#avatar-optimization
1 messages · Page 53 of 1
Then you need to optimize it a ton
how so
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
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?
Sure, but that should be the last thing you try to do, lots of stuff to fix before that
Just the upload? Entirely dependent on your network. I have 300Mbps down, takes a minute or two for a 70k poly avatar
i mean playtime ingame, like this
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
could i just idle in desktop mode
i am not trying to play 20 more hours in vr, that shit sucks
Ok 2 things:
- 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
- Not sure why you are creating content for a game you don't enjoy

The VRChat Trust and Safety system is a new extension of the currently-implemented VRChat Trust system. It is designed to keep users safe from nuisance users using things like screen-space shaders, loud sounds or microphones, visually noisy or malicious particle effects, and o...
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
no just spending more than two or three hours in vr is not pleasant
It doesn't have to be in VR, you can run around in desktop
yep
GG CATS.
xD
christ, is one of your textures tiling a bunch or something?
bruh, I thought 8k was overkill
So 2k square texture takes up 12MB of memory, 32k would be... 256x as much
3GB
Not to mention that 8k is max anyway 😛
That's entirely dependent on your machine. Sounds good though
Why does atlasing my textures make stuff that was visible dissapear?
And what can I do to fix it
@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
Alternatively, you can always duplicate that part of the mesh and flip the normal, too, depending on how many polys you have.
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
aside from pinning specific islands, unwrapping and then moving stuff manually, i don't think so
oof. I ended up finding a paid gumroad plugin that did it. saved me a day at least, worth
what's the name 
The one I grabbed was called Shotpacker. Worked good
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
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...
@tender sundial i'm not entirely sure but i think this effects only you in game -
rats, that's cloth out of the question
your cloth mesh has problems deforming incorrectly with colliders / try lowing the poly count
nah I haven't even gotten to colliders yet 😦
cloth is a bit of dark art -
even at step one, just adding the cloth component, suddenly the bounds on the mesh are
which is identical to this question https://answers.unity.com/questions/1149101/
sounds like a unity bug, the workaround works but is not advised lol
when you add cloth component you avatar is at 0,0,0
yeah
you follow this tut ?
extra notes:
- this might not be the right choice for your model if the cloth is stylized in a physically unrealistic way
- like dynamic bones, this is not a free effect and overuse can potentially kill framerates, for the love of all that is holy please use responsibly
- mul...
yeah have seen that one
if you have 2017.4.28 still try with that
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
only time i use was with 5.6.3p1 years ago 🙂 - worked fine
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
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
rly ooh thats a nightmare
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
you can try a 2 bone skirt - have you seen that
yeah
i use many times with excellent results
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
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
that's what I thought I had done too
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
well, scale 1 is definitely set because I was investigating that to see if it was the cause of my giant selection dots
Giant dots be giant
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
I put together this prefab. Some skirt colliders, a simple cone mesh I made in blender, and a script to copy cloth weights from one mesh to another.
So I never touch the freaking unity cloth ui ever again
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
*they - used to not have fbx all
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
Seems good
but I realise it's because "forwards" is an ambiguous concept
I think that's the default. Just the blender y/z shenanigans
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
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
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
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
How one can see list of file sizes of each of avatar's components as shown for example here? https://discordapp.com/channels/189511567539306508/565256303614623767/709350571236393020
it's some log option in the console i think
last build
This channel here is for optimization 
But check it a jaw is configured in the rig. I think that was related to that. 
@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)
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
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
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 
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
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
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 😘
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
With multiple materials it's better to just have one atlas, pretty sure unity will reference the same image for all materials
any recommendations for guides on texture atlasing in blender 2.8+? the stickies seem to be 2.79
The automatic method is to just do it in CATS
doesnt work
What do you mean doesn't work?
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
I had a slight meme moment he other day when I tried it, this is what it looks like
Seems fixable to me
not sure what you mean by fix the UVs though, as in the texture gets moved around when its baked into the atlas?
I show how to bake multiple textures so you will run better in game. VRChat player and you will have better performance if everybody have fewer materials if they use the same shader value.
Here a VRchat world with super optimize Quest compatible Avatar with asset like this on...
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
This is a Tip of Avatar Skin Mesh Renderer Optimize settings
Morning I'm having a little issue with getting my new avatar feet correctly on the ground. anyone got advice?
Hi
@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
would someone be able to tell me why my avatar messes with other peopls dynamic bones? idk why
that shouldnt happen without mods afaik
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
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.
well I looked at them, didn't see anything wrong
Probably because their bones aren't sticking out by default like yours are.
but they told me when I was near them or something, theirs freaked out
oh ok
can I fix that?
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.
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
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.
It's most likely something on their side, especially if they're the only one that sees it.
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
All clients, or just illegitimate ones?
Well seeing as there is no such thing as a legitimate client then all of them lol. At least the ones with global dynamics
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
You can download a legitimate client from steam or oculus home @solid smelt
Otherwise playing VRChat at all would be Bannable
If you want to get pedantic, you're always using a legitimate client
You just inject mods into it
Using a modloader
well it's still the legitimate client you get off steam or oculus
process memory gets modified, not the client itself :)
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.
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
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.
using the term nerds in 2020
yeah i need to optimize my mesh because apparently it hit the int32 limit on polygons...
somehow
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)
where would i configure the import settings?
On the fbx import settings. Click on the model in the assets and go to the model options
thanks, that fixed that.
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
Go in weight paint mode by clicking the armature in object mode then shift select the mesh and Ctrl + tab
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
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
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)
@heady smelt you're not using the correct version
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
the sdk version
I just downloaded it half an hour ago... Should I not be using the latest?
half an hour ago? where from?
The VRChat website.
something def bugged out, you should have gotten VRCSDK2-2020.05.12.10.37_Public
Maybe I was checking the wrong place?
oh
oh well nvm then, you are on the right version.
oh i see, do you have mesh read/writing disabled on your model?
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.
i always wonder why thats a problem, isnt it enabled by default?
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.
hmm, ive never ran into the problem before where i had to enable it
It may be because I imported the asset on a newer version of Unity
ah maybe
So it's disabled by default in new versions
Something like that
Thank you, though.
no prob
Do you have read/write enabled on the mesh ? @heady smelt
I do now, Spy already helped me
oh also i wanted to mention ruuubick, who should i tell about the fact that the update check in the sdk is broken
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
ah ok, just confused me a bit earlier
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?
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?
@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.
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
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?
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
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
@plush spire the material count isnt great but you could just leave it as is
It's not optimal tho
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
Combine materials or don't use materials at all
use the material atlas tool included in cats id say
Isn't there just normal physics simulation for stuff like that in vrchat?
i mean its dynamic bones and a lot of em, if i were to edit it id reduce the amount by half at least
@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.
I'm responding to something he said it Irix
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
Are there any hard limits that prevent avatar publishing?
Other than errors, not really no.
Unless you're uploading for quest possibly.
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
@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
How do you go about comparing shaders to determine which is more optimized?
Go into unity play mode, open the stats window, and check the fps.
@sick timber Perfect thanks
hi, where exactly do i want my viewpoint on an avatar
between the eyes generally (stuck on the front of the face)
ty!
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
Me when I got down to a 5000 quad avatar on quest
Idk if this is the right channel, but does anybody anywhere have any info on making avatars for bHaptics tactile vest
This is definitely not the right channel...
And wouldn't that require vrchat to support that vest first? 
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
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
Not sure if this notice might cause the issue? Help?
Pearl, you most likely still have the dynamic bone limiter on in your settings
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
60 dynamic bones tho. Calm your jiggle
Anyone know how to make an avatar self illuminate / glow in the dark?
@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
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?
4 times and in every dub I have my model twice in there
what is the base model poly ?
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
Jeez
the model alone is 684,967 poly
You should decimate that
I know it'a alot
That's already a problem on its own
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
I'm impressed too but that's just not good
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
before you dupe it around a bunch of times for animations
That'd be Tris AFAIK
afaik?
tris
As far as I know
ah
Blendshapes don't increase the polycount either
maybe they didnt check the read/write option
it make the vrc get confuse with you have corrup
in the fbx import settings
Then it wouldn't give them any number at all
ah
No it would be the 32 bit integer
so I'm importing wrong in unity?
I think there might be something else on that avatar with high polys that you don't know about
must be, cuz when I make a new scene with the same model only it says 54k poly
Yeah
Check absolutely everything on your avatar
a clock on my left arm was 200k poly still at 400k
Jesus
Boi
So first things first, decimate absolutely every model that you have in use in Blender
So?
ehm yea not sure how much it will kill the ring since they have a lot of detail
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
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
it says no meshes found, how do I fix that
this could be 1000 polys
it could be decimated so darn much, i heavily doubt anyone would be able to notice the difference
a tiny object on the wrist or fingers having that much polys is honestly ridiculous
you can barely notice it
this is what's inside. anyway I'm unable to decimate it with cats cuz its an object only and not an armature
where did you get the watch from? if it was a game ready model details like this would have been textured
You don't need CATS to decimate
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
I only deciamted with cats, not sure if there were other ways
it can be a texture atlased on the main one and 1000 poly
Yes, Blender has built in ways to decimate
CATS is just for the ease of automation
I doubt the author from the clock made that
since almost everything on there is stolen
or ripped
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
to me this model sounds like a random model you could find online thats usually made for renders
^
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
Oh and weight paint it
I know, thanks for reminding me
That's the ideal way of doing it as opposed to just slapping things onto it via Unity
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.
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.
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"
^ 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.
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
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
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
which will let you simply stuff pretty fast. https://cdn.discordapp.com/attachments/142531144364195841/713940752857694248/42gCc26F8D.gif
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
Most available options are magic buttons, just need to have specific setups !
noted!
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
tris to quad is destructive so be careful
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
yeah, i worry that blender > unity won't be as nice
hi
when i try to merge materials using CATS, some stuff will become white
example
after using atlas
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
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.
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?
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
I'll give that a go, thanks @remote hazel 😄
@crisp temple this is fairly small number of triangles, it will be trivial for most users to handle so id say go with cloth.
ah okok tyty
I think this goes here? Not sure what happened. Is it saying I don't have the file/can't find the file?
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
.
@agile radish that solved th eproblem ;w; thank you!!! whyyyyyyy is this a fix aosidaosidj
is there a way to redeuce the mb size of a avatar? mine is currently at 150mb and i do not know why D:
@median valley First thing you should check is this: https://cdn.discordapp.com/attachments/361742235525709825/717229247881805886/legacyblendshape.png
thx ill check it out
I want to modify that image to say “never use calculate. Only villains do that”
Or you want to have an avatar like that exploding Pikachu.
How would I condense bones on avatars
i dont know how to uploud and no yt vid is showing me what i need can someone help me ;w;
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?
turn on read/write mesh on your models import settings
also you need to make avatars in unity 2018.4.20f1
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?
click on your model in the assets and click on "read/write enabled"
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! ❤️
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
You have console errors
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
you can buy it on the unity store
is this the only way? or is there a free one?
you can get a free one, not really legal tho
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?
Generally it's considered fine to have those maps. Don't worry about them.
It's one call to the GPU
The GPU then goes through the Shader code that references these masks and maps.
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
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
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
The biggest cost is to VRAM.
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
It gives you space to add more if you want
@mellow fern Worth asking on the Cats discord itself
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
Most likely due to your UVs
It has the same UV map, but what else can be wrong?
The tail definitely needs one, as the geometry is weird and it's a gradient, but I'll be texturing it more later
Here's an example of an area in the UV map in Unity that looks weird, but in Blender looks normal.
could be the inport settings in unity
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
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
No, the seams are completely wrong
you dont have enought pixel bleeding past the uv.
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 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
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
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
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
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
Sure, you can definitely export 4k from substance
So perhaps that aspect is a CATS issue
Thanks
i would just cube projection the intier body and have a small cube in the uvs hehe
This is a certified hood classic
mmkay then
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
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.
That's why I asked you about the editor log.
How can I check that, sry? x)
I assume windows, so, C:\Users\username\AppData\Local\Unity\Editor and then the editor log
Just posting both 😛
send the note?
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.
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."
And what's the %s?
Meshes ar 116. :/
And now... I can (which I already guessed it was at the start) direct you to... let me find it
Meshes 116.3 mb 85.9%
So this is the problem. :<
16mb
Ah, yea. Makes sense. Are those textures solid colors btw?
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)
Keep the original version and make an atlased version
Original version -> Edit
Atlas -> Upload
i cant uploud my avatar it dosent let me use the controll panel it only says utilitis
Your SDK is broken, check for relevant console errors and/or get a new SDK from the website.
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
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
Did you update to newest unity and sdk2 , odds sdk is dirt old now, no reason to use it anymore either
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
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.
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)
Thank you
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.
Which number do I look at to determine what other people need to download to see my avatar in game?
I was wondering if anyone could help me upload a avatar.
recently been struggling alot to upload some.
If you could dm me.
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
What would be the right channel?
if it's just a general question about avatars (including upload) then #avatars-2-general
Oh ok.
Whats the recommended polygons/verticies per avatar and what is the recommended texture size
the lower it is, the faster it loads
so in reality, it’s just trying to minimize the performance impact of an avatar
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
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 is...
New to all this... is 7 materials low enough or do i need to do atlasing?
do I really need to go down to 4 mats for medium performance?
why you need 18 material in the first place
yea but I would have to retexture the emission map again
that's the optimization part yea
or add the E maps all together in photoshop
not a professional but lets see what I can do
you are in the optimization channel so that s a start
yes but my question above hasn't really been answered
if you want to be medium its below 16
so i could have the 3 E's separate and the rest together
that the only poor rating you have?
you dont need another material for emmission. most shader already have option to have that
I know I use poi
how many different texture you have
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
Been looking around on the web, but have failed to get a straightforward answer - is LoD possible for avatars?
No
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
Well, I dunno about those lazy sons of... yeah... but I know that I'd do it for the sake of performance.
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
no that's actually worse
nice to know
If you make the other half transparent, maybe yeah
hey mind if i ask you something rq in #world-development ruuubick?
oh crap forgot there was a worlds optim channel
@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
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?
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
Pog
Noice
You can export the uv as a png
Do you have legacy blend shapes ticked?
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
Bake
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
I don't know what I'm doing wrong, but I'm unable to atlas all my clothings into on atlas
How i fix this
By pressing the printscreen button on your keyboard and then paste here
Oof, got em
@marsh token from what i can see you need to configure your avatar by selecting the avatar and mapping the chest
very easy
How do I merge materials together for optimization?
Do rotation constraints affect the performance ranking?
Not currently
@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.
@exotic dome aight, thanks bro
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?
Hmm, the right direction is the object mode Join button in blender. https://www.katsbits.com/codex/join-meshes/
When you get to it, orange highlighted is selected and yellow highlighted is active. Be sure the main "Body" mesh is active before joining
Thanks my guy
When using poiyomi, save 0.1mb by removing the reference to the distortion map under the uv distortion tab when not using it. hmm
how i fix this
Which one?
hers a better shot
how do i make my own avatar
@marsh token what are you specifically trying to do?
@green vortex youtube tutorials
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
thank you
@marsh token click the < top left corner of the hierarchy
the small arrow?
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.
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
I believe particle systems use an entire material slot no matter what
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?
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
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 ._.
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.
click 'auto fix'
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
:v This happens when trying to add an item to my inventory system on my avatar
ok.. thats new
that's a lot of errors
@lofty bear all the same error ;w;
i've had unity scream at me but, not that much
wow, not having this in your editor must be nice
hold on a sec, unity is starting...
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.
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
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
If you have any modifiers that increase triangle count, cats will se the original lower poly model before the modifier
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
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
hm dang. It might push my avatar from being poor to being very poor. Ah well.
@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?
4k is a bit high, but for an atlas its ok
I doubt anything needs 4k by 4k, is your atlas mostly unused space? I try to get it to 4k by 2k at most
It's filled all the way up
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
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
wait, can you set the non 1:1 resolution for textures in unity ?
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
🤔
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
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
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...
How bad is it in a modern graphics card though
well, in vrchat terms, even with good optimized models, most people will lag with more than 20 people in the same area
Pretty bad still, especially considering you will have 10-20 people all with different materials in a instance
so, the higher any of them are, it just gets worse
Also sucks dry the video ram, which people with lowers specs don't have a lot of
Ok I'm convinced
so i have a small problem with my avatar guessing its a lighting issue but dont know how to fix.. https://i.imgur.com/qSphNJh.png
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
nope, that's straight up lighting bug with whatever shader you're using
im using poiyomi shader.. should i disable any lighting on the avi and see if that fix's it?
or add emission
fixed by turning off lighting =p
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
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
if it has a different name then you will have to put the model back into the hierarchy
I thought I got it but it just made a new parent group in the hierarchy
apologies I'm very new to unity
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
Who can make me a kon avatar HMU @reef osprey
does anyone know what causes more of a hit on performance ? dynamic bones or big textures?
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
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
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
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
Though, if I remember right colliders uses bones, and not mesh to tell if it should be deformed. But, yea. Clothing takes a lot
alright thanks guys
colliders use joints, but yeah that's the right idea
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
?
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
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
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
Hey, does anyone here know how to combine skinned meshes?
you should be able to do that in blender by selecting them (in object mode) and right clicking -> join
Thank you. Nothing on Google was helping and all it gave me was some code and an asset that costs $60+
Probably a script to do it all in unity batch wise
Er... Joining the meshes seems to have messed up the texture
Make sure before you join meshes that their UV maps have the same name
if you have the vrcats plugin it has a join all function that should handle uvs automagically
Oh! Thank you, Jetter! That's much better!
no problem ^-^
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
If it's not active at all times that should be fine
What am I doing wrong?
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.
And why would you do that?
The devs let you.
Ok, true, fair enough.
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.
We can say that about a lot of things.
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
to answer your question "What am i doing wrong"... Answer: Everything!
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.
To fix it:
- Download Blender and install it
- Download the CATS plug-in and install it
- Click "fix mdoel"
- Use the Atlas maker to make an atlas and end up with one material
As for the multiple UVs, idk
CATS deleted all of the other UVs but didn't merge them, so now I'm left with this mud of a texture
also, with atlas it's way worse
You'll have to do it manually then.
How can I get UV maps to 1 UV map without unwrapping again?
you'd have to copy UV maps layouts, there's tutorials online
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
mats combiner is supposed to do that for you
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
it looks like it forgot to actually update the uvs for the texture Atlas
any way I can update that manually or something?
Might need to seperate them by uvs, than rename all the uvmaps UVMap
Before I make Atlas or after?
Before
oh yeah that's probably not going to work well if they have all different UVMap names
even though they could have used the much Superior route of edge Loop dissolving so that you have proper fingers and reasonable zippers
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"?
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
also in blender?
How would I check that?
No. don't fully understand from just that tho
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
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
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
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?
well, remove the skinned mesh renderer and look what happens.
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
the skinned mesh renderer is what... renders your mesh
yes
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
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. >_>
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?
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
Because Unity draws tris, not quads
I mean... you can do a pure quad mesh and then triangulate it automatically.
Does anyone have a tutorial on optimization in general?
because im trying to get this atleast to poor
Do you want your avatar to be efficient and be loved by everyone because of all the frames you're saving them? Follow these tips and you should be good! Any recommended numbers or limits in this document are subject to change at any time. Although some of the descriptions prov...
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?)
is there a reason for three materials being separate?
They are all different colours, and one is translucent
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
Oh, I've been applying materials in Unity, since I know (Sort of) how those work
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
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?
atlas it with cats or materialcombiner that got installed with it i think
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?
Thanks, y'all. It's done
how would i use the same material on seperate parts?
without having them count as 2 materials but 1 instead
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 this is my first model . I can't edit the shader in blender for some reason though
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
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
Only 3 vertex groups? Cats goes by the mesh named "Body" iirc
Well, Vroid made the face a seperate mesh (for some reason) so if I join the face and body meshes, would that fix it?
Its only a crtl+j away!
uh oooh looks like the atlas screwed my materialss
probably need to change this on your atlas texture, just keep in mind it will start to increase the file size of the texture
Anyone know why Unity says my model is like 200k polygons but the stats say it's only like 2k tris?
Unity or the vrchat upload menu?
vrc upload menu in unity
Select the mesh in the hierarchy and make sure it's not read only
Got it
Screenshot the inspector
Oh right it's not there...
Select the model in the files in unity
Leftmost tab under the inspector after you select it
This?
Read/Write enabled
And tick legacy blendshape normals, or change it from calculate to import, if you ever make shapekeys, that is a must
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
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..."?
Select the model in the files again
I selected the humanoid type in the rig menu earlier
Go to the rig tab, change it from Generic to Humanoid
Go into configure in that same tab
And when I go into rig menu, when I move bones, the model moves with them just fine
Hmm... everything seems proper... guess it's just unity being unity
Set the rig type to generic and apply
What does your hierarchy look like?
Then back to humanoid, apply
That scorched earth approach tends to fix it most of the times
I tried it, still the same sadly 😦
Any chance it has anything to do with Avatar Definition?
Where do you have your descriptor?
vrc_avatar descriptor is on the top one
That should be fine then...
What version of unity are you using?
We're still on 2018.4.20f1 aren't we?
I just downloaded this one off the vrc home