textures in unity ?

heady smelt
#

If you click the picture in unity

#

It seems to want to max it out at 2k

#

I wonder though if it'll make people download the whole 4k then downsample it located

#

Locally

sturdy socket
heady smelt
#

Yeah that's it

#

I can verify when I set it to 4k details got better

#

What's the real performance hit in the large scheme of things though forgetting about download size?

#

Which is already way below average

sturdy socket
#

from what i know the impact is exponential, so going from 2k to 4k is a big jump, from 4k to 8k is a HUUGE jump

sullen carbon
#

If you think about it in squares it's easy to figure it out, 1K is 1 square, 2K is 4 squares, 4K is 16...

heady smelt
#

How bad is it in a modern graphics card though

sullen carbon
#

well, in vrchat terms, even with good optimized models, most people will lag with more than 20 people in the same area

sturdy socket
#

Pretty bad still, especially considering you will have 10-20 people all with different materials in a instance

sullen carbon
#

so, the higher any of them are, it just gets worse

sturdy socket
#

Also sucks dry the video ram, which people with lowers specs don't have a lot of

heady smelt
#

Ok I'm convinced

cedar vapor
heady smelt
#

Shader issue probably if you manually decimated might be messed up normals

#

But I think if it was normals it wouldn't look like that itd be glitchier

visual marsh
#

nope, that's straight up lighting bug with whatever shader you're using

cedar vapor
#

im using poiyomi shader.. should i disable any lighting on the avi and see if that fix's it?

visual marsh
#

or add emission

cedar vapor
#

fixed by turning off lighting =p

amber hemlock
#

Unity does textures of any resolution, just set non-power of two to None, and it will use your resolution as-is. it's not recommended since it can't use mip-maps, though.

#

If you need to use a non-square texture, make sure both length and height are powers of two, like 4096 x 2048. That way you can still use Mipmaps.

#

no actual benefit of making things square

half latch
#

Hey! I'm new here and I'm trying to reduce the Tris in my avatar I decimated it with cats in blender but when I replace the fbx in unity the avatar just disappears

leaden hamlet
#

if it has a different name then you will have to put the model back into the hierarchy

half latch
#

Same name as the original fbx

#

Oh shoot I got it thanks!

half latch
#

I thought I got it but it just made a new parent group in the hierarchy

#

apologies I'm very new to unity

heady smelt
#

i closed the bottom menu whats the hotkey to get it back.
on unity

#

nevermind

raw hollow
#

So running into an issue where my avatar causes lag even with it being medium quality, checked to make sure that the texture is 2k, using latest version of mochie shader

reef osprey
#

Who can make me a kon avatar HMU @reef osprey

heady smelt
#

does anyone know what causes more of a hit on performance ? dynamic bones or big textures?

amber hemlock
#

Dynamic bones cause far more lag. By miles. However, someone can disable your dynamic bones. They cannot scale down your textures, if they lag due to big textures they can only hide your entire avatar.

#

But it takes far more effort to lag via textures. Only a few dynamic bones can bring down fps

heady smelt
#

ok so I have a shit ton of dynamic bones on my avatar any way I could ease it up a bit ?

#

like say for instance if I remove a bunch of collision checks

#

because I have have 30 + collisions per dynamic bone script and I have over 40 dynamic bone scripts

solid smelt
#

Collision checks are the worst offender. Good practice is to only use colliders on probably common collisions

#

For example, you dont need to reference your hand collider to something you rarely touch if at all

amber hemlock
#

Often avatars use far more bones than they need for a realistic wiggle

#

Meaning they are best fixed in blender with bone merging

#

The biggest offender is mmd style dresses with an “umbrella” bone structure. That is entirely unnecessary and a single bone chain going down the center can approximate the same result

upper yacht
#

Though, if I remember right colliders uses bones, and not mesh to tell if it should be deformed. But, yea. Clothing takes a lot

heady smelt
#

alright thanks guys

lime perch
#

colliders use joints, but yeah that's the right idea

mighty crypt
#

my character takes a long time to upload, i turned the future proof off. but it still takes a very long time although its not different from any other (koikatsu) models i previously did

#

is poiyomi shaders that heavy

#

?

hard tiger
#

Im havin a problem. You see, i remeshed a model to make it quest compatable but im unable to get it working with the vrc skd

#

nvm fixed it

calm spade
#

It disables culling so probably not ?

#

There's more downsides to duplicating faces, with normals, shading, but the difference between the two are probably super minimal

#

Whichever you chose is fine

#

on quest you'd have to duplicate though afaik

amber hemlock
#

Yeah none of the quest avatar shaders are double sided. Also double sided shader will double sided the ENTIRE avatar so it’s best to just duplicate faces where you need them and use a single sided shader

#

& never create a second material / shader just to save some triangles

spare egret
#

Hey, does anyone here know how to combine skinned meshes?

quasi estuary
#

you should be able to do that in blender by selecting them (in object mode) and right clicking -> join

spare egret
#

Thank you. Nothing on Google was helping and all it gave me was some code and an asset that costs $60+

solid smelt
#

Probably a script to do it all in unity batch wise

spare egret
#

Er... Joining the meshes seems to have messed up the texture

solid smelt
#

Make sure before you join meshes that their UV maps have the same name

quasi estuary
#

if you have the vrcats plugin it has a join all function that should handle uvs automagically

spare egret
#

Oh! Thank you, Jetter! That's much better!

quasi estuary
#

no problem ^-^

quasi estuary
#

quick question - what is the actual performance impact of having a physics collider on my model? I have one under its feet so I can fly around and it brings my perf rating from excellent to very good and it's keeping me up at night worrying I'm losing frames over a gimmick

calm spade
#

If it's not active at all times that should be fine

quasi estuary
#

cool

#

yeah it only activates on a gesture

heady smelt
#

what the ? how ?

#

I followed all the advice that my friends who make wolfboys gave me

#

advice for what ? getting blocked by everyone around you ?

#

Making an avatar that'll never actually load in game lol

#

I tried loading into this and it took 30 mins with 4.5gb/s fibe.

upper yacht
#

And why would you do that?

heady smelt
#

The devs let you.

upper yacht
#

Ok, true, fair enough.

heady smelt
#

just because you can, doesnt mean you should

#

There are a lot of things that fall into that category on VRC, but if people don't push the limits the game never changes.

upper yacht
#

We can say that about a lot of things.

patent mauve
#

only because you can hit somebody doesnt mean you should same scenario with your avatar. btw hey can I have your vrchat name so i can block you before we meet at atll ? ty

proven palm
#

to answer your question "What am i doing wrong"... Answer: Everything!

sick timber
#

Here's a solution:
If it's your avatar, optimise it.
If it's not, change into a different avatar.
If you won't do either, uninstall the game and burn your PC.

sick timber
#

To fix it:

  1. Download Blender and install it
  2. Download the CATS plug-in and install it
  3. Click "fix mdoel"
  4. Use the Atlas maker to make an atlas and end up with one material
#

As for the multiple UVs, idk

open hill
#

CATS deleted all of the other UVs but didn't merge them, so now I'm left with this mud of a texture

sick timber
#

: /

#

look it up or something

open hill
sick timber
#

You'll have to do it manually then.

open hill
#

How can I get UV maps to 1 UV map without unwrapping again?

sick timber
#

you probably can't

#

idk

calm spade
#

you'd have to copy UV maps layouts, there's tutorials online

open hill
#

for textures it should be easy, just put it in the photoshop and do it, and then just put correct part of the UV map into correct place, but when it comes to UV maps

calm spade
#

mats combiner is supposed to do that for you

open hill
#

Yeah, but as it seems there is something on my mesh that confuses the material combiner, so it's not working

#

so I have to do it manually

#

I've just noticed that it does... something... but it's so messed I can't distinguish it

buoyant holly
#

it looks like it forgot to actually update the uvs for the texture Atlas

open hill
#

any way I can update that manually or something?

proper grail
#

Might need to seperate them by uvs, than rename all the uvmaps UVMap

open hill
#

Before I make Atlas or after?

proper grail
#

Before

buoyant holly
#

oh yeah that's probably not going to work well if they have all different UVMap names

buoyant holly
#

even though they could have used the much Superior route of edge Loop dissolving so that you have proper fingers and reasonable zippers

open hill
#

I had to go to sleep, it was 4am for me. I just wanted to say, I renamed all the UVmaps and still have the same problem. Also what did you mean by "might need to separate them by UVs"?

clear oasis
#

Ok so I'm making my minecraft skin as a VRChat avatar. It's made up of a collection of squares. VRCSDK doesn't like the skeleton (I had to make it, there weren't any that I could find for blocky models like this), but that's an issue for later. For now, I want to know why a group of cubes comes to a total of 214783647 polygons

patent mauve
#

also in blender?

clear oasis
#

How would I check that?

clear oasis
#

No. don't fully understand from just that tho

hexed oriole
#

click the model tab when you click on the prefab

#

@clear oasis

#

You know how you need to switch the model to humanoid right?

#

above that there is "model, rig, animation, materials"

#

click model

#

and them check legacy blend shapes

#

You should do this with all models anyway, as shapekeys (stuff used for talking and blinking) will screw up the mesh and make it look janky if that option isnt checked.

#

Trust me, with one of my models it took me forever to figure out why that was happening

hushed socket
#

hey, so what would happen if I were to just delete all but one of the skinned mesh renderers

#

because the upside is better performance but I have no idea what the downside is

#

I have 4

#

I might just combine them in blender but I suck at using blender

#

the documentation says that you don't need more than one usually but that's pretty vague

heady smelt
#

skinned mesh = an object with at least one bone

#

so if your object has an armature

#

it will also have a skinned mesh renderer

#

that's why you usually only have only one skinned mesh and it's the one on your avatar

hushed socket
#

i apologize but when it comes to models I'm not at all literate or knowledgable

#

I just want to know what happens if I delete most of the skinned mesh renderers

#

can the objects they're associated with not move without them?

heady smelt
#

well, remove the skinned mesh renderer and look what happens.

hushed socket
#

I don't know how to see what happens, that's why I'm asking

#

otherwise I would have tested it myself

#

i'm new to this

#

I tried just making a copy of it and removing the copy's skinned mesh renderers, but I couldn't, something about unpacking prefabs or something

heady smelt
#

the skinned mesh renderer is what... renders your mesh

hushed socket
#

and the mesh is...?

#

is it the model?

heady smelt
#

yes

hushed socket
#

gotcha

#

so if I remove one, I remove that part of the model, is that right?

#

just tested it, that is exactly what happens

#

thank you for the help

#

I'm down to 3 skinned mesh renderers, and according to the documentation that's alright, so now I'll try to do everything else

echo snow
#

I have sunk into a hole of researching medical data for average bone lengths to compare to my avatar's bones to adjust and fix floor reach issues. >_>

fleet steppe
#

When a vertex group is condensed to a single point, like with the avatar head in first person, is the load on rendering the triangles in the group lightened?

fallow birch
#

Question: Does VRChat appreciate a triangulated mesh for the avatar? I'm getting my headset soon, so I'm trying my hand at character creation and I don't want to retopologize the mesh...but I will if I have to

sick timber
#

Because Unity draws tris, not quads

upper yacht
#

I mean... you can do a pure quad mesh and then triangulate it automatically.

solemn fjord
#

Does anyone have a tutorial on optimization in general?

#

because im trying to get this atleast to poor

velvet flower
clear oasis
#

Almost done here. One last issue though, I want to apply three different materials (all solid colours) to my model, and CATS merges them all into one

#

If I don't use cats, then it complains that I have too many of something (Skinned meshes, I think?)

velvet flower
#

is there a reason for three materials being separate?

clear oasis
#

They are all different colours, and one is translucent

velvet flower
#

Three materials is not a big of a deal but it's just generally you want to learn to keep it as optimized as possible

#

if you adjust diffuse color in blender upon atlasing it should keep that color with the texture if i remember correctly

clear oasis
#

Oh, I've been applying materials in Unity, since I know (Sort of) how those work

velvet flower
#

and yeah translucent part most likely will have to be a separate material

#

the other two can be merged into one just going to have to set a diffuse color for it in blender before atlasing them to the one you need it to be

clear oasis
#

Sorry, I had something else to do. I'm not really sure how to merge the two colours into one material, but I managed to make a texture in blender and UV map it. What now?

velvet flower
#

atlas it with cats or materialcombiner that got installed with it i think

clear oasis
#

I think I was misunderstood (Or maybe I misunderstand?). I have a material in Blender that has both colours. How do I export that material to Unity?

clear oasis
#

Thanks, y'all. It's done

dry flint
#

how would i use the same material on seperate parts?

#

without having them count as 2 materials but 1 instead

sudden pilot
#

Does anyone happen to have experience with vroid models (roid-blender-unity) . I tossed mine through blender (cats) and then once I change the it to fbx it shows up like this in unity . Been struggling with this for days. Every tip and trick on Google leads to deadends . Basically around the eyes and the shirt my material won't come in properly after converting the file. This is my first time attempting to animate a model, would love some help. DM me

calm spade
#

Did you download any shader ?

#

Or tried any of the parameters of standard

sudden pilot
#

@calm spade this is my first model . I can't edit the shader in blender for some reason though

calm spade
#

Yeah you're not supposed to

#

That's done in Unity

sudden pilot
#

I met to say unity lol very scrambled from reading forms . Yeah it won't let me edit shader but I see the option in unity. Figured it out. Omg I think it worked

#

@calm spade thank you so much . After spending hours on this . You're the best . Took a second to figure it out but I got it lol thanks again

fallow birch
#

I also have a vroid question. So I was attempting to use cats (Never done avatar creation before) and it came with the shape keys for the eyes, but the thing is that cats wont detect those shape keys. So I cant create eye tracking

#

(apparently didnt do it for the visemes either

proper grail
#

Only 3 vertex groups? Cats goes by the mesh named "Body" iirc

fallow birch
#

Well, Vroid made the face a seperate mesh (for some reason) so if I join the face and body meshes, would that fix it?

proper grail
#

Its only a crtl+j away!

fallow birch
leaden hamlet
#

probably need to change this on your atlas texture, just keep in mind it will start to increase the file size of the texture

rustic ocean
#

Anyone know why Unity says my model is like 200k polygons but the stats say it's only like 2k tris?

marsh trail
#

Unity or the vrchat upload menu?

rustic ocean
#

vrc upload menu in unity

marsh trail
#

Select the mesh in the hierarchy and make sure it's not read only

rustic ocean
#

Where would I find the read only? I picked this up yesterday 😦

marsh trail
#

Select the mesh in unity's hierarchy

#

It's probably called Body

rustic ocean
#

Got it

marsh trail
#

Screenshot the inspector

rustic ocean
marsh trail
#

Oh right it's not there...

#

Select the model in the files in unity

#

Leftmost tab under the inspector after you select it

rustic ocean
marsh trail
#

Read/Write enabled

#

And tick legacy blendshape normals, or change it from calculate to import, if you ever make shapekeys, that is a must

rustic ocean
#

Shapekeys?

#

Is that like animation stuff?

marsh trail
#

Shapekeys are pre-defined (by the creator/editor) shapes that the model can morph to, you can boil it down to "X amount of vertices move to Y locations" and it'll translate that movement, such as opening one's mouth

rustic ocean
#

I see, Imma google it later, but for now, just gonna focus on some basic and simple avatars as practice.

#

Do you have any experience with an error saying "this avatar is not imported as a humanoid rig..."?

marsh trail
#

Select the model in the files again

rustic ocean
#

I selected the humanoid type in the rig menu earlier

marsh trail
#

Go to the rig tab, change it from Generic to Humanoid

#

Go into configure in that same tab

rustic ocean
#

And when I go into rig menu, when I move bones, the model moves with them just fine

marsh trail
#

Hmm... everything seems proper... guess it's just unity being unity

rustic ocean
#

Oof

#

Should I try publishing it and see what happens?

marsh trail
#

Set the rig type to generic and apply

solid smelt
#

What does your hierarchy look like?

marsh trail
#

Then back to humanoid, apply

rustic ocean
marsh trail
#

That scorched earth approach tends to fix it most of the times

rustic ocean
#

I tried it, still the same sadly 😦

#

Any chance it has anything to do with Avatar Definition?

marsh trail
#

Where do you have your descriptor?

rustic ocean
#

vrc_avatar descriptor is on the top one

marsh trail
#

That should be fine then...

solid smelt
#

What version of unity are you using?

rustic ocean
#

2019,4,2f1

#

Could it be a lil old?

solid smelt
#

Way too new

#

You have to use 2018.4.20f1

marsh trail
#

We're still on 2018.4.20f1 aren't we?

rustic ocean
#

I just downloaded this one off the vrc home